RPG Superstar 2011 Top 32. Pathfinder Adventure Path Subscriber. Pathfinder Society Member. 246 posts (315 including aliases). No reviews. No lists. No wishlists. 1 Pathfinder Society character. 4 aliases.
I just finished school (grad degree after a couple years of work) and I am returning to Boise. I have had really good luck with games on the East Coast...I have gotten through most of Savage Tide, AoW, and LoF. I DMed all of Kingmaker and will finish Carrion Crown Sunday.
Anyway, I am moving back and want to play or run Skull and Shackles. I get to Boise at the end of May, but would like to make arrangements beforehand.
Maybe it is glaringly obvious, and I am missing it, but what does this feat do? Why does it exist? Why would one disassemble an item if the only thing to do with it is reassemble it...maybe
Juju Snatcher (Witch)
The juju snatcher is a master of life energy, leeching it from his enemies to empower his own mystic abilities.
Juju Sap (Su): At first level, Juju Sap targets a single living creature within 30 feet of the juju snatcher as a standard action. Juju sap does 1d6 points of damage plus 1d6 points of damage for every two juju snatcher levels beyond 1st. Creatures that take damage from juju sap receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the juju snatcher's level + the juju snatcher's Intelligence modifier.
Additionally, juju sap may grant an ally within 30 feet of the juju snatcher temporary hit points equal to the damage done. These temporary hit points disappear an hour later.
A juju snatcher may juju sap a number of times per day equal to 3 + her Intelligence modifier.
This replaces the hex ability.
Jinx (Su): At 6th level, the juju snatcher may choose to grant one ally a weal or cause one enemy woe. The juju snatcher selects one weal or woe at 6th level and an additional weal or woe at every third level thereafter.
Weal allows the juju snatcher to to infuse an ally with life energy which persists as long as the temporary hit points granted.
At 6th level the juju snatcher may select:
Does Not Sink: The target receives a bonus on swim checks equal to half the juju snatcher's level.
At 9th level the juju snatcher may select:
Does Not Burn: The target receives fire resistance equal to half the juju snatcher's level.
At 12th level the juju snatcher may select:
Does Not Fear: The target is immune to fear effects.
Woe is as the antipaladin cruelty ability except as noted. Woe affects a creature damaged by juju sap. The juju snatcher's effective antipaladin level is equal to half the juju snatcher's level. The DC of any save require is equal to the save DC for juju sap.
This replaces the major hex ability.
Jumbo Juju Sap (Su): At 8th level and every eighth level beyond 8th, the juju snatcher may use juju sap to damage an additional creature (2 at at 8th and 3 at 16th).
The juju snatcher may also grant temporary hit points to additional allies. For each creature that takes damage from juju sap, the juju snatcher may grant an ally a number of temporary hit points equal to the damage caused. A juju snatcher may determine which sources of damage grant temporary hit points to which ally, but an ally may not receive temporary hit points from multiple sources.
Made of three layers of thin, brightly colored silk, the veil attunes itself to the wearer after 24 hours of continuous wear. The veil acts as a hat of disguise with two additional powers which each function once per day. First, as a standard action, the wearer may choose to end an ongoing illusion spell that he previously cast. That illusion is replaced by a single summoned monster. The power of summoned monster is limited by the spell level of the illusion cast, for example a third level illusion could be replaced by any monster on the summon monster III list. Secondly, the wearer may use any illusion spell of 3rd level or higher as dispel magic to counterspell or to attempt to dispel an ongoing magical effect that does not target a creature. If the wearer is successful, the spell is counterspelled or dispelled, but a major image remains, mimicking the visual, auditory, olfactory, and thermal effects, if any, of the spell counterspelled or dispelled. As an immediate action, the wearer may begin concentrating on the major image.
Construction Requirementsmajor image, summon monster III, dispel magicCost 9,750 gp
Back in the first Kingmaker book it said, "Jhod, like Kesten, has a larger role to play in the Kingmaker Adventure Path." Is this still true (do they have some role in the last book, or did that change as the AP progressed. Can we get a spoiler if that is still the case?
As soon as I saw Tartuk's stat block, my first thought was 'he would be so much better as a summoner'.
Tartuk the Summoner
XP 1,200
Male kobold Summoner 5
CE Small humanoid (reptilian)
Init +4; Senses darkvision 60 ft.; Perception +1
Defense
AC 20, touch 15, flat-footed 16 (10 base + 4 armor +4 dex+1 size+1 NA)
hp 36 (5d8+10)
Fort +2, Ref +5, Will +3
Offense
Speed 30 ft.
Melee +5 1d4+1
Spells Known (CL 5th; concentration +7)
2nd (2/day)— Invisibility, Spider Climb
1st (5/day)— Enlarge Person, Mage Armor, Magic Mouth, Mount
0 (at will)— Arcane Mark, Detect Magic, Mage hand, Message, Open/Close, Read Magic
Morale: Tartuk fights, until things seem grim, but tries to escape.
Statistics
Str 12, Dex 18, Con 12, Int 10, Wis 8, Cha 14
Base Atk +3; CMB +3; CMD +17
Feats: Spell Focus Conj., Augment Summoning, Toughness
Languages Common, Draconic, Gnome, Undercommon
SQ Summon Monster III (5x/day)
Combat Gear wand of magic missile (CL 3rd, 10 charges);
Other Gear Chainshirt, mw sickle
Eilodon
Init +4; Senses darkvision 60 ft.; Perception +1
Defense
AC 20, touch 12, flat-footed 18 (10 base + 4 armor +2 dex+ 4 NA)
hp 36 (4d10+10)
Fort +6, Ref +3, Will +4
Offense
Speed 30 ft.
Melee 4 Claws +9 1d4+4 OR Power Attack 4 Claws +7 1d4+8
Statistics
Str 18, Dex 14, Con 14, Int 7, Wis 10, Cha 12
Base Atk +4; CMB +8; CMD +20
Feats WF Claws, Power Attack
Skills
Languages: Same as Summoner
SQ Rovagug's Fury (3x/day) Trip +8 at 30' cone
Our gaming group has had a great time going through Legacy of Fire, but we are a couple people short for the weekday game we want to play this summer.
Our group has been playing for about a year and having a great time. We are a bunch of pretty chill guys, and definitely want to play Kingmaker this summer.
The game will probably be two weeknights a week and we will probably play in a cool private conference room on the Yale campus.
We are looking to get started soon, so if interested definitely e-mail me at:
Animated Shield (essentially slotless)
Longsword/scimitar wielded in two hands for 1.5 str and extra PA damage
Offhand attack with armor spikes
The only limit I see is "You can't also make an attack with armor spikes if you have already made an attack with another off-hand weapon, and vice versa."
Is it too literal to say that the longsword in the example is not an offhand weapon.
1) I wanted builds that do roughly the same things...put out good damage without hosing AC. Both should be at least respectable tanks. They were both put together with that in mind.
2) I assumed that the Summoner spent 1/3rd of his wealth per level on the Eidolon. This may or may not prove to be a reasonable assumption, but I figured that the summoner would spend a decent amount of cash staying alive and gearing himself up to be productive.
3) I built the fighter with the standard fantasy point buy. More point buy would probably effect the fighter's hitpoints more than anything else.
4) The 12th level Eidolon is not Huge because he wouldn't fit through doors.
Level 6
Fighter 6
Spd 20
Str 18 (15+1 lvl), Dex 17 (15+2 item), Con 14, Int 10, Wis 10 , Cha 7
HP: 61 (10 Base +27 (avg of 5d8) + 6 Favored class + 12 Con + 6 Toughness )
AC: 24 (10 base + 10 Armor + 1 NA +1 Def + 2 dex)
Saves: Fort +8 (5 base +2 con +1 item), Reflex +5 (2 base +3 dex) , Will +2 (+4 vs fear) (2 base +0 wis)
H Weapon Focus (Short Sword)
1B TWF
1 Double Slice
2B Toughness
3 Power attack
4B Weapon Specialization (short sword)
5 Step Up
6B ITWF
Armor Training 1 - (-1 ACP +1 Max Dex)
Weapon Training – Light Blades
Bravery +2
Gear
+1 Short Sword, +1 short sword, +1 cloak of resistance, +1 Full Plate, Amulet of Natural Armor +1, Belt of Dex +2, Ring of Protection, Consumables
Quadruped of Level 6 Summoner
Outsider 6
spd 40
Str 24 (14 base +8 size +2 sum), Dex 14 (14 base -2 size +2 sum), Con 18 (13 +1 lvl +4 size), Int 7 , Wis 10, Cha 11
HP: 63 ( 33 +6 toughness +24 Con)
AC: 23 (27 counting mage armor) (10 base +(4 armor) + 2 dex + 3 shield + 1 def + 8 NA (4 base + 2 form + 2 size) -1 size bonus)
Saves: Fort +9 (5 base +4 con), Reflex +7 (5 base +2 dex) , Will +2 (2 base +0 wis)
H Weapon Focus (Long Sword)
1B TWF
1 Double Slice
2B Toughness
3 Power attack
4B Weapon Specialization (Long sword)
5 Step Up
6B ITWF
7 Improved Shield Bash
8b GWF Long sword
9 WF Shield
10B WS Shield
11 GWF Shield
12B TW Rend
Armor Training 3 - (-3 ACP +3 Max Dex)
Weapon Training – Light Blades +2, Close +1
Bravery 3
+5 Full Plate, +5 Light Shield, Belt of Physical Perfection +2, +3 Longsword, +3 shield spikes, +1 amulet of NA, +1 ring of prot +1 cloak of resistance
Quadruped of Level 12 Summoner
Outsider 11
Spd: 50
Str 27 (14 base +8 size +5 sum), Dex 17 (14 base -2 size+ 5 sum), Con 18 (13 +1 lvl +4 size), Int 8 (7+1 lvl) , Wis 10, Cha 11
HP: 115 ( 60 +11 toughness +44 Con)
AC: 36 (40 counting mage armor) (10 base +(4 armor) + 3 dex + 7 shield + 1 def + 15 NA (10 base + 2 form + 2 size +1 magic) -1 size bonus +1 insight bonus)
Saves: Fort +11 (7 base +4 con), Reflex +10 (7 base +3 dex) , Will +3 (3 base) +4 vs enchantment)
The interaction between the size rules and distance rules of the Eidolon will make for poor play experiences. In years of gaming, the situations in which a huge creature can travel along side the PC for levels at a time are very limited.
The combination forces players to make the sorts of decisions which aren't very fun...namely guessing the room size of the combats they will face (equal parts IC and metagaming) and getting screwed if they choose poorly. The clearest examples are mounted combat and 3.5 animal companions. Neither were much fun unless you knew far in advance whether or not your creature could fit through the door.
A relatively simple fix is allowing the creature a size max and to grow.
The Large Evolution would allow the Eidolon to switch between Large and Medium size categories. The Huge evolution would allow all three. Switching size is not especially difficult to adjudicate (after all, 1st level arcane casters get the ability in Enlarge Person and it was a hallmark ability of mellee oriented clerics in 3.5). For ease of play and to limit abuse it could even have a long cast time.
Our Legacy of Fire group is looking for more player to fill out our group. We have played for a month or so and reached third level. We have a great GM, good place to play, and a fun group. We are using the PFRPG rules. We play Saturday or Sunday 12-6pm.
Our Legacy of Fire game is looking for one more person to fill out the party. We have four players, an excellent GM, and a great place to play. We reached 3rd level last time and are still in the first book.