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VoodistMonk wrote:
Pizza Lord wrote:

Maybe it's just an illusion. Bravely state your conviction and stand your ground!

Disclaimer: I don't know anything about that adventure, so if that's really true, I would be hugely surprised.

I don't see a spikestone golem, so I assume it's a spikestone guardian. If you stand your ground you won't have to worry about the spike aura if you don't move. Your golembane scarab should ignore its DR (since it looks like it's a golem). Hit it harder and more often than it hits you, but... it will probably outdamage you. Theoretically the cleric should be healing you while you do this, but that technically wouldn't be one-on-one.

This was my first thought...

You say the Cleric is afraid of it, does this impose the Frightened conditions on the Cleric?

Your partner should be able to fix themself whilst you fight the golem... which you might be able to stand toe to toe with for a little while.

If your Cleric can contribute at all, you might be able to beat it.

I purposely left out the Cleric when determining the 1 vs 1, because if you guys thought it was somewhat close, then I could easily say it would be worth standing my ground.

I know our cleric, lvl 9, hasn't used any spells nor any channeling for the day, so as long as he grabbed some useful spells this should be somewhat doable.
Now, I can spend a couple turns buffing, but that would leave me open for a couple free attacks.


I think we are missing the most obvious question here.
How is the dragon supposed to carry the stuff?

All equipment he has when he transforms merges into his body, and are unreachable until he changes back. Constant effect bonuses, like from rings, still work (except AC from armor).

So, with his backpack merging into his body, he doesn't really have any pockets in his new form.


VoodistMonk wrote:

(but I wouldn't give up the Daylight SLA, because of the Heavenly Radiance racial feat).

Ah yes, Wandering Star Mote as a spell-like ability is wonderful. Even if that is the only Heavenly Radiance you take, it is nice to daze enemies twice a day.


I see you stated two familiars. Last I checked you can only have one, as different classes that would grant familiars only stack.

Other than that, it is a horrible thing for me to imagine, but I love the amount of care you put into designing this guy.
You made a happy little monster that is full of horrors.


I have a paladin with an item mastery feat called Teleportation Mastery.
I have to let you know, teleporting paladins are somewhat scary when used properly.


For traits, I recommend "Called."
It lets you re-roll a natural 1 on attack rolls, once per day.


Hello!
My group is currently playing the Legacy of Fire campaign, and we ran into a predicament.

Spoiler:
While trying to escape the map, we were on a rescue mission in a desert to save a protean.
After failing to stealth-fully sneak into a pyramid, we found a well. The group identified that the well had a passage in the well, so I figured as the paladin I would secure the route.

I jumped down, and almost immediately the group was ambushed by something that looks like a flying sphinx with gargoyles, and began to ask the rest of the group riddles.
The cleric being terrified jumped into the well after me.
Then a spikestone golem showed up, which the cleric is terrified of as well.

Now, I am not looking up to see exactly if I could take on the Spikestone Golem, but I wanted to see what the forum says my chances are 1 vs 1 with this thing.

stats:
Paladin Lvl8 - Archtype: Tempered Champion - Race: Aasimar
Relevant traits/feats: Dangerously Curious, Called, Great Fortitude, Student of Aasimar, Teleportation Item Mastery, Heavenly Radiance (Wandering Star Mote), Weapon Focus, Divine Fighting Technique (Way of the Merciful)
STR 16+2, DEX 12, CON 13, INT 10, WIS 12, CHA 16+2

Equipment:
Quenching Scimitar +1 w/ Continual Flame
Deathless Steel Fullplate +1
Sanctified Heavy Steel Shield +1
Scarab of Golembane
Headband of Alluring Charisma +2
Belt of Giant Strength+2

So, what do you think? Will he make it?


I want to play a Good Witch that has a backstory of traveling the countryside of healing the sick, and has a garden behind her house utilizing the feat "Cultivate Magic Plants."
People would knock on her door and yelling at her for being a evil witch, but all she wants to do is help people.


My GM has stated that the ruling for DF components specifically lists the classes that only need to follow it. Which means wizards are excluded.

Maybe your GM has a similar house rule?


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If you think of the normal setting in the game, I imagine the everyday village NPC are lvl 1 through 3. The daily grind doesn't give them life experience is advance through levels quickly, which would mean a wizard NPC would focus on something early in their life, and wouldn't really look into new areas of business as they level. This would because they already got a foothold in the economy.

Looking at feats available up to level 3 for item creation, this would make Craft Wonderous items, craft potions, and inscribe runes. Which if you look at the stores ingame, these are somewhat common magical items you can find.

However, when looking at some of the other feats a unique business comes into play.
Haunt Scavenger, which makes me think of a wizard that performs "Exorcisms" by casting protection from evil and junk.


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Mark_Twain007 wrote:
willuwontu wrote:
Quote:
The price of a scroll is equal to the level of the spell × the creator’s caster level × 25 gp. If the scroll has a material component cost, it is added to the base price and cost to create.
I understand the the cost addition for actual material components, but the description of the atonement spell doesn't list the 2500g in the material components section of the sell description like restoration or raise dead does.

Considering that the 2500gp is for certain situations, I would assume if the scroll was created with the normal 500gp amount that it was only intended to atone individuals that caused sins unwittingly.


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421. A creature that dies whenever it sleeps for the day. When it dies, it will leave behind an egg, and quickly throughout the 8 hour sleep will have fully regrown with the parents full memory. Allowing the player to continue on where he left off, but having to re-roll his ability scores.

422. Humanoid that can fly, but can only do so at a 5 speed with poor maneuverability.

423. Completely normal humanoid races, but with bobble heads.


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Well, Awesome Charge does say its a free action that you can do when you hit with a charge. Its a separate action that uses up a free action, so it has nothing to do with the charge itself, other than the charge is required beforehand to use it.

For Pounce, charge normally only does 1 attack. Pounce makes the charge into a full attack, so its still a charge.

By my observation, they should be able to work together as they are 2 separate actions.


399. Creature that reproduces by infecting the skin of another being. Causing boils on the skin, and enlarging when the infant creature starts to grow. Eventually the boil bursts when the infant is ripe.

400. Sand beings, often called sandmen, which eventually lead to a song about a famous wizard being created.
The song was called, "Mr. Sandman."


RealAlchemy wrote:

Image 1 :

From the wording of dimension door a character can just specify direction and distance. However, without an effect which allows one character to see through another's eyes I would call for some type of knowledge check (maybe engineering?) to be that exact and it might require an action from the character describing the exact target point to the caster.

I agree with this, as characters need a way to explain the distance needed to travel to effectively dimension door.

-
For Image 2, the best way to handle this is imagining how people travel by magic.
Although Dimension Door states that it is instant and does not actually state you having to move through a door, there still needs to be a way for the magic to travel to its intended location.
So, if you imagine the spell being sent to the location, then being obstructed to reform the characters traveling, then it makes sense that all creatures would be shunted.
However, if you imagine the spell reforming the characters in positions exactly as they were holding onto the caster, then ya only the caster would be shunted.

For as much as I know, since there is no exact description of how magic targeting works with teleportation, I would say it is up to GM discretion.


During our Skulls & Shackles campaign...

Spoiler:
As the wizard of the group, I was trying to catch up to the group that was chasing someone with information. An alchemist that was throwing bombs behind her as she ran. We were doing this before the Big Race.

I figured to catch up, I would take a shortcut through a door, but since I don't have time to stop I did to bum rush it with my ability strength score of -1, I didn't have much hopes. Then I crit 20'd it.

As everyone found a staircase to continue the chase, I bashed through a door that made me fall downward into the furnace room. Where we found notes that we were seeking.

As I found myself in the basement I figured I could use my scroll of Dimension Door, and teleport up a few floors to catch up. After using the scroll found myself on like the 3rd floor, and there was a large cat with snakes coming out of its back, a few feet away from me.

After a small wild goose chase, it bite my guy with poison, and made him fall asleep. I had managed to find a door while prone, and no way to escape. So I used Storm Step to go through the door, and away from the Cat.

I had found staircase they had used, and they were just returning from capturing the target. I crawled out of there warning them of the cat, and asking for help, then I succumb to poison.

As everyone was battling the cat, my character repeatedly failed constitution checks, and died.

Being a Sylph previously, and the group being pirates. They saw resurrecting me fully was too expensive. So, they found a Druid that would do it for cheaper amount with a reincarnation.

As my character woke up, he found himself as a Nagaji.


361. Small creatures that hoard things, and are empowered by their hoards.


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356. A swarm in the shape of a humanoid, that can disassemble and reassemble at will.


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Korafireheart wrote:

So does this apply to my teiflimg character whos technically an outsider

Tieflings are Outsiders with the Native subtype:

"This subtype is applied only to outsiders. These creatures have mortal ancestors or a strong connection to the Material Plane and can be raised, reincarnated, or resurrected just as other living creatures can be. creatures with this subtype are native to the Material Plane. Unlike true outsiders, native outsiders need to eat and sleep."

So, they still need to eat, and poop.


I was thinking of a way to get out of dungeons for rests, and the only conclusion I have for easy transport is with mirrors.

A wizard could have a full sized mirror in a bag of holding, and could have the spell Mirror Hideaway or Mirror Transport.

Mirror Hideaway, would be a good 2 hour rest stop when your at least level 2.

Then Mirror Transport could act as a way to leave the dungeon to rest, and re-enter when your ready. Picking up where your mirror was left behind.


I can imagine for dungeon delving the class would be fairly strong, but in open areas where enemies could cast spells from safe distances, then he would be out ranged.

Unless he took an item mastery feat of teleportation, and just dropped on top of flying ranged units.


I was looking at combining two archetypes into a character, since archetypes that do not alter the same thing can stack.

So, I was looking to add the archetypes of Tempered Champion, and Oathbound Paladin.

Problem: Tempered Champion removes spell feature for paladins, while Oathbound Paladins adds spells to the paladin spell-list.

Question: Although both archetypes impact spells, they impact 2 different functionality of the spell system. Preparing and casting spells, and the other being the list of spells you can choose from. Would this count as two archetypes conflicting?


Isaac Zephyr wrote:
MrCharisma wrote:

You get less feats than you think you do from Dragon Disciple.

Blood of Dragons wrote:
A dragon disciple adds his level to his sorcerer levels when determining the powers gained from his bloodline.

The word "powers" refers to "bloodline powers", and not everything in the bloodline (a bloodline is basically made up of powers, bonus feats and bonus spells).

So a Bloodrager 8/Dragon Discie 10 would have 4 bonus feats: 1 from bloodrager (lvl 6) and 3 from Dragon Disciple (lvls 2, 5 & 8)

Except the rest of the ability proceeds to contradict the first sentence.

Blood of Dragons wrote:
If the dragon disciple does not have levels of sorcerer, he instead gains bloodline powers of the draconic bloodline, using his dragon disciple level as his sorcerer level to determine the bonuses gained. He must choose a dragon type upon gaining his first level in this class and that type must be the same as his sorcerer type. This ability does not grant bonus spells to a sorcerer unless he possesses spell slots of an appropriate level. Such bonus spells are automatically granted if the sorcerer gains spell slots of the spell's level.
Despite not being specifically a power, the ability still grants the spells (assuming you can cast them) of the base bloodline ability, which would imply it indeed gives all aspects of the base bloodline ability, which would include bloodline feats, as well as spells.

"Bonus Spells" is what is written in almost every spellcaster class, as that is the extra spell slots you gain for having a high ability score.

It has nothing to do with the bloodline powers.

Blood of the Dragons, when I read it, is just stating that if you have sorcerer levels then you add your dragon disciple on top of it when determining your level of existing spellcasting class, regardless if you have levels of sorcerer or not.

Because you lose out spellcaster levels from dragon disciple, you may have correct level to gain a new spell level of spells known, but you wouldn't since you didn't gain a spellcaster level from dragon disciple.


348. Sentient Squids that may stand upright with a number of tentacles, but their weight capacity is extremely small. Their weight capacity is multiplied by the number of tentacles they are moving with.

349. Creatures born from the manifestation of dreams.


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336. Humanoids that draw their powers from a gemstone located in the center of their chest, but also is the source of their life force.

337. Forgotten Beasts from Dwarf Fortress.


I would make one individual lich out of one rat, and then throw it into a "swarm." Multiply this process as needed.

Use Zombie Horde as an example. Once the horde dies, individual zombies pop out.

First time I GM'd, this is exactly what I used to throw in some flavor. I had a zombie horde walk in, but spells started firing out from the middle of it.

I had spellgorged zombies, and was keeping track of the swarm's spell castings.
Which I made very apparent once the horde split into individual zombies, and then revealed the spell casting zombies.


I believe all items require names only after being involved in a great amount of events. To give historical significance to these items, to be later displayed on a mantle above my fireplace.


Well, think of it from the Witch perspective. It pretty much states that they gain their spells from their patron.

Now for the other classes...
I have a hard time finding anything that exactly states that they gain all their powers from their deity, (I've only checked Paladin and Cleric).

----

For Cleric it states under the domains that...
"A cleric's deity influences her alignment, what magic she can perform, her values, and how others see her."

This is only an influence. Which in a way only guides their subjects, and does not necessarily state that they gain their functionality from their deities.

Then for Channel energy...
"Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol."

When I think of "faith," I think of what drives your Will power to make magic. Which would mean, regardless if their deity is dead or not, they should be able to channel energy through sheer Will power.

Which is why Ex-Clerics lose all their abilities and spells, as they are going against their own morals/ethics. Which can kill your Will to continue doing magic... or living...

----

For Paladins, becomes a problem here when you look at Divine Bond...
"Upon reaching 5th level, a paladin forms a divine bond with her god."

From reading this, I get the impression that the Divine Bond is heavily affected by a god's death. To the point of no longer functioning.

So, from my perspective it looks like some classes can keep functioning as normal as their "faith" is not drawing power from their gods, but from within.

=====

For the idea of picking up a new faith to continue their class functionality, as some classes apparently need more than just sheer force of Will.

For Paladin's and Witches, the idea is simple as all your doing is forming a new bond with a new entity.

======

The big problem here is HOW are you going to do this?

For a Witch, to contact their Patron was always done through their familiar, which I am pretty sure will stop functioning or existing when the Patron dies.

Even the spell "Contact Other Plane" becomes impossible, since a witch uses it through their familiar.

Making me believe a Witch will probably go throughout the rest of their lives without a second Patron.

----

For Paladins, I can imagine they can just go to another Church, and will have to spend a great deal of time to get the chance to form a new bond with their new god.

With the only things being impacted are god specific feats, and abilities.

Which, you could retrain your feats to match that of the new god.

====

Now, i don't own any of the books, and I am not going to go download all the PDFs just to confirm everything from Paizo's or Archives of Nethys is correct. But, I this is my idea of how faith would be handled in Pathfinder from the limited knowledge I have.


A magus can fill your role quite nicely, as he has spells to buff, debuff, can support sneaky guys, and can be effective at all ranges of combat.

He may not become a blaster like a Wizard or Sorcerer, but you can reduce your arcane penalties by just leveling up.
Meaning, you can equip heavier armor over time, and take no arcane penalties.

My favorite part is that you can cast a spell, then whack someone to both do a melee attack, and do spell damage at the same time.

Whether you go as a Magus, Sorcerer or Wizard, I do suggest having the spell "Secluded Grimoire" from the start.


Scott Wilhelm wrote:


You could just kill your captive and raise them later or just speak with dead...

In another thread his group is starting a Non-Magical campaign.

So, magic usage is not allowed, which explains why he wants non-magical methods of subduing individuals.


So, if you don't mind me asking, what does your character's final equipment load out look like?


Reanimating fluid would be hilarious or used as a great distraction, especially if you use it on guards that you killed.

As for Armor and Weapons, there are non-magical modifications you can do, which more or less cost about the same as a +1 magical enhancement.
The only down side is that there is usually only 1 modification on a weapon or armor.


Thinking of it in a RP perspective, a wizard trying to create a potion focuses or targets the spell on the potion. This would be difficult if the spell only targets yourself.
This is why the alchemist makes sense, since he can liquefy his own magical essence, and doesn't have to worry about if the spell can target other things or not as he is not focusing the casting of a spell on anything.


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So, you just want someone who can cast spells without preparing ahead of time like the Sorcerer, and with the Cleric spell listing?
Sounds like an Oracle.


I love to skim read, which tends to have me find key parts of a spell, and allowing me to believe the spell is better than it actually is. Mostly because I missed a small disclaimer.

So, I've found a spell called "Continual Flame" one day and thought it was awesome. This was because its a "flame" you can apply to any object, and it will last forever. Apply this to your weapon, and it will be on fire forever.

Upon a 2nd reading I found the disclaimer that this does not give off heat or consume oxygen, making this flame harmless. Ruining my idea of getting a cheap flaming weapon, by simply buying an Oil of Continual Flame for 350gp.


Archpaladin Zousha wrote:
The photos seem to name them as guisarmes.

Well, it is listed in The Archives of Nethys, which does list book references.

The reference does say its on a 8ft pole, but if you want to copy the exact image you could ask the GM if you could. I would say keep the stats of this weapon, but remove the "reach" that is listed, which would explain why we are removing the 8ft pole.
I would think it should be two-handed because the size of the blade is a bit unwieldy.


I am currently creating an Aasimar Paladin, and for better protection from EVIL, I figured a paladin would like to have Deathless Spirit over his Celestial Resistances. However, these are "Racial traits," so I figured there would be a way to physically or emotionally express a "Deathless Spirit."
They are traits after all, and a trait kinda makes up who you are. However, I am coming to somewhat of a blank what a "Deathless Spirit" would be.

The only hint I have is that the Racial Trait does say "strong-willed" as a part of its description. This makes me think of the whole DETERMINATION thing from Undertale or how a character from an anime called Goblin Slayer just refuses to let fate kill him.

What is your advice on Role Playing a paladin with a Deathless Spirit for their racial trait? Was I on the right path or do you have better/interesting examples?


Searching quickly, I've found the Diabolist allows your familiar to continue advancing with you. The only downside to me though, is this class is evil.


There are spells to hide Auras, like Magic Aura, Greater or Aura Alteration...
I would roleplay that a evil wizard with a good amount of intelligence would know to use these spells to thwart the paladin.

In fact, these Aura meddling spells last for a number of days per CL. So, its completely reasonable for a evil caster to prepare for this group days or weeks in advanced.


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We have Unseen Servant, and Unseen Crew, but what about... Unseen Hazards?
Like, it throws a random assortment of shapes made out of force that can not be seen all over the area. So, when people are walking through, they have to make a save or be tripped.


I think Teenagers can fill the role of any of the listed themes you have listed.


So, my current group is on break with the Skull and shackles campaign, so if you do not take the profession sailor, i would like to recommend being a cook/chef instead.
Clerics do have some abilities to alter food, so to me this makes a good amount of sense.

Also, keep in mind that later on your ship may take damage. So, repairing the ship may be needed. Which means if you want your character to RP a different set of profession or crafts, then he could always pick something that is in relations to the boat. Like craft boats, craft sails, or craft carpentry...

I do remember seeing Magic Siege Weapon for cleric spells, so going with a profession of siege operator or something along those lines, would also be a good mix.

Now for something completely different...
Assuming you don't want a Holy Symbol with very minor uses, you could go with a Channel Foci. Per the book, Pathfinder Companion: Adventurer’s Armory, Channel Foci include a Holy Symbol, and can be used normally as one. However, if you expand Channel Energy into a Channel Foci, then they may bring you some bonuses.
A lot of this would be expensive for your meager amount of gold you start with, but if you spend 50gp on ether a "Iron eye," "Winged fetish," or "Just Scales," then you'll have a nice extra bonus to help you out.

I've been looking at Sanctified shield, which costs 100gp, so I don't need to put away my sword to "touch" my holy symbol as a Paladin.


Assuming your ripping out spell pages out of your blessed book, and feeding it to your familiar.
The GM may allow you to make up an archetype for your class stating that your familiar is able to learn from the Wizard class that as well.

Keep in mind that the rules do say you can stack archtypes, long as they do not conflict. For example, taking a archetype that alters spells, while the 2nd archetype takes away spell features would be an obvious conflict.


If my Catfolk with claws racial bonus can use/manipulate items as easily as any other humanoid, then I don't see why the claws would get in the way here. However, Catfolks still have "hands." I'm not gonna say a Raven can effectively hold a wand in its claws, but that's up to the GM.

D20 website for abilities modifiers, does show 6 intelligence as, "Dull-witted or slow, often misuses and mispronounces words," so I would say your familiar has enough intelligence to speak magic words when speaking becomes unlocked for your familiar. As a Wizard, this would normally be at Class Level 5.

Assuming you have points in "Use Magic Device," your familiar should be able to use your skill ranks to cast spells from one of its free "hands."


Cevah wrote:

I like the 3rd party Apprentice's Whetstone, but cannot use it in my game. :-(

I think a Whetstone is best used on ammo. Adding +1 to an arror that only is used once is fine.

/cevah

Ya, I didn't notice it was Third Party until much later.

However, it was still nice to discuss if the weapon modification bonus stacked with a regular whetstone.


VoodistMonk wrote:

I thought you already had to be +1 to add modifications... like Adaptive on a composite bow. I could be wrong.

Adaptive is a magical enchantment, while razor-sharp is a mundane/non-magical alteration to a sharp weapon.

So, I was looking into enchanting a sword that has a razor-sharp edge.

I did come to the conclusion that it wouldn't matter if it had the modification before or after it was enchanted, and it still should cost the additional +50% for the specific modification.

As for the damage bonuses, looking at it as un-typed bonuses makes sense. Thanks for clarifying.


After the death of "another" character, I was looking into a melee character, and I am now at the point of creating my weapon.

So, looking at weapon modifications, and it states for Razor-Sharp that it gives +1 bonus on weapon damage rolls for a number of attacks that gets reset after using a whetstone.

A regular whetstone states it provides a +1 bonus on your damage roll the first time you hit with it. Fair enough, it just looks like it extends the +1 bonus over more uses with the weapon modification. To me, it doesn't appear as though it would stack as the razor-sharp requires a whetstone to reset its number of uses.

However, I was looking at the Apprentice’s Whetstone, and it provides a +1 bonus to damage rolls for the next 8 hours. A lot more than just the first hit, and potentially outlasting the razor-sharp modification.

So, do you think these bonuses should stack with one another?

BONUS QUESTION!
Adding weapon modifications to magic weapons cost +50% more, but what if you enchant the weapon after getting the weapon modification? Do you still need to dish up the extra 50% for the weapon modification?


Rajnish Umbra, Shadow Caller wrote:

Remember to make your imaginary tumour a parrot, raven or thrush - that way they can talk to other people.

Also, have the alchemist insist that it's a malign tumour that is going to kill them all.
(The imaginary tumour is not amused.)
Melkiador wrote:
True, a talking figment tumor is hilarious, but it's also incredibly useful. It's one of the ultimate scouts, because it can't permanently die and it can give you useful reports on what it sees.

Now I'm thinking of Kyubey being a familiar and wanting everyone to give up their souls, and this demonic thing is staring at you every time you wake up in bed.


I didn't see anyone mentioning about everyone doing a different multi-class.

Like, in the homebrew campaign everyone could have been a fighter in the same army. Then X years later, they all came back as war worn veterans as several different multi-classes.

This way you could easily see that some of the fighters have wizard secondaries for magic, some have cleric for healing, etc...

This way you would see a lot more Holy Vindicators and Eldritch Knights.

Edit: Found the spot where peopled talked about multi-classing, so I did a strike through that line.

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