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Vampire

Duskblade's page

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Ever since the anti-paladin class came out, I have always wanted to create a character that pretty much used the powers of evil in order to crush other forms of evil. Think of it as a radical paladin who dabbles in the 'forbidden arts', believing that the best way to combat evil is to use evil against itself. The paladin in question willingly puts their soul on the line in the hopes that obtaining greater power through patrons like demon lords will help them to quell other forms of wickedness in the world. They are keenly attuned to the dark desires that lie within every creature's heart, and as such, they are exceptionally gifted in understanding how to thwart the plots and plans of tyrants, murders, and cut-throats alike. They disdain the methods of 'goodly' warriors (like paladins), believing that their methods are far too conservative to make any real progress against the forces of darkness.

Such anti-paladins have no reservations about lying, torturing, or betraying other creature's in order to get the job done. Where a normal paladin might scoff at the notion of breaking their word or harming a captured prisoner, the anti-paladin understands the necessity of doing 'small evils' in order to obtain a greater good. After all, what good does it do to keep your honor if evil is allowed to thrive because of it?

Because of this mentality, such anti-paladins are far more difficult to predict and manipulate, which is seen as a common 'weakness' among most other 'good-aligned' creatures. Patrons of these 'radical paladins' often view their servants as amusing, misguided, but useful tools, and often employ them to thwart the plans of other rival deities. In some cases, such deities can even call upon these anti-paladins to test the worth of their own followers, or use the anti-paladin as their personal enforcer to punish those who have displeased them.

[Side note: Yes, I realize that this is starting to sound like an introduction to a new archetype, but to be honest, I really do hope that paizo eventually starts releasing 'expansions' for some of the more underused classes like the anti-paladin]

Anyway, this was just one idea I had for giving the anti-paladin a little more flare, but I was also curious to see if anyone else had any other cool ideas for expanding upon the class as well. Basically what I'm looking for are creative ideas that support the 'cool' kind of evil rather than the 'eat babies and kick puppies' kind of evil. After all, if a hero fails, then perhaps it is time to call upon a villain.


Okay, while I realize this might be a question for a developer (or at the very least a GM), I figured I'd go ahead and ask it anyway...

For a standard dhampir, the 'dayborn' alternate racial trait gives up the dhampir's spell-like ability in order to eliminate their dhampir weakness (which is, in this case, light sensitivity). However, when selecting one of the 'alternate racial heritages', a dhampir gains a different spell-like ability and weakness that is not specifically mentioned in the dayborn alternate racial trait (in other words, you no longer have detect undead or light sensitivity).

However, my question is this: would it still be permissible to select the 'dayborn' alternate racial trait for the dhampir in order to give up the new spell-like ability and dhampir weaknesses gained from the new heritage?

For example, in the case of Svertocher dhampirs, could I select the dayborn alternate racial trait to give up 'obscuring mist' in order to eliminate 'weakness to positive energy'?

As always, any and all help is appreciated. Thanks.


So here's an interesting question: for those of you who are not aware, there was new spell released in the Inner Sea Gods called "Spawn Calling" (or Call the Godspawn). Here is what it does...

Having attained the highest and most profane form of magical achievement in your god's service, you are able to call forth his most dreaded creations: the godspawn.

Casting this spell requires a week-long ritual involving the sacrifice of one or more sentient humanoid creatures that between them possess a total of at least 15 Hit Dice. You may not eat, sleep, or cast any other spells for the duration of this ritual. After the third day of the ritual, you must succeed at a Constitution check on each remaining day of the ritual (DC 10 + 1 for each previous check) or take 1d6 points of nonlethal damage from hunger. At the end of the ritual, you gain the exhausted condition from lack of sleep.

Upon completion of the ritual, the ground rumbles in a 100-foot radius centered on you. This effect lasts for 1 round. Any creature on the ground in this area that attempts to cast a spell during this round must succeed at a concentration check (DC 20 + spell level) or lose the spell. Any creature on the ground in the area that attempts to attack or move during this round must succeed at a DC 15 Reflex save at the beginning of its turn or fall prone.

At the beginning of your next turn, a massive fissure full of dark fire and shrieking cries appears at a point you designate within the spell's range, and a godspawn emerges.

This creature takes the form of a thunder behemoth with the advanced and entropic simple templates. Unlike with summon monster or similar spells, the caster has no control whatsoever over the called creature. The spawn immediately heads in a random direction or toward an obvious target such as a population center, destroying anything in its path, yourself and your allies included.

Any creature may attempt to control the called godspawn via spells like dominate monster or binding.

However, if such an attempt fails, it draws the godspawn's attention, and the monster immediately tries to destroy the creature that attempted to control it. Because the godspawn are all magical beasts native to the Material Plane, spells such as banishment or dismissal have no effect on the called spawn.

Okay, the part in bold is what I wanna draw your attention to, because under normal circumstances, Behemoths are actually immune to mind-effecting effects. However, this spell seems to suggest that 'mind controlling' the one you summon with this spell IS possible.

I guess my question is...does this mean that this particular behemoth is not immune to mind-effecting (or does it just apply to dominate monster). Furthermore, the mythic version of this spell seems to suggest that you could also use dominate monster to control a friggin Tarasque (and again I ask...am I reading this right?)


The very first sentence of the ability indicates the 'passive' effect (in that it bypasses all armor). The rest of the abilities are 'active' effects that require legendary power/mythic power to activate.

Or am I just reading it wrong?


Pretty much what the title says: for the Legendary Item ability 'Unstoppable Strike', it states that the weapon bypasses all armor, so my question is this...

Does this include natural armor, shield bonuses, and armor bonuses granted from any source (such as bracers of armor)?

Here's a Link if anyone needs references.


I was just curious if there were any guides/advice that helped with constructing golems. I've been looking around so far, and the only thing I've been able to find is this...

Link

What I am hoping to find is a more in-depth analysis that explains which golem is the most efficient to build, along with the best sort of upgrades a caster can give them. For example...

Is giving a golem the Shield Guardian Template really worth the cost?

(From what I can tell, it basically adds 25 days to the construction and 45,000 gp to the cost, and increases the craft check to construct the golem by 4 and the caster level needed to make it by 2...along with needing the 'discern location' spell and either 'shield' or 'shield other' spells as well)

In addition, the processes of adding hit die, increasing the golem's size, or giving it the 'advanced template' also raises questions on efficiency as well...

1) Adding additional hit die = costs an extra 5,000 gp per hit die (which also adds 5 extra days to the construction time)

2) Increasing golem size = costs an extra 50,000 gp (which also adds 50 extra days to the construction time)

3) Adding the advanced template = costs an extra 15,000 gp (which adds 15 days to the construction time)

From what I can tell, the advanced template probably isn't worth the cost since golems are typicall not intelligent and gain no benefit from an increased CON score either. However, the additional hit die and increased size CAN be worth since golems don't exactly get a lot of hp, and the increase in size can dramatically increase their strength and damage output.

In addition, the shield guardian template also seems worth it considering how it gives a golem fast healing 5, and also makes the golem easier to control (and more versatile with things like 'shield other' and 'spell storing')

As for deciding which type of golem to construct though...I honestly can't say which is the best (at least in terms of cost efficiency). I will admit that the Stone Golem does seem like a pretty solid choice (pun intended), but as I said before, I'm curious if anyone else has any thoughts on the matter.


I would personally like to see a Malebranche make an appearance. They've already been described in several books as 'evolved' versions of horned devils with near God-like power, but I would love to see what one actually looks like and what it can actually do.


I know that a monk gains Damage Reduction and is treated as an outside for the purpose of spells and magical effects, but I was curious if the Perfect Self ability gave him anymore additional benefits. For example, does the monk still age, sleep, and eat? Any help would be greatly appreciated :)


Elbedor wrote:
So you can damage Incorporeal with it?

Not sure why that's relevant. After all, if you hit an incoporal with a flaming, frost, or shocking weapon, the elmental damage will still apply. I'm not suggesting that ALL the weapon damage becomes force damage. I'm just saying that my group considers the 2d6 to the enemy and 1d6 to the wielder as the only source of force damage.


Meh, my group and I always believed that the Viscious property was dealing FORCE damage (which can't be resisted by any form of DR). I realize that there is nothing in the description to support this, but basically 'untyped' damage and 'force damage' are technically the same thing (at least in terms of resisting the damage since nothing in Pathfinder has Resistance/Immunity to Force damage).


Okay, so let me see if I'm understanding this correctly: the duration of the suffocate spell specifically states '3 rounds' and NOT instanteous + 3 rounds, and the saves are always made on the caster's turn. So it goes like this...

Round 1
Caster casts Suffocate
Target makes the save = target staggered on there next turn
OR
Target fails the save = goes unconscious

Round 2
On the caster's turn, the target makes their 2nd fortitude save
Target makes the save = target is staggered on their next turn/target remains unconscious (if they failed the previous save)
OR
Target fails the save = target drops to -1 hit points and starts dying

Round 3
On the caster's turn, the target makes their 3rd fortitude save
Target makes the save = target is staggered on their next turn/target remains unconcious (if they failed only one of the previous saves)/target continues dying (if it failed BOTH the previous saves)
Target fails the save = target dies

So in a nutshell, what some people seem to be suggesting is that this spell, AT THE VERY LEAST, guarentees 3 rounds of the staggered condition against its target (assuming that the target makes all 3 fortitude saves), or ends up knocking the target unconscious and/or killing them if they fail their saves.

I won't lie, that kinda seems a bit overpowered for a 5th level spell.


I'd love to have the Director's Cut if possible:

E-mail:
phbmorri@ius.edu


Well see that's the thing: my character is basically using a Talisman of Soul-eating to collect souls for a very dear 'friend' of mine (a horned devil no less), and we recently ended up fighting a horde of Proteans (This is actually from the Legacy of Fire campaign).

Anyway, once we killed the leader of the Proteans (the 'chick' named Lahapraset), I decided to use my talisman to take her soul.

But of course, the question obviously came up: can you take the soul of a dead outsider? Again, because an outsider's body and soul are 'one', then it kinda made my group scratch their heads in confusion. We decided to let it slide for now, and thus far I haven't found anything to say that you "can't" use the talisman (or the Create Soul Gem spell) on outsiders (as the requirement only seems to be that the target is a 'sentient creatures' who possess a soul...so obviously no constructs or 'mindless' undead unless said creatures specifically say that they do in fact have souls).

Anyone else have any other thoughts.

I guess the real question is: what kind of creatures actually have souls (and if said creature does have a soul, is it actually possible to steal it with a Talisman of soul-eating or a Create Soul Gem spell)?


This is a little tricky since an outsider's soul is not 'separate' from its body, but if you are using spells like 'Create Soul Gem' or the 'Talisman of Soul-Eating', are such abilities even possible against outsiders? (such as devils, demons, genies, etc)

Here are a few references for those who need them:

Talisman of Soul-Eating

Create Soul Gem

The Soul Trade

The text obviously implies that you can create soul gems out of the souls of mortals, but I wasn't sure if the same could be said for the soul of an outsider. Any thoughts?


I guess my original question still stands: does immunity to crits negate vorpal, or does the ability to negate a crit negate vorpal? (or do both of them do/don't)

In addition: does greater resolve negate vorpal?


Okay, I've been looking around the forums and I haven't found a good answer yet, so I was hoping you guys could help me out...

Pathfinder SRD wrote:
Vorpal- Upon a roll of natural 20 (followed by a successful roll to confirm the critical hit), the weapon severs the opponent's head (if it has one) from its body. Some creatures, such as many aberrations and all oozes, have no heads. Others, such as golems and undead creatures other than vampires, are not affected by the loss of their heads. Most other creatures, however, die when their heads are cut off. A vorpal weapon must be a slashing melee weapon. If you roll this special ability randomly for an inappropriate weapon, reroll.

Now, the question I have is rather obvious: does negating the crit negate the vorpal effect? For instance, would the Greater Resolve ability from the Samurai class negate it...

Pathfinder SRD wrote:
Greater Resolve- At 9th level, a samurai can spend his resolve to negate some of his most grievous wounds. After a critical hit is confirmed against him, the samurai can spend one use of his resolve as an immediate action to treat that critical hit as a normal hit. Effects that only trigger on a critical hit do not trigger when the samurai uses this ability.

Also, do other abilities like heavy fortification, jingasa of fortunate soldier, or immunity to crits also negate vorpal as well? As always, any help is always appreciated. Thanks again.


Okay, here's the scenario: my buddies and I are eventually planning to play Serpent's Skull together, and we all want to play evil worshipers of Lamashtu. Our plans include befriending our allies and capturing our enemies (some of them at least), and basically using magic, torture, drugs, and other tactics to break their minds and make them slaves to use as breeding stock for monsters (we also plan to capture animals as well, and as a side option, we can also cook them for food and buffs too...cook people hex for the win, lol).

Now, each of our characters have a role to play, and because I am a witch (a scarred witch doctor half-orc no less), my job is to act as the enchanter/mind breaker/'diplomat'.

However, after getting my spells together and figuring out my build, I still can't decide if the 'Charm Hex' is worth it. My main problem is the 'duration' of course, because I'm not sure how useful it is outside of combat (or in combat for that matter). I realize that I can cackle for HOURS to keep someone under my 'control' but I don't really think that's the most effective thing to do.

Anyway, I was hoping you guys could help me out with this, cause to be honest...I'm not really sure if the charm hex is worth it. I mean, it would be nice if the target of the hex STAYED helpful after the duration ended, but aside from that, this hex only seems good to ask an npc for a VERY brief favor before the hex ends.

I mean, I guess I could politely 'ask' an npc to voluntarily 'fail a save' and simply use another 'charm spell' on them, but even then, I'm not exactly sure if such a request is possible. Thoughts?


Like, for things like abominate or eternal sleep, or other such abilities: can a witch simply dismiss their effects if she so chooses?


Jim Groves wrote:

After sleeping on it, I wanted to add one quick thing.

The word "trait" is one of those crazy sound alike words that confounds the rule system sometimes. After consideration, the OP is referring to an optional race ability. One in which you trade for drow immunities. I was starting to make the point about traits being a half-a-feat, and while there is some validity to that.. the same level of parity does not exist with a racial ability.

I wanted to call that out before someone else does and uses it as a means to try to dismiss my point out-of-hand. I think my logic holds notwithstanding.

When it comes right down to it, I believe the seducer alternate racial ability is a fair trade for drow immunities. It may not be the best suited for all drow characters, but that's why it is optional.

Let's talk about why I made that trade-off. Thematically, by exploiting the desires of others, you open yourself up to the same kind of temptation. The struggle then becomes for you to always maintain control while bending and breaking the will of others. Also, mechanically, offensive bonuses are usually considered more valuable than defensive ones. This combined with the ability to stack with the Spell Focus feats, I still maintain this is fine the way it is.

I think I have said all I could! Thank you! Good luck with and to the Design Team!

And this is why I love these forums :) Thanks again for the input. And while I understand and respect your reasoning, I must admit that I still wouldn't be opposed to the idea of changing the 'seducer' trait to key off Charisma rather than Wisdom. After all, drow oracles, cavaliers, and ninjas would certainly enjoy reaping these rewards (which reminds me...there REALLY needs to be a cavalier archetype that lets a drow ride a friggin spider).


12 people marked this as FAQ candidate.

So, while looking over a few of the alternate drow racial traits, I discovered that the 'Seducer' trait ability is keyed off of wisdom to use the 'Charm Person' spell for some reason (my initial thought was that it keyed off Charisma). For anyone not familiar with the trait, here is what it does...

Seducer- Certain drow possess an innate understanding of the darkest desires that lurk in every heart. Drow with this racial trait add +1 to the saving throw DCs for spells and spell-like abilities of the enchantment school. In addition, drow with a Wisdom score of 15 or higher may use charm person once per day as a spell-like ability (caster level equal to the drow's character level). This racial trait replaces drow immunities.

So, my question is this: was the 'seducer' ability meant to be keyed off of Charisma rather than Wisdom? I mean, that would seem to make the most sense, and I kinda hoping we can FAQ this if possible.


This issue has been coming up a lot in our sessions, so I was hoping to try and get a few clarifications:

1) Does a PC or NPC 'remember' the events that take place when they are charmed/dominated (we are basically curious to see if PCs or NPCs 'know' what they did while they were charmed/dominated, or if they simply have a very big memory gap)?

2) Does a PC or NPC 'know' that they are charmed/dominated (basically do they ever recognize that they are under the spell during the duration or after the effects of the spell wear off)?

Thanks again for all the help :)


I swear you all are doing it wrong...

Philter of Love + Syringe Spear = Seduction in a can.

I like to call it the 'Cupid Solution' (and yes, that phrase is totally copyrighted, lol). After all, why waste time seducing when magic can do it for ya ;)

Just remeber kids, a succubus isn't the only one who can 'work her magic' to get what she wants :P All it really takes is one little potion and a stick with a needle.


1 person marked this as a favorite.

Hey everyone. While I'm not sure if a thread like this exists yet or not, I kinda felt compelled to start one anyway. Basically the goal of this particular thread is to showcase some really neat tricks that players have pulled off during their Pathfinder games. I'm not really asking for anyting game-breaking or cheesey, although if you'd like to list those things, that's perfectly fine as well. All I'm asking for is just some cool ideas/discoveries/or interactions that you guys have utilized during some of your campaigns.

And so, with that in mind, allow me to start:

Philter of Love + Syringe Spear = Instant lovey dovey

Rod of Security = Immortality in a can

Iressistable Dance + Quickened Icy Prison = Popsicle Express

Fate's Favored + Stone of Good Luck = Winning

Ablative Barrier + Mummification = Free DR without having DR

Like I said before, feel free to jot down whatever you like: maybe you've discovered a cool item that very few people use, or perhaps you've found a great interaction between two particular spells. Whatever it might be, go ahead and list it, for I'm sure their are many in the community (myself included) who are eager to hear about some of the coolest pathfinder tricks that can be found inside the game. Thanks again.

**Please note, things like bribing the GM with Candy and Beer does NOT qualify as a Pathfinder Trick...just sayin' ;)


Hey everyone. While I'm not sure if a thread like this exists yet or not, I kinda felt compelled to start one anyway. Basically the goal of this particular thread is to showcase some really neat tricks that players have pulled off during their Pathfinder games. I'm not really asking for anyting game-breaking or cheesey, although if you'd like to list those things, that's perfectly fine as well. All I'm asking for is just some cool ideas/discoveries/or interactions that you guys have utilized during some of your campaigns.

And so, with that in mind, allow me to start:

Philter of Love + Syringe Spear = Instant lovey dovey

Rod of Security = Immortality in a can

Iressistable Dance + Quickened Icy Prison = Popsicle Express

Fate's Favored + Stone of Good Luck = Winning

Ablative Barrier + Mummification = Free DR without having DR

Like I said before, feel free to jot down whatever you like: maybe you've discovered a cool item that very few people use, or perhaps you've found a great interaction between two particular spells. Whatever it might be, go ahead and list it, for I'm sure their are many in the community (myself included) who are eager to hear about some of the coolest pathfinder tricks that can be found inside the game. Thanks again.

**Please note, things like bribing the GM with Candy and Beer does NOT qualify as a Pathfinder Trick...just sayin' ;)


Hey James. I was wondering if there were any plans to include stat blocks for gnolls, lizardfolk, gargoyles, driders, ogres, and centaurs as PCs in the future bestiary books? I only ask because of all the races in the Advanced Race Guide, these races are the only ones that actually lack their own stat blocks explaining how to treat them as player characters.


Contrary to what a lot of people are saying, you CAN actually kill a prisoner who has openly surrendered and is now begging for his life while STILL maintaining a Lawful Good alignment.

The simple truth is, it really all depends on your characters perspective.

I'd like to quickly draw your attention to the era of the Samaurai, where it was considered both HONORABLE and GOOD to cut off a prisoner's head who was defeated in battle. The fact that they are begging for his/her life is utterly irrelevant, because it really all depends on how your character views the prisoner's actions.

For example, you could say "Only cowards beg for their life, now accept your punishment and pick up your weapon, or would you truly prefer to die while begging on your knees."

Or you could go with "I am glad to hear that you are repentant, but judgment must still be dealt. I promise to make your end as swift and painless as possible."

Or you could also try "Only the Gods can forgive your misdeeds. Make peace with them now, for once I have finished taking ur life, I promise to give you a just and honest burial."

As I said before, it is ALL about perspective. All the examples I've just listed are things that a Lawfully Good character COULD do if they so wished (and it would not be against their alignment at all). The same could also be said about 'other' alignments as well.

For instance, a chaotic evil character COULD show a prisoner mercy as well (perhaps thinking that letting them live could somehow prove useful to them later on down the road).

The simple truth is this: you really shouldn't get too caught up with your character's alignment. Good characters can still do 'morally questionable' things, just as evil characters can do 'morally righteous' things.


1 person marked this as FAQ candidate.

I'm not sure if this has ever been answered yet, but this hex 'seriously' needs an errata. Here are a few things I would like answered:

1) What is the range of Ice Tomb (I'm assuming either 30 or 60 feet)?

2) What is the duration of Ice Tomb (Hours/Minutes per level would be my guess)?

We have already established that Ice Tomb can only affect creatures, so that's some progress, but there are still a lot of questions that NEED to be answered about this hex. My overall guess is that its suppose to work like the "Icy Prison" spell, and if that's the case, we can pretty much use that spell as a baseline.

Here is my 'suggested' revised version of Ice Tomb...

Ice Tomb: A storm of ice and freezing wind envelops a creature within 60 feet, which takes 3d8 points of cold damage (Fortitude half). If the creature fails its save, it becomes trapped in a block of ice and gains the helpless condition, but can still breathe normally (the ice blocks line of effect to the target). This effect lasts for a number of minutes equal to the witch’s Intelligence modifier. The ice has 20 hit points; destroying the ice frees the creature, which is staggered for 1d4 rounds after being released. If the target makes its save, it gains the entangled condition for a number of rounds equal to the witch's Intelligence modifier, but can otherwise act normally. If the target creature takes no damage from this hex, it does not become helpless or entangled, regardless if it made its save or not. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

I know its kinda 'lenghty' and all (and I realize that the entire 'entangled' condition part was added out of nowhwere), but I think the above descritpion makes a lot more sense. Of course, if you wanted to edit out the 'entangled' part, it could look something like this...

Ice Tomb: A storm of ice and freezing wind envelops a creature within 60 feet, which takes 3d8 points of cold damage (Fortitude half). If the creature fails its save, it becomes trapped in a block of ice and gains the helpless condition, but can still breathe normally (the ice blocks line of effect to the target). This effect lasts for a number of minutes equal to the witch’s Intelligence modifier. The ice has 20 hit points; destroying the ice frees the creature, which is staggered for 1d4 rounds after being released. If the target creature takes no damage from this hex then it does not become trapped in the ice, regardless of whether it made its fortitude save or not. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

I hope some of this helps, and everyone please remember to click the FAQ button so we can get this issue addressed.


Hey James. Sorry to bother you again but I had a couple of questions regarding Hunter's Tricks from the Skirmisher archetype for the ranger and I really hoped that you could help:

Pathfinder SRD wrote:
Stag’s Leap (Ex): As a free action, the Ranger can attempt a running jump without moving 10 feet before the jump.

1) So my question is this: does the "Stag's Leap" ability count as movement? From the description, it seems to suggest that performing a Stag's Leap is a 'free action', thus allowing a character to 'move' while still being able to use their full-round action after their 'jump' is complete. Is this the case, or am I reading it wrong?

Pathfinder SRD wrote:
Surprise Shift (Ex): The Ranger can move 5 feet as a swift action. This movement does not provoke attacks of opportunity and does not count as a 5-foot step.

2) My next question is pretty simple: can Surprise Shift be used in conjunction with a 5-foot step all in the same round (thus allowing you to technically move 10 feet while still being able to perform a full-round action)?

Pathfinder SRD wrote:
Rattling Strike (Ex): The Ranger can use this trick as a free action before he makes a melee attack. If the attack hits, the target is shaken for 1d4 rounds.

3) Because of the rules regarding fear effects (in that they are cumulative), I was curious to know if getting hit by two Rattling Strikes would make an enemy frightened (or panicked if they were hit three times)? I realize this doesn't work with the 'intimidate' skill, but I wasn't sure if it worked with Rattling Strike or not.

Again, I realize that some of these questions should be asked on the rules forums, but I was really hoping for your own personal input on how you would rule all this. Thanks again for your time and take care :)


Hey James, quick question: for some of the ranger archetypes (such as the Warden, Wild Stalker, and Freebooter), the favored enemy abiltiy is replaced for other benefits, but other abilities such as quarry, improved quarry, and master hunter remain the same. As it stands, these three abilities are all useless for a ranger, since he doesn't have the 'favored enemy' class feature anymore (which is something that those three other class features depend on).

My question is this: are there any plans to update or errata these archetypes? I only ask because you guys DID end up updating the infiltrator archetype for the ranger, which also suffered from a similair problem like this. Thanks again!


Personally, I would like to see all these archetypes get an update, so please hit the FAQ and see if we can get answer please :)


I would also like to see this archetype get updated. As it is written, things like 'Quarry', 'Improved Quarry', and 'Master Hunter' are all unusable. A replacement feature of some kind would be greatly appreciated.


Alright, I know that burrowing isn't very well defined in pathfinder, but I do have a couple of basic questions regarding it...

1. Can a character (like a Trox) breath while burrowing?
2. Can a character take a 5-foot step while burrowed?
3. How can a character 'see' while burrowing? For example, does the character 'know' where other characters are located on the surface? Can the burrowing character differentiate between enemies and friendlies while burrowed? (I ask this because a character like a Trox does not have tremorsense)
4. Does a character who is burrowing automatically assume a stealth check of 25 (because, according to perception, to notice a creature beneath you requires a DC 25 perception check)?
5. Can a character 'sleep' while burrowed?

thanks again for the help.


Alright, my question is pretty simple: since the Wyrwood doesn't have a constitution score and instead gains 'bonus hit points' based on size (10hp since it is small) does this mean it gains 10 bonus hp per level?

If anyone doesn't know what I"m talking about, here are the rules for construct traits...

Pathfinder SRD wrote:

A construct possesses the following traits (unless otherwise noted in a creature's entry).

•No Constitution score. Any DCs or other statistics that rely on a Constitution score treat a construct as having a score of 10 (no bonus or penalty).
•Low-light vision.
•Darkvision 60 feet.
•Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
•Immunity to bleed, disease, death effects, necromancy effects, paralysis, poison, sleep effects, and stunning.
•Cannot heal damage on its own, but often can be repaired via exposure to a certain kind of effect (see the creature's description for details) or through the use of the Craft Construct feat. Constructs can also be healed through spells such as make whole. A construct with the fast healing special quality still benefits from that quality.
•Not subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage.
•Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
•Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
•A construct cannot be raised or resurrected.
A construct is hard to destroy, and gains bonus hit points based on size, as shown on the following table.
•Proficient with its natural weapons only, unless generally humanoid in form, in which case proficient with any weapon mentioned in its entry.
•Proficient with no armor.
•Constructs do not breathe, eat, or sleep.

Now, as I stated, a Wyrwood is a 'small' construct so it would gain 10 bonus hp. However, does this mean it would gain 10 bonus hp per level? I only ask becaue in hero lab, the Wyrwood is only gaining a single instance of bonus hp (namely 10 bonus hp at level 1). Part of me believe that it is suppose to gain 10 bonus hp per level, but I can't find any rules that support that.

As always, any help would be appreciated.


I know this might seem like a silly question, but this basically came up while my group and I were making characters: can a Wyrwood use alchemist abilities like extracts, mutagens, etc?

I mean, it doesn't need to eat or drink, so I'm not sure if can actually 'consume' anything.

I also can't remember if constructs can use potions or not, but if anyone can help to clarify this issue, I really would appreciate it. Thanks again.


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Alright, I figure I might as well cheat and approach this subject from a different perspective: if you guys want the rogue to work, just be a Wyrwood.

Why?

Well because a Wyrwood is basically immune to all the rogue's weaknesses (construct traits will kinda do that for ya). Furthermore, the rogue's abilities compliment the Wyrwood a great deal (with evasion pretty much making the Wyrwood virtually immune to most kinds of magic attacks the require a save).

In addition, the lack of a constitution score makes the rogue less MAD, and even helps to give the rogue a HUGE boost in hit points (if you took the favored class bonus on top of the toughness feat, you would basically have 22 hit points level 1).

And finally, to top it all off, you are also small: benefits for stealth, extra accuracy, the whole nine yards.

Of course, if anyone wants to 'theory-craft' about how to make the rogue better, then the answer is actually a lot more simpler then you think...

Just make it easier for the rogue to make his opponents flat-footed.

For example, if their were rogue feats that said something like "whenever a rogue with this talent makes an attack of opportunity or charges, her opponent is considered flat-footed". Or you could also go with something like "whenever a rogue with this talent confirms a critical hit, she may also apply sneak attack damage if she hasn't already done so."

Anyway, just my 2 cents.


Again, this would also beg the question: do hobgoblins count as goblins for archetypes, favored class bonuses, etc?


Pretty much what the title says: Does a drow qualify as an 'elf' for the purposes of a 'favored class bonus'? Moreover, does an Aasimar with the 'scion of humanity' trait qualify for human based bonuses? I understand this logic applies to half-elves and half-orcs of course (due to the recent FAQ) but I just wanted to see if it applied to other races as well (it also makes me wonder if Hobgoblins qualify for goblin bonuses too).

Thanks again.


Okay, so after readying the Bestiary 4, I recently came to discover that all of the potential PC characters (or, in other words, races with no hit dice or level adjustment) are all also listed in the Advanced Race Guide (examples include Trox, Wyrwood, etc). Now, this sorta makes me believe that other races listed in the Advanced Race Guide are all also capable of being used as PCs as well (races such as Centuar and Drider).

Now, if such is the case then...well...that's utterly ridiculous (lol).

However, I would like to hear everyone's thoughts about this (what races do you like, which do you think are broken, etc). Below is a list I've compiled that essentially names off a bunch of races that most people probably didn't realize were usable as PCs.

Centaur
Trox
Gnoll
Lizardfolk
Drider
Gargoyle
Ogre
Gathlain
Kasatha
Wyrwood
Wyvaran

I'm sure there are other ones that can be added to this list as well, but this pretty much covers the ones I've found thus far. If anyone would like to add other races to this list, please feel free to do so.


Okay, after reading the Bestiary 4, I recently came to the realization that ALL of the following races are apparently legal to use as PCs without any racial hit dice or level adjustment. Here they are...

Centaur
Trox
Gnoll
Lizardfolk
Drider
Gargoyle
Ogre
Gathlain
Kasatha
Wyrwood
Wyvaran

Yeah, this guide just got a WHOLE lot bigger (also, keep in mind that some of these races are friggin ridiculous in terms of power).


I'm mainly asking the question for the purposes of including lizardfolk in hero lab (and gnolls as well). My only issue was trying to figure out the exact 'stat block' of the lizardfolk (for example, what language does it speak, how strong is the bite attack, etc).


I am REALLY looking forward to the lizardfolk and hobgoblin updates (and Suli as well). I've always considered Hobgoblins a very 'sturdy' race, in that they can basically perform well in almost any of them (I mean, a +2 in two physical stats, with no drawbacks, plus darkvision, stealth as a class skill, and a big bonus to stealth with a lot of solid alternate racial options).

Lizardfolk...well, honestly I just need to see what the PC version of this race looks like (I'm assuming it has a swim speed, 2 claw attacks, 1 bite attack...all at 1d4 damage...speaks draconic...and has a + 2 to strength and Con with no drawbacks, but again, not sure).

And finally Suli (ah, good ol' genie-folk). I realize that a Suli is kinda inferior to certain Aasimar racial types (specially angel-kin), but having 4 resistences, a nice boost to diplomacy and sense motive, and a relevant 'swift action 1d6 elemental damage' ability is still pretty sweet).


Okay, I realize that the original monsters (as in, the ones listed in the bestiary) give descriptions of these creatures with racial hit die. However, in the advanced race guide, they are listed 'without' racial hit die.

Source (scroll up to the top of the page)

So, my question is: do these races have a level adjustment or not (in other words, could you use them as normal PC characters)?

Thanks again.


Telepathic Bond
School divination; Level sorcerer/wizard 5
Casting Time 1 standard action
Components V, S, M (two eggshells from two different creatures)
Range close (25 ft. + 5 ft./2 levels)
Targets you plus one willing creature per three levels, no two of which can be more than 30 ft. apart
Duration 10 min./level (D)
Saving Throw none; Spell Resistance no

You forge a telepathic bond among yourself and a number of willing creatures, each of which must have an Intelligence score of 3 or higher. Each creature included in the link is linked to all the others. The creatures can communicate telepathically through the bond regardless of language. No special power or influence is established as a result of the bond. Once the bond is formed, it works over any distance (although not from one plane to another).

If desired, you may leave yourself out of the telepathic bond forged. This decision must be made at the time of casting.

Telepathic bond can be made permanent with a permanency spell, though it only bonds two creatures per casting of permanency.

_______________________

Okay, here are the questions:

1) Lets say your party just encountered a creature who has yet to attack you. However, sadly this creature does not speak any language that your party understands. My question is this:

Can you cast Telepathic Bond and include that creature, so all of you can properly communicate? (keep in mind that the spell does not allow a save, but only stipulates that the target must be willing)

2) Question 2: let us say that your party encounters another group of creatures who are acting somewhat 'hostile' towards you, but have yet to actually attack (they are essentially shouting and/or motioning for the party to leave the area for instance). Would telepathic bond work then (basically as a means of establishing communication)?

3) Let us say that this group of creatures is already attacking you (for reasons you and your party don't understand, obviously due to the language barrier). Would telepathic bond work then?

I guess what I'm really asking is this: what exactly constitutes a 'willing creature'?


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I often enjoy seeing all the threads that discuss theory-crafting and class balance issues, and so in honor of all those 'informative' threads, I give you this masterpiece:

Class Balancing Episode 1 - Getting Past the Trap!

THE SCENARIO - After making your perception checks, you discover that the hallway in front of you is most definitely trapped (oh no's!). What do you do?

Druid: *contemplates sending her animal companion down the hall first(animal cruelty at its finest), but instead decides to take 10 minutes to figure out which creature she'd like to wildshape into*

Rogue: *"Don't worry guys, I got this!" she says, while all the while thinking Evasion level 2 for the win!*

Fighter: *looks at silly rogue fiddling with the trap...and then happily proceeds to step down the hall thumping his armor LIKE A MAN!* "Come at me bro!"

Barbarian: *quickly remembers (despite her constant need to SMASH) that she has damage reduction...and then promptly proceeds to walk down the hall before yelling back at the group to "BE A MAN" as she sways her shapely hips*

Oracle: *babbles incoherently, walks into a wall, casts her freakin protection spell (with no verbal components no less) and walks forward with confidence...cure spells at the ready (while still managing to look hot as hell with her 17 charisma)*

Cleric: *grumbles in frustration as she glares at the rest of the group before screaming "I AM NOT A BAND-AID!"*

Gunslinger: *stands there practicing her 'quick draw' technique, praying to God that the bloody gun won't misfire...again!*

Summoner: *summons OP Eidolon and says "Hey bro! We found a trap!" then points down the hall saying "You first!"...obviously completely aware of the fact that his immortal Eidolon will be just fine*

Paladin: *Volunteers to step forward first, clearly feeling confident that his God will protect him (and if God screws up, lay on hands and Divine Grace for the win!)*

Antipaladin: *watches as half the group willingly steps forward into the obviously dangerous trap thinking 'Wow, this is going to be easier than I thought'*

Monk: *has enough common sense to simply sit on the floor and wait for the rogue and/or ninja to disable the trap*

Inquisitor: *watches in amazement as some members of the group walk forward into the trap, while other members try to disable it, as the rest just wait around to see who's left standing when the smoke finally clears*

Bard: *plays his banjo while singing his heart out, moonwalking down the hall without a single care in the world*

Sorcerer: *casts fly upon herself and struts down the hall (yes, she struts in the air), while looking back at the wizard with a confident little smile "Real God's don't need spellbooks"*

Wizard: *grumbles to himself and casts Unseen Servant saying "Run down the hall as fast as you can, and make sure to touch as many things as possible!*

[Unseen Servant]: *Gets secretly excited (despite being mindless) about groping the oracle, sorcerer, and smoking hot barbarian*

Witch: *holds her familiar close and prays that none of these stupid idiots end up getting it killed again*

Magus: *gets fed up and casts dimension door, transporting himself to the other end of the hall (wasted level 4 spell...check...separated himself from the party...check...still potentially activating the trap despite all his efforts...double check...so yeah, high intelligence score for the win)

Ninja: *mysteriously utters "I'm Batman" before vanishing from sight*

Cavalier: *continues to feel sad that he couldn't take his pony into yet another dungeon*

Samurai: *also feels bad about not having his pony, but at least he still has his trusty old Katana*

Alchemist: *takes a moment to look at his crazily deformed body, with his four human arms, bat-like wings, and large slimy tentacle, thinking the entire time "My God...what have I done"....and a mid-life crisis quickly ensues*

Ranger: *Looks down the hall, then at the rest of the group, before 'wisely' and 'politely' motioning them forward "After you"*

So, as you can tell, every class is useless ;).

Hope you all enjoyed, and feel free to post comments or your own versions if you like.


From my understanding of the current ruling, half-orcs and half-elves can qualify for orc and elf archetypes, but I was wondering if the reverse was true as well.

For example...

Could an elf choose to be a 'wild caller' (summoner archetype) and take the half-elf favored class bonus (one evolution point every 1/4 level)?

Or...

Could an orc choose to be a 'blood god disciple' (again, summoner archetype) without any issue?

Thanks again :)


Oh, and one last question: would a tengu with the 'travel domain' get the +10 speed boost to movement when they use tengu wings (or tengu raven form), thus giving them 40 feet fly speed and 70 feet fly speed respectively.


I actually have a couple questions regarding tengu feats, and I hoping someone can help sort them out.

Question 1

Pathfinder SRD wrote:
Tengu Wings - Once per day, you can sprout a pair of giant black crow's wings, granting you a fly speed of 30 feet (average maneuverability). This spell-like ability otherwise functions as beast shape I (though you do not gain any other benefits of that spell) with a caster level equal to your level.

a) When using this ability, does the tengu lose access to gear, natural attacks, etc (I only ask because it says it functions like beast shape 1, which is of course a polymorphic effect)

b) What action is required to use this ability (standard, swift, free?)

Question 2

Pathfinder SRD wrote:
Tengu Raven Form - Once per day, you can take the form of a Large black bird resembling a raven, granting you a fly speed of 60 feet (good maneuverability), a +4 size bonus to your Strength, a –2 penalty to your Dexterity, and a +4 natural armor bonus. This spell-like ability otherwise functions as beast shape II with a caster level equal to your level.

a) Does this ability stack with Tengu Wings? (in other words, can you still use Tengu Raven Form once per day, and then also use Tengu Wings on the same day as well)

b) When using this ability, does the tengu lose access to gear, natural attacks, etc (again I ask because it says it functions like beast shape 2, which is of course a polymorphic effect)

c) What action is required to use this ability (standard, swift, free?)

Question 3

Pathfinder SRD wrote:
Long-Nose Form - Once per day, you can assume the form of a human whose nose is the length of your beak. This spell-like ability functions as alter self with a caster level equal to your level. While in this form you gain the scent ability and a +2 bonus to your Strength score. Because your long nose in this form clearly indicates you are not fully human, you do not gain the normal bonus to Disguise checks for using a polymorph effect (however, you could possibly explain the nose as an unfortunate curse or deformity, or hide it with an item such as a plague doctor's mask).

a) When using this ability, does a tengu lose access to its natural attacks?

b) What action is required to use this ability?

I'm assuming all these abilities are standard actions to activate, but what confuses me is what happens when you use tengu wings and tengu raven form. My 'guess' is that tengu wings simply grant you a fly speed, and thus have no effect on your gear, natural attacks, etc. However, tengu raven form seems is a little harder to interpret: part of thinks it acts as a special 'enlarge person' ability, in that you don't lose access to your natural attacks or gear. Then again, I get the impression that because you transform into a large 'raven', you actually do lose access to your gear and natural attacks (though this begs the question: what kind of natural attacks would the 'large bird' have?).

Again, if anyone can help clarify, that would be great. Thanks again.


To be fair, I don't really think 'Finding Haleen' is all that busted. Is it powerful? Sure. But in all honestly, I actually like the idea that characters can spend a 'feat' to gain the benefit (Additional Trait feat obviously). I probably wouldn't allow it as a starting feat, but if a player wanted to get 'Additional Traits' for it, I wouldn't see a problem.


Finding Haleen = Best...trait...ever!


I understand that you can spellstrike with a held charge, but I'm just wanting to see if you can use spell combat to cast another spell after the 'first spell' (the one that's being held) is discharged all in the exact same round.

Basically it would look something like this (assume that the magus is already holding the charge to a touch spell).

1) Spell combat using full-round action is declared

2) First attack is made with melee weapon (using spellstrike)

3) First attack hits (the 'held charge' spell is discharged)

4) Makes concentration check to cast a touch spell via spell combat

5) Check succeeds

6) Proceeds to make free 'touch attack' with the spell

7) Instead makes a second attack with melee weapon (via spellstrike)

8) Second attack hits and spell is discharged

Is my above example correct, or am I doing something wrong?

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