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I like the Ecorche. Really nasty undead. That rips your skin off and wears it. But, I have a question about its signature ability:
Bestiary 3 wrote:
Seize Skin (Su) Whenever an ecorche damages a target with its rend ability, the target must succeed at a DC 25 Fortitude save to resist being skinned alive. Those who fail the save become staggered and take 1 point of Constitution drain per round. Both of these effects are permanent but can be removed with a regenerate or heal spell (or 1 round of regeneration). The ecorche can use its wear skin ability to don a skin stolen in this way as a full-round action. The save DC is Dexterity-based.
My question is that, after that ability is used, is the victim still wearing their gear (like that tablecloth trick where you pull it out from under the stuff on top without moving it), or are they truly stripped naked of anything above their muscles?
RAW, I believe only the skin is taken. It is a supernatural ability, after all. RAI, and by my ruling if a I was running, the victim would drops their gear. Or more accurately, the Ecorche would shake out the skin like a blanket.
I've always liked the idea of a character that focused on Called Shots. I figured that attacks such as the gunslinger's Dead Shot, that allow the user to make a full-attack action that counts as just one attack, is the best way to do that.
In comes Pummeling Style. You resolve all your attacks, and they all count as one attack. And on top of that, if you have one crit, your entire attack crits! Combining that with the Greater Called Shot feat, which allows you to substitute any attack for a called shot. So, combining Pummeling Style with Greater Called Shot, as I see it, allows you to have your big attack be one big called shot, with all the damage and several chances to possibly crit as a full attack.
So, this build for a brawler (the best class I can see to accomplish this, with more feats to play around with than a monk) has several issues that would need to be addressed. If they were to Called Shot every turn, they are taking penalties on their attacks, from -2 to -10, and hoping for a crit. I can see them taking another critical feat, since Critical Focus (and the Anatomist trait) is something that would benefit the build, and Improved Critical shouldn't even be mentioned its so necessary.
Does anyone have any other recommendations for this? Helping the critical problem, or a consistent way of heavily improving the character's attack bonus?
It sounds a bit much for a trait which as others have said are less character defining. With a bit of rewriting it could be a story feat, perhaps with the Gunsmithing and ability to speak common as the reward part upon completion?
Didn't think of that; it could also provide some sort of bonus/penalty for the more fantastical things on Golarion. I'll get on that.
Maybe; I just thought a campaign trait would be the best mechanical way to represent the idea. Plus, there are several ways it could go; the character I am envisioning starts off with a copy of The Hobbit in Russian and read pulp novels before being shipped off to Stalingrad, where he mysteriously disappeared. So he's not as ignorant as he appears.
I am on another forum that doesn't quite seem to get that the Trench Fighter archetype in Rasputin Must Die! is clearly intended for 20th century soldiers. I made a joke to a friend that if someone asked me for that, I would say "Okay, you can be a Trench Fighter. But you have to be a Russian soldier. You speak Russian. Nothing else."
Then I was thinking... a conscripted Russian WWII-era soldier, teleported to a fantasy world? That would be awesome! So I ran with the concept. The immediate concern is that the rules, as written, don't allow for this, not completely. So I came up with this trait, roughly analogues to a campaign trait:
Soviet Soldier: You are not of Golarion, but from far beyond; 20th century Earth. You treat all firearms as simple weapons, and start with Russian as your language. However, you may only begin play understanding Earth languages, though if you have an Intelligence score higher than 11, you may elect to not start with bonus languages, and you instead may instead learn a language without taking a rank in Linguistics every time he gains a level, up to his intelligence bonus. You can communicate in a rough fashion using Sense Motive and body language. You never needed to craft your own firearms or ammunition, until now: you may not start play with Gunsmithing as a feat, but may take it at a later level. Even with Gunsmithing, you may not reproduce your equipment without also having the Craft Technological Arms and Armor feat. You may use the feat to craft other firearms and ammunition as per the feat, at the GM's discretion.
In addition, you have been outfitted with special equipment: a Mosin-Nagant M1891 rifle, a socket bayonet, Russian infantry uniform (counts as quilted cloth), a greatcoat and ushanka (counts as cold weather gear), a gasmask with 5 cartridges, 2 M1914 concussion grenades, Nagant M1895 revolver, a backpack, a canteen, a weeks worth of trail rations, and 34 metal cartridges, including two stripper clips. You may begin with up to 30 GP worth of gear, at the GM's discretion.
It's a bit generous on the gear, being 1680 gold pieces and 5 silver pieces; however, if you apply the Guns Everywhere rule, the ammunition and gun prices go down (I think they have not been applied already, since guns in Golarion are artificially inflated and handcrafted, and Russian weapons would be mass-produced in a factory. The adjusted 20th century gear is a slightly more reasonable 411.5 gp. Still expensive, but well within bounds for a trait (Rich Parents).
Any other suggestions? Comments? Accusations of insanity?
But Remove Radioactivity isn't ON the Wizard list, at least as listed on the PRD; so, when it says "If the spell chosen isn't one that's normally on his class spell list, he adds it to his class spell list at the level a wizard casts the spell," a Wizard/Technomancer CAN'T add it by the RAW, as there is no level he could normally cast it at.
I picked this up since I noticed it takes over a year to make myself an adamantine scimitar, and the rules don't allow for my plan of 'let me make you guys some mithral chain shirts as back-up armor'. I'm going to have to throw together a list of DC modifiers for new alternate materials at some point! With the Tech Guide adding skymetals, and Ultimate Equipment adding a bunch more, plus primitive materials. I'll have to take a look at how these rules interact with the Alchemist; fortunately, I believe UE has a list of DCs for the alchemical equipment in there, so the complexity list is only needed for crafting times, and that's before the alchemist gets their nifty crafting abilities.
I was looking over the Technomancer in the PRD, and I noticed a hiccup in the Technic Spell Mastery ability. It states that the Technomancer can add spells to his spell list if they are not already, at the level a wizard can cast them. But what about spells such as Remove Radiation, which cannot be cast by wizards, who would likely be going into the PrC? I presume it would be added at 4th level, since all the other casters that get it cast it at that level, but, by RAW, a Wizard/Technomancer could not cast that spell.
So, question. The Savage Technologist archetype gets a variant of Rage, where they gain a +4 morale bonus to Strength and Dexterity, and lose the AC penalty. However, it says that any time a barbarian ability would increase her Strength, it increases her Dexterity. This would lead to uneven bonuses while raging at higher levels; was it meant to say that the Constitution bonuses get changed? Otherwise, an 11th level Savage Technologist would be gaining a +4 to Str, a +6 to Dex, and a +2 to Con.
Hello! I'm toying around with playing a Savage Technologist for my friend's campaign (for those interested in the world, the WIP guide is here). Short version: the world features a modified version of the Commonplace Guns rule. The houseruled version is that early guns are martial weapons, but advanced firearms are still exotic weapons. In addition, with the advent of the Technology Guide, he has stated that tech firearms are not included in the advanced proficiency, but it can be retrained to include it, provided you have an actual tech weapon to train with. He has also stated that having the Technologist feat would earn a discount on that. We would also be starting at 5th level, with 10000 starting gold to spend on gear.
Keeping these rules in mind, I came up with the concept of a Savage Technologist wielding an adamantine longsword and revolver. THEN the build problems came up.
1) The Savage Technologist does not gain the Gunsmithing feature. I like this choice for the archetype, fits in with the idea of picking up the enemies' advanced weaponry and using it against them. However, that leaves this character in the awkward position of having to rely on others for half his weaponry, and all of his ammunition, in addition to not being able to repair his very expensive revolver. I don't mind being reliant upon a party member with Gunsmithing to help him out. However, the game is still a little while off, so there may not be a party member with gunsmithing. I see three (well, two and a half, really) solutions to this. He could dip Pistolero, which would get him the boons of deeds such as quick clear, a small grit pool, gunsmithing, and a starting firearm. The downside being delayed Barbarian progression, including putting off Crack Shot, the really attractive Savage Technologist ability. The other options are to take either Amateur Gunslinger with the quick clear deed, the only one the character really needs to keep fighting. Either that, or actually take Gunsmithing. This would remove the option of fixing it in the fight, but would make firearms in general easier to keep and maintain, as the GM ruled starting with it means I can start with a firearm he had crafted, at half price. The downsides to this is that it doesn't really fit with the idea of the character, and its a feat used for non-combat purposes which... yeah, see the next one.
2) Limited feats. A level 5 human character has 4 feats. One of those is definitely going towards Technologist, to be able to deal with tech stuff for the party. The idea of the brilliant spellcaster being speechless at seeing a robot then the barbarian going "Actually, its a robot." appeals to me, and there will be advanced tech in this campaign. However, this means that he has THREE feats to play around with. Feat options: Power Attack and Deadly Aim are both getting grabbed, at some point. As mentioned above, Amateur Gunslinger or Gunsmithing are good if the Pistolero dip isn't taken. In addition, Point-Blank Shot (I'm fairly sure 99% of his firearm attacks will be from within melee range) and Precise Shot are good, if only to cancel out the penalties for firing into melee. Even though HE is in the melee.
3) Lastly, I have to say I'm a bit new to barbarians; they never really appealed to me, but this archetype looks amazing and it fits into the campaign world very nicely (the GM is going for a post-apocalyptic magitech sorta feel, with pre-apocalypse tech being a common occurance). I get rage stuff, and what the archetype loses. The thing I am new at, however, is Rage Powers. I have very little experience with them in general. Any recommendations based on what I have?
Thats the extent of my help needed. If you need more information, I can give it to the best of my knowledge.
I am working on my friend's setting, specifically on a magic item that gives you several electricity-based spell like abilities, such as Shocking Grasp and Lightning Bolt. Then I had a thought: can a magus use spell combat/spellstrike with spells he is not casting as a magus, due to an acquired SLA (or from another class), granted that the spell used is on the Magus list? I know about Broad Study and Spell Blending, they ADD spells. What if they are already there?
They can still vocalize, just only in their own language. As for ability scores, I can see -2 Dex, +2 Con and +2 Wisdom (Slow and deliberate, very tough, and Wisdom for the 'praying' joke). And you are right, extra hands aren't too bad, especially if the claws can't wield weapons or do somatic components. Would get a bit fiddly with the RP, but wouldn't be too bad.
I should probably introduce myself, since I just dropped in before. Hi, I'm Ninjaxenomorph, a (past and future) player in Silus's campaign. We chat a lot over Skype about games and stuff; he is currently a player in my Star Wars game.
Silus and I were discussing the subject of grafts, and how to implement them. We agreed they would work out as magic items, but were stumped past that. We both figured a 'slotless slots' system, like magic tattoos have, would work, but that would not by itself adequately limit the graft system; we agreed there should be a penalty of some sort, but disagreed on the implementation. While individual grafts having a small, conditional downside ('The Right' above making the graftee take additional damage from silver, or a pet project of mine, a secondary heart, take additional bleed damage upon bleeding), something as significant as depleting hit points seemed counter-productive to me, if it was intended to be appealing to players.
I roughed out a simple system outline mostly pilfered from Shadowrun and Star Wars. I came up with an arbitrary number of 15 Essence, from the number of magic item slots on a creature. Every graft would cost several points, and it is more expensive if you are a caster; depending on how many spell levels your class gets, 4, 6, or 9, grafts would cost +1, +2, or +3 Essence more. If that was passed (easy, because individual grafts would be expensive) THEN you start to take horrifying consequences like will save penalties, type changing to Abberation, partial loss of spellcasting, etc.
Several more ideas, this time related to spells:
1) Spells that resurrect the dead interfere with grafts. Basic ones will destroy biological grafts (resetting a person's Essence if they have no mechanical grafts), and spells that regenerate interfere with mechanical grafts.
2) Restoration does the same thing, and Remove Disease/Neutralize Poison has a chance of getting rid of them. Can be done as a way of 'fixing' yourself.
3) If someone wants to KEEP their grafts, there is a spell, Preserve Grafts, likely 2nd level Necromancy, for at least the cleric and alchemist lists. This spell is often used for black market graft/organ harvesting.
Goth Guru wrote:
Hmmm, I guess we do need to actually create more exact rules for how drow get a drider job done...
James Jacobs wrote:
Some firearm rule questions, since I can't seem to find a straight answer on the forums.
1) Advanced firearms! All of them can be loaded to full capacity as a move action. The text on metal cartridges is just saying where the tech came from, not stating that they work like alchemical cartridges and the reduce the loading time, right?
2) It's not called out specifically in the Rapid Reload text, but would Rapid Reload (any Advanced Firearm) reduce the loading time to a swift/free action?
Yes, it is getting updated, I have editing access now. I added a nifty little section on languages I am rather proud of:
Languages of the
The amount of communication that was prevalent before the Barrier was created means that there are few regional languages, and that most racial languages are similar all over the world. Some explorers were surprised to travel to other continents, across vast oceans to find that the locals spoke virtually the same language as them. Despite this, the multitude of civilized races ensure that many languages thrive.
Common: Also known as “The Queen’s Common”, since it appears to have originated in the lands under the control of the Queen as an evolution of the most common language spoken before the Barrier overturned civilization.
Elven: Spoken by Elves and Drow, the different dialects are very similar due to elves not changing it over their long lifespans. The tone of voice is important, as some words have subtle differences depending on how they are pronounced.
Dwarven: Possessing many words to describe machinery and engineering concepts, Dwarven is the language of choice for those wishing to create complex blueprints.
Halfling: While at first this would appear to be a distant dialect of Common, a true understanding of the language shows that this tongue predates modern Common, and even High Lycan.
Gnome/Gnomish: As an evolution of Halfling and Dwarven, Gnome is spoken much more quickly than either of its parent languages, at a much more cantering pace.
Orc: A guttural language, being spoken by anyone without tusks ensures a speech impediment. It also utilizes some elements of a sign language.
Gnoll: Disparagingly known as ‘Yip-Yip’ to prejudiced humanoids, this language sounds difficult to emulate, mostly consisting of yips, barks, and growls, it is actually very easy to replicate and understand. It has two primary dialects, spoken by wild gnolls and domestic gnolls.
Undercommon: While the most prominent speakers of Undercommon are the Drow, any groups that live primarily underground speak Undercommon instead of normal Common. It seems to be a mix of the drow dialect of Elven and Common, with elements from Dwarven. Has many words to describe different types of caves; spelunkers prefer to write their maps in Undercommon.
Harpy: The tongue of the Harpies is one of the most difficult languages for non-harpies to speak, relying on pitch, tone, and body language. It is very sing-song in composition. Non-harpies get a -2 penalty to Linguistics to understand Harpy.
Centaur: Distantly related to Halfling, this language seems to have a lot more modern concepts than other languages.
Sylvan: Primarily spoken by druids and gnomes, this language is common anywhere nature is prominent. The most prominent area where it is in use is in Calastiss.
High Lycan: Primarily used by the upper class among the Principality, High Lycan is actually a very near to Common that was spoken before the Barrier, but with several animalistic elements added. Creatures that speak Common get a +4 bonus to Linguistics to understand High Lycan, and vice versa.
Laquetan: Considered a dead language in most of the world, many pre-barrier documents pertaining to arcane research matter is written in Laquetan. The only region that it is still spoken is the Mana Blight, as well as by arcane casters. Laquetan replaces Draconic in the Wizard’s Bonus Languages class ability.
Oh yes, and wild gnolls are a thing now.
Well, here is a brand spankin' new race me and Silus worked on: Domestic Gnolls.
Domestic Gnoll Characters (10 RP)
+2 Dex, +2 Wis, -2 Str: Domestic gnolls are nimble and observant, but are not physically imposing.
Small: Domestic gnolls are Small creatures and gain a +1 size bonus to AC, a +1 size bonus on attack rolls, a -1 penalty to their CMD and combat maneuver checks, and a +4 size bonus to their stealth checks.
Normal Speed: Domestic gnolls are quick for their size, have a base speed of 30 feet.
Low-Light Vision: Domestic gnolls can see twice as far as humans in conditions of dim light.
Cornered Fury: Domestic gnolls may primarily urban, but they will fight to protect their homes. Domestic Gnolls at half hit points or fewer and has no conscious allies within 30 feet, they gain a +2 bonus on melee attack rolls and to Armor Class.
Lucky: Domestic gnolls tend to be unnaturally fortunate. They gain a +1 racial bonus to all saving throws.
Domesticated: Domestic gnolls recieve a +2 racial bonus on a Craft or Profession skill of their choice.
Urban: Domestic gnolls recieve a +2 racial bonus on Diplomacy checks made to gather information and Sense Motive checks made to get a hunch about a social situation.
Languages: Domestic gnolls begin play speaking Common and Gnoll. Domestic gnolls with high intelligence scores can learn any language barring secret languages.
I have a 6th level samurai, aiming for Mammoth Rider for his 10th level. I built him to have as much fun as possible with him, so he is a two-weapon fighter. I plan to make the mount a Large Dire Tiger (so, big cat companion), essentially a gigantic sabretooth tiger. While I can see the benefits of a Mounted Fury build, after seeing what mine will look like, I don't think I could make one without the full animal companion.
Malachi Silverclaw wrote:
One of the clockwork dragon variants, with rust breath, has this: "These clockwork dragons are made of ironwood, adamantine, and other resistant materials immune to rusting of any form." Doesn't mention mithral because another of the variants is wholly made from mithral. The whole thing is probably just an oversight, though.
I looked at that, and I don't like that it gives up Inspire Courage. Actually, Deadman is right, he doesn't really need an archetype. I have it so that, if he needs forces beyond what he already commands, he just waits a few days for the Drakainia to spawn him a decent-sized army. I want his tactics to be around fighting with his minions, using the mythic abilities that let non-mythic creatures count as mythic, and let them use his surge (which can be upped to 2d8), and other stuff to make them better. He's the type of character I can use as a recurring villain, since he has an excuse to show up anywhere, command any level of forces, and its VERY hard to kill him, since I won't be giving out artifacts for a while.
For his immortality, I was thinking about the Legendary Item string of abilities. More expensive, but more rewarding than just taking one path ability. Since the Legendary Item ability gives all of those at once, and gives him a concentrated weakness.
I'm not picturing this guy as an overlord. He's more of a normal guy, working with monsters for inscrutable reasons. He's more of a crime boss in overall look and feel, but much, MUCH more competent.