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Tiny Coffee Golem's page

7,916 posts. Alias of wesF.


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Tarantula wrote:
I imagine it looks something like this.

Yup. More or less.


2 people marked this as a favorite.
kestral287 wrote:
LazarX wrote:
The better the spell all the more reason for NOT including it.

Or to price it accordingly.

The proper opportunity cost can put basically anything into perspective.

This. No matter what you make permanent it'll cost you. Plus you run the risk of having it dispelled and losing the value.

Permanency is useful, but it's not without risk.


I knew a guy who could just hold open his esophagus and literally pour things down his throat without needing to swallow. It was a freaky thing to see, but I imagine this feat is about like that.


Claxon wrote:
Tiny Coffee Golem wrote:

I imagine anyone who can cast gate knows where the freshwater part of the elemental plane is.

I think the problem is that it isn't static. The whole thing ebbs and flows, meaning the areas of fresh and salt water move around, though I'm not sure.

Possibly, but at this level of minutia it's up to the DM. I don't think the elemental plane is statted out to that degree in Pathfinder.

"the purest water from the elemental plane" is a fairly common trope. I'd imagine you can find a spot that's more or less static as far as water quality.

Though the bigger concern would be for things to come out with the water.

Perhaps just get the decanter and be done with it.


Abraham spalding wrote:
Tiny Coffee Golem wrote:
LazarX wrote:
Tiny Coffee Golem wrote:
Sanstree wrote:
Druid/wizard all day long......
There used to be a specific prestige class for that. Sadly it's 3.5 and was never officially converted.
And it most likely will never be because it's probably closed content, and out of bounds.

It wouldn't be hard to make something better. Frankly the only thing in that class that made it worth it was the Wild shape progression stacking and spell progression.

The other mechanic had something to do with bouncing your spells off woodland creatures or some such nonsense. Its one of those features that you'll never use, but the above two make it worthwhile still. A wildshaping wizard! Hell Yea!

It also combined your animal companion and familiar and let it continue advancing.

I forgot about that. Also useful.


Claxon wrote:
Tiny Coffee Golem wrote:
Claxon wrote:
I really hate the spell Simulacrum
It is really easy to cheese, but I think this use is reasonable enough.

I agree that this specific usage would be alright.

As far as why not open a portal to the plane of water...that's a fair point. Except it doesn't use fire which is awesome.

Also, I have no idea if the water from the elemental plane of water is potable or not. I feel like it might be patches of salt and fresh water, I really have no idea. If the water isn't potable then they're back at square one since they have an ocean adjacent. Access to water isn't necessarily a problem, is making the water drinkable.

I imagine anyone who can cast gate knows where the freshwater part of the elemental plane is.


Claxon wrote:
I really hate the spell Simulacrum

It is really easy to cheese, but I think this use is reasonable enough.


If you're already opening planar gates, why not just open one to the plane of water and cut out the middleman?


What it says on the tin; Caffiene addict 20
DMTFY wrote:

So let me give you a rundown on how this first part is supposed to go, this will be a complete sandbox in which you are free to interact with each other the guards or other prisoners. I thought it might give you all a chance to get a feel for one another's style of play.As far as PvP, I understand you all are rotten bastards but let's not shiv another player 8>) it's not fun for the guy who gets shived. There is no time limit on this part we will just go until you are ready to receive your mission

I will not be using a map for this part but I do have one for the tomb as soon as I figure out Roll20.

How are we contained exactly? A lot of us have magic and other skills. Antimagic cells? Antimagic shackles? etc


You could make a giant mundane water purifier. In simplest form they're easy to do. IRL they're not terribly efficient, but in a magical world with just a little magic help they could be something useful for a large population.

Basically this, though you'll want to make it really big or multiple. Perhaps even create it using permanent walls of force. Regardless, it's a simple low-tech low/no-magic way to desalinate water.


1 person marked this as FAQ candidate.

Dot

edit: didn't mean to FAQ. Sorry.


Severix wrote:

Unless I am mistaken, I am the only one with any healing ability. Vanguard's Beacon gives fast healing 3.

PS, I am done with crunch. I have some leftover gold that I am unsure of what to do with.

PPS, who are the gods of this world?

We'll probably want to invest in wands of infernal heaing.


1 person marked this as a favorite.
What it says on the tin; Caffiene addict 20

Hi hi


I've got high perception and the ability to disable traps mechanical and magical.


Hi Kyomi.


TCG Reporting for gaming.

Here is my character submission. I'm still thinking about the backstory, but I'll post it when inspiration comes to me.

Simon Demarkus:

Simon Demarkus
Male aasimar eldritch knight 7/monk (sohei) 1/sorcerer (tattooed sorcerer, wildblooded) 1 (Pathfinder Campaign Setting: Inner Sea Magic; Pathfinder Player Companion: Animal Archive; Pathfinder RPG Advanced Race Guide 84; Pathfinder RPG Ultimate Combat 60; Pathfinder RPG Ultimate Magic 70)
NE Medium outsider (native)
Hero Points 0
Init +6; Senses darkvision 60 ft.; Perception +24
--------------------
Defense
--------------------
AC 34, touch 24, flat-footed 28 (+4 armor, +2 deflection, +6 dexterity, +2 natural, +4 shield, +6 untyped bonus)
hp 64 (7d10+1d8+1d6+18)
Fort +8, Ref +10, Will +12
Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 agile glamered sword cane +15/+10 (1d6+9) or
unarmed strike +13/+8 (1d6)
Special Attacks flurry of blows
Spell-Like Abilities (CL 9th; concentration +9)
3/day—dancing lights
1/day—daylight
Sorcerer Spell-Like Abilities (CL 9th; concentration +15)
9/day—heavenly fire (1d4 divine energy)
Sorcerer (Tattooed Sorcerer, Wildblooded) Spells Known (CL 9th; concentration +15)
3rd (5/day)—battering blast (DC 19), haste
2nd (8/day)—aram zey’s focus, mirror image, rope trick, scorching ray
1st (8/day)—ant haul{super}APG{/super} (DC 17), feather fall, mage armor, shield, vanish{super}APG{/super} (DC 17)
0 (at will)—arcane mark, detect magic, detect poison, disrupt undead, mage hand, message, prestidigitation
Bloodline Empyreal
--------------------
Statistics
--------------------
Str 10, Dex 22, Con 14, Int 12, Wis 22, Cha 10
Base Atk +7; CMB +7; CMD 31
Feats Combat Casting, Combat Reflexes, Disruptive, Extend Spell, Heavenly Radiance[ARG], Improved Unarmed Strike, Varisian Tattoo[ISWG], Weapon Finesse, Weapon Focus (sword cane), Weapon Specialization (sword cane)
Traits magical knack, wayang spell hunter
Skills Acrobatics +12, Appraise +5, Climb +2, Diplomacy +3, Disable Device +18, Escape Artist +10, Fly +10, Heal +8, Knowledge (arcana) +5, Knowledge (history) +5, Knowledge (religion) +7, Linguistics +5, Perception +24, Sense Motive +10, Sleight of Hand +10, Spellcraft +5, Stealth +12, Swim +4, Use Magic Device +4; Racial Modifiers +2 Diplomacy, +2 Perception
Languages Celestial, Common, Draconic, Elven
SQ bloodline tattoos, devoted guardian, familiar tattoo, hero points
Combat Gear cat burglar's boots, elixir of spirit sight, holy weapon balm (6); Other Gear +1 agile glamered sword cane, amulet of natural armor +2, belt of incredible dexterity +4, eyes of the eagle, headband of inspired wisdom +4, page of spell knowledge (rope trick), ring of protection +2, thieves' tools, masterwork, 220 gp
--------------------
Tracked Resources
--------------------
Cat burglar's boots (1/day) - 0/1
Dancing Lights (3/day) - 0/3
Daylight (1/day) - 0/1
Elixir of spirit sight - 0/1
Heavenly Fire (1d4 divine energy, 9/day) (Sp) - 0/9
Heavenly Radiance (Sunbeam, 1/day) - 0/1
Holy weapon balm (10 uses) - 0/10
--------------------
Special Abilities
--------------------
Bloodline Tattoos (Ex) Bloodline spells are cast at +1 caster level.
Cat burglar's boots (1/day) Has pocket to hold thief tools. Reroll a failed Acrobatics/Climb/Stealth check.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Combat Reflexes (7 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Devoted Guardian +0 (Ex) At 1st level, a sohei can always act in a surprise round even if he does not notice his enemies, though he remains flat-footed until he acts. In addition, a sohei gains a bonus on initiative rolls equal to 1/2 his monk level. At 20th level, a sohei's
Disruptive +4 DC to cast defensively for those you threaten.
Elixir of spirit sight This elixir seems to be made of thick vapor rather than liquid, and constantly emits soft whispers when uncorked. For 1 minute, the drinker gains the ability to see invisibility (as the spell), and his weapons and armor are treated as if they had the ghost touch special ability.

Construction
Requirements Craft Wondrous Item, plane shift, see invisibility; Cost 500 gp
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Empyreal Your heavenly power derives from insight rather than force of personality.

Associated Bloodline: Celestial.

Bloodline Arcana: Unlike most sorcerers whose innate magic is powered by force of personality, you use pure willpower to m
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Extend Spell Spell duration lasts twice as normal. +1 Level.
Familiar Bonus: +3 to Appraise checks You gain the Alertness feat while your familiar is within arm's reach.
Familiar Tattoo (Su) A tattooed sorcerer gains a familiar as an arcane bond, as a wizard equal to her sorcerer level. Her sorcerer levels stack with any wizard or witch levels she possesses when determining the powers of her familiar—this ability does not allow her to
Flurry of Blows +6/+6/+1 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Heavenly Fire (1d4 divine energy, 9/day) (Sp) Ranged touch attack harms evil and heals good. Neutral unaffected.
Heavenly Radiance (Sunbeam, 1/day) Gain an additional use of daylight sla, and also the ability to use another chosen spell in place of it.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Magical Knack (Sorcerer [Tattooed Sorcerer, Wildblooded]) +2 CL for a specific class, to a max of your HD.
Page of spell knowledge (rope trick) This page is covered in densely-worded arcane or divine magical runes. It contains the knowledge of a single arcane or divine spell (chosen by the creator when the item is crafted). If the bearer is a spontaneous spellcaster and has that spell on her class spell list, she may use her spell slots to cast that spell as if it were one of her spells known. A page of spell knowledge is priced based on the spell's cleric or sorcerer/wizard spell level, unless the spell doesn't appear on either of those spell lists, in which case it is based on the highest spell level as it appears on any other spell list. For example, a spell that is on the 4th-level inquisitor list and the 2nd-level paladin list is priced as a 4th-level spell.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Varisian Tattoo (Evocation) Spells from chosen school gain +1 caster level.
Wayang Spell Hunter (Battering Blast) Reduce spell level increase from metamagic for chosen spell by 1.

--------------------

Molly
Female raven (Pathfinder Player Companion: Animal Archive; Pathfinder RPG Bestiary 133)
N Tiny magical beast (animal)
Init +2; Senses low-light vision; Perception +16
--------------------
Defense
--------------------
AC 15, touch 14, flat-footed 13 (+2 dexterity, +1 natural, +2 size)
hp 32 (1d8-1)
Fort +5, Ref +6, Will +8
--------------------
Offense
--------------------
Speed 10 ft., fly 40 ft. (average)
Melee unarmed strike +11/+6 (1-4 nonlethal) or
bite +11 (1d3-4)
Space 2 ft.; Reach 0 ft.
--------------------
Statistics
--------------------
Str 2, Dex 15, Con 8, Int 6, Wis 15, Cha 7
Base Atk +7; CMB +7; CMD 13
Feats Skill Focus (Perception), Weapon Finesse[B]
Skills Acrobatics +6, Appraise -1, Diplomacy -1, Disable Device +9, Escape Artist +3, Fly +10, Linguistics -1, Perception +16, Sense Motive +3, Sleight of Hand +3, Spellcraft -1, Stealth +14, Swim +6, Use Magic Device -1
Languages Common
SQ improved evasion
--------------------
Tracked Resources
--------------------
-none-
--------------------
Special Abilities
--------------------
Flight (40 feet, Average) You can fly!
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


Issac Daneil wrote:

I agree with you about the Wildblood alterations. Just so long as it's not for a PFS thing, you'll be fine it seems.

My knee jerk is to comment when it's not PFS legal, because I hate when someone looks at it and says; nope, not legal, no dice.

No problem. I get why PFS has to be so rigid, but that's one of the reasons I don't play PFS. I prefer to have a DM who can make reasonable accommodations.


I'm Hiding In Your Closet wrote:
788. I will refrain from saying "Gesundheit" whenever someone mentions Hamatulatsu.

Gesundheit


Matthew Downie wrote:
CWheezy wrote:
Dieben wrote:
Evil relic was held on a non magical chain and was light enough to chuck via mage hand
mage hand can't grab magic items
But can it grab a non magical chain that is attached to an evil relic?

Yes.


LazarX wrote:
Tiny Coffee Golem wrote:
Sanstree wrote:
Druid/wizard all day long......
There used to be a specific prestige class for that. Sadly it's 3.5 and was never officially converted.
And it most likely will never be because it's probably closed content, and out of bounds.

It wouldn't be hard to make something better. Frankly the only thing in that class that made it worth it was the Wild shape progression stacking and spell progression.

The other mechanic had something to do with bouncing your spells off woodland creatures or some such nonsense. Its one of those features that you'll never use, but the above two make it worthwhile still. A wildshaping wizard! Hell Yea!


prototype00 wrote:

Sure, sure. The OP is asking for advice though, so I thought it might be politic to bring up the drawbacks.

prototype00

Fair enough and much appreciated.


Sanstree wrote:
Druid/wizard all day long......

There used to be a specific prestige class for that. Sadly it's 3.5 and was never officially converted.


boring7 wrote:

[citation needed]

A mage hand citation?

Mage Hand

School transmutation; Level bard 0, magus 0, sorcerer/wizard 0, summoner 0

CASTING
Casting Time 1 standard action
Components V, S

EFFECT
Range close (25 ft. + 5 ft./2 levels)
Target one non-magical, unattended object weighing up to 5 lbs.
Duration concentration
Saving Throw none; Spell Resistance no

DESCRIPTION
You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell's range.


prototype00 wrote:

Note: The tentacle attacks of a giant lake octopus are its secondary natural attacks. (Its bite is the primary natrual attack)

Sure, you get 8 of them, and you get to do your monk unarmed damage with them (with feral combat training), but they are all at -2 to hit and 1/2 strength to damage.

prototype00

I'm assuming all of this is true. The Monkdopus is just one of my favorite absurd concepts and I bring it up at every opportunity.


This is a job for

MONKDOPUS!!!:

lternately, Monkthulu as suggested by BadBird
Half elf, human, half orc, whatever... just something with a str bonus. Level 12 (20 pt)
Druid 4, Monk (Master of many styles) 3, Barbarian 5
(seems weird, but follow me here. Take Monk first.)

Str: 22 (+2 race, +2 levels, +2 belt)
Dex: 14 (+2 belt)
Con: 16 (+2 belt)
Int: 10
Wis: 19 (+1 levels, +4 headband)
Cha: 8

Feats:
Monk:
1: Dragon Style, Imp. Unarmed Strike
2: Dragon Ferocity
3: Weapon Focus (Tentacle)
Druid
5: Feral Combat Training
7: Shaping Focus
Barbarian:
9: Monastic Legacy
11: Power Attack or extra rage

Gear:
+1 impact amulet of mighty fists
+2 ring of protection
+1 Brawling leather armor
+2 belt of physical perfection
+3 cloak of resistance
+4 headband of wisdom
+3 bracers of armor
Monk's Robes
everything else is butter.

Features:
Fast Movement +20 (barb and monk stack)
Rage
Rage Powers: Superstition +3, Reckless Abandon +2 to hit, -2 AC
Uncanny Dodge
Trap Sense +1
Improved Uncanny Dodge
AC Bonus +3/+4 wisdom
Unarmed Strike
Stunning Fist
Evasion
Maneuver Training
Still Mind
Spontaneous Casting
Nature Bond
Nature Sense
Wild Empathy
Woodland Stride
Trackless Step
Resist Nature's Lure
Wild Shape, as level 8 druid, 3/day

So here is the schtick... your form of choice is a Giant Lake Octopus... it still has a 20ft. land speed, so you can move around just fine.

With monastic legacy you count as a level 7 monk for unarmed strike damage, and with monks robes, you count as +5 more for total of level 12. So your unarmed strike damage is 2d6. When you shape, you are huge, so it becomes 4d6. With your impact amulet, it becomes 6d6.

You are also getting +3 ac from monk levels and +4 from wisdom, so that is bonus. The extra weirdness here is that brawling armor property still functions while you are shaped, but you are technically not wearing armor because it merges, so you get the best of both worlds.

So, the idea is this... the Octopus gets 8 tentacle attacks, but their damage is generally pretty low...since you are able to sub in monk damage, you can make it fairly high, and these are all at full bab.

DEFENSES:
HP: 104 (7d8+5d12+36 con, +5 FCB(barb))
Rage HP: 128
AC: 22 (10, +3 monk levels, +4 wisdom, +3 bracers, +6 natural armor, -2 size, -2 reckless, -2 rage, +2 ring)
Rage/Shape Saves: Fort: +20 Ref: +11 Will: +18

OFFENSES:
So wild shape bonuses: +6 str, -4 dex, +6 nat armor
Rage bonuses: +4 str, +4 con, -2 AC

Attack bonus is then: +21 (+9 BAB, +11 str, +1 amulet, +1 focus, +2 armor, +2 reckless abandon, -3 power attack, -2 size)
Damage for each tentacle is: 6d6+20 (+11 str, +2 armor, +1 amulet, +6 power attack)
Your bite is still only +19 since it doesn't benefit from FCT, and hits for 3d6+16

Your full attack looks like this:
Tentacles: +21/+21/+21/+21/+21/+21/+21/+21, 6d6+19
Bite: +19, 3d6+15

If everything hits, you can slap a target for a total of 51d6+176, That is 354.5 average damage if they all hit, with a maximum of 482. you can rage for 15 rounds, which should get you through a lot. Take extra rage at 13th and you will be up to 23 per day which should be more than enough.

Tentacles have 20 ft reach... so just sit back and Kung-fu octopus your way to victory


LazarX wrote:
VampByDay wrote:
boring7 wrote:
You can't just drag the staked corpse outside in the sun?
These were options for if that wasn't going to work, like, I dunno, his friends will be back in a bit and you don't have time to drag a 200 pound corpse all the way back through the deathtrap-riddled dungeon.
If you're going to keep moving the goalposts everytime someone comes up with an answer, what's the point of the question? Vampire is a template that's fully explained in the bestiary, or the PRD as to what it's bonuses and it's vulnerabilities are. Vampires aren't liches... if you find a way to kill it, it stays dead.

..In it's coffin.


I made some tweaks

tweaks:

Post game test
Male aasimar eldritch knight 7/monk (sohei) 1/sorcerer (tattooed sorcerer, wildblooded) 1 (Pathfinder Campaign Setting: Inner Sea Magic; Pathfinder Player Companion: Animal Archive; Pathfinder RPG Advanced Race Guide 84; Pathfinder RPG Ultimate Combat 60; Pathfinder RPG Ultimate Magic 70)
LN Medium outsider (native)
Hero Points 0
Init +6; Senses darkvision 60 ft.; Perception +24
--------------------
Defense
--------------------
AC 34, touch 24, flat-footed 28 (+4 armor, +2 deflection, +6 dexterity, +2 natural, +4 shield, +6 untyped bonus)
hp 64 (7d10+1d8+1d6+18)
Fort +8, Ref +10, Will +12
Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 agile glamered sword cane +15/+10 (1d6+9) or
unarmed strike +13/+8 (1d6)
Special Attacks flurry of blows
Spell-Like Abilities (CL 9th; concentration +9)
3/day—dancing lights
1/day—daylight
Sorcerer Spell-Like Abilities (CL 9th; concentration +15)
9/day—heavenly fire (1d4 divine energy)
Sorcerer (Tattooed Sorcerer, Wildblooded) Spells Known (CL 9th; concentration +15)
3rd (5/day)—battering blast (DC 19), haste
2nd (8/day)—aram zey’s focus, mirror image, rope trick, scorching ray
1st (8/day)—ant haul{super}APG{/super} (DC 17), feather fall, mage armor, shield, vanish{super}APG{/super} (DC 17)
0 (at will)—arcane mark, detect magic, detect poison, disrupt undead, mage hand, message, prestidigitation
Bloodline Empyreal
--------------------
Statistics
--------------------
Str 10, Dex 22, Con 14, Int 12, Wis 22, Cha 10
Base Atk +7; CMB +7; CMD 31
Feats Combat Casting, Combat Reflexes, Disruptive, Extend Spell, Heavenly Radiance[ARG], Improved Unarmed Strike, Varisian Tattoo[ISWG], Weapon Finesse, Weapon Focus (sword cane), Weapon Specialization (sword cane)
Traits magical knack, wayang spell hunter
Skills Acrobatics +12, Appraise +5, Climb +2, Diplomacy +3, Disable Device +18, Escape Artist +10, Fly +10, Heal +8, Knowledge (arcana) +5, Knowledge (history) +5, Knowledge (religion) +7, Linguistics +5, Perception +24, Sense Motive +10, Sleight of Hand +10, Spellcraft +5, Stealth +12, Swim +4, Use Magic Device +4; Racial Modifiers +2 Diplomacy, +2 Perception
Languages Celestial, Common, Draconic, Elven
SQ bloodline tattoos, devoted guardian, familiar tattoo, hero points
Combat Gear cat burglar's boots, elixir of spirit sight, holy weapon balm (6); Other Gear +1 agile glamered sword cane, amulet of natural armor +2, belt of incredible dexterity +4, eyes of the eagle, headband of inspired wisdom +4, page of spell knowledge (rope trick), ring of protection +2, thieves' tools, masterwork, 220 gp
--------------------
Tracked Resources
--------------------
Cat burglar's boots (1/day) - 0/1
Dancing Lights (3/day) - 0/3
Daylight (1/day) - 0/1
Elixir of spirit sight - 0/1
Heavenly Fire (1d4 divine energy, 9/day) (Sp) - 0/9
Heavenly Radiance (Sunbeam, 1/day) - 0/1
Holy weapon balm (10 uses) - 0/10
--------------------
Special Abilities
--------------------
Bloodline Tattoos (Ex) Bloodline spells are cast at +1 caster level.
Cat burglar's boots (1/day) Has pocket to hold thief tools. Reroll a failed Acrobatics/Climb/Stealth check.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Combat Reflexes (7 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Devoted Guardian +0 (Ex) At 1st level, a sohei can always act in a surprise round even if he does not notice his enemies, though he remains flat-footed until he acts. In addition, a sohei gains a bonus on initiative rolls equal to 1/2 his monk level. At 20th level, a sohei's
Disruptive +4 DC to cast defensively for those you threaten.
Elixir of spirit sight This elixir seems to be made of thick vapor rather than liquid, and constantly emits soft whispers when uncorked. For 1 minute, the drinker gains the ability to see invisibility (as the spell), and his weapons and armor are treated as if they had the ghost touch special ability.

Construction
Requirements Craft Wondrous Item, plane shift, see invisibility; Cost 500 gp
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Empyreal Your heavenly power derives from insight rather than force of personality.

Associated Bloodline: Celestial.

Bloodline Arcana: Unlike most sorcerers whose innate magic is powered by force of personality, you use pure willpower to m
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Extend Spell Spell duration lasts twice as normal. +1 Level.
Familiar Bonus: +3 to Appraise checks You gain the Alertness feat while your familiar is within arm's reach.
Familiar Tattoo (Su) A tattooed sorcerer gains a familiar as an arcane bond, as a wizard equal to her sorcerer level. Her sorcerer levels stack with any wizard or witch levels she possesses when determining the powers of her familiar—this ability does not allow her to
Flurry of Blows +6/+6/+1 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Heavenly Fire (1d4 divine energy, 9/day) (Sp) Ranged touch attack harms evil and heals good. Neutral unaffected.
Heavenly Radiance (Sunbeam, 1/day) Gain an additional use of daylight sla, and also the ability to use another chosen spell in place of it.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Magical Knack (Sorcerer [Tattooed Sorcerer, Wildblooded]) +2 CL for a specific class, to a max of your HD.
Page of spell knowledge (rope trick) This page is covered in densely-worded arcane or divine magical runes. It contains the knowledge of a single arcane or divine spell (chosen by the creator when the item is crafted). If the bearer is a spontaneous spellcaster and has that spell on her class spell list, she may use her spell slots to cast that spell as if it were one of her spells known. A page of spell knowledge is priced based on the spell's cleric or sorcerer/wizard spell level, unless the spell doesn't appear on either of those spell lists, in which case it is based on the highest spell level as it appears on any other spell list. For example, a spell that is on the 4th-level inquisitor list and the 2nd-level paladin list is priced as a 4th-level spell.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Varisian Tattoo (Evocation) Spells from chosen school gain +1 caster level.
Wayang Spell Hunter (Battering Blast) Reduce spell level increase from metamagic for chosen spell by 1.

--------------------

Molly
Female raven (Pathfinder RPG Bestiary 133)
N Tiny magical beast (animal)
Init +2; Senses low-light vision; Perception +16
--------------------
Defense
--------------------
AC 15, touch 14, flat-footed 13 (+2 dexterity, +1 natural, +2 size)
hp 32 (1d8-1)
Fort +5, Ref +6, Will +8
--------------------
Offense
--------------------
Speed 10 ft., fly 40 ft. (average)
Melee unarmed strike +11/+6 (1-4 nonlethal) or
bite +11 (1d3-4)
Space 2 ft.; Reach 0 ft.
--------------------
Statistics
--------------------
Str 2, Dex 15, Con 8, Int 6, Wis 15, Cha 7
Base Atk +7; CMB +7; CMD 13
Feats Skill Focus (Perception), Weapon Finesse[B]
Skills Acrobatics +6, Appraise -1, Diplomacy -1, Disable Device +9, Escape Artist +3, Fly +10, Linguistics -1, Perception +16, Sense Motive +3, Sleight of Hand +3, Spellcraft -1, Stealth +14, Swim +6, Use Magic Device -1
Languages Common
SQ improved evasion
--------------------
Tracked Resources
--------------------
-none-
--------------------
Special Abilities
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Flight (40 feet, Average) You can fly!
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


Issac Daneil wrote:

The Archetype and Alternate bloodline both change Bloodline power 9th lvl. As it stands, the build isn't legal

You may have a point. However, I always thought wild blooded being an archetype was stupid. The mechanic should be along the lines of a sub-domain. Related, but different.

Also, as I'm never going to get either of those abilities the DM sees it as a non-issue.


Any Thoughts on Angelic wings? Basically a 30' fly speed at the cost of two feats. I'm thinking about ditching it. There are plenty of ways to fly without burning two feats. It's cool though.


I'm not great with non-magic types. I appreciate the advice.


I thought about dervish dance, but haven't looked into it much more. I should though. Thanks.

Temple sword isn't finess-able. At least it didn't look to me.

I can't flurry with the sword cane, but it's still pretty solid.


The gist is that he's a trap smith eldrich knight.

Aasimar to get early entry. The sword cane is his primary weapon as it is both flavorful, effective, and finess-able. Also it's Agile, so Dex to Damage.

Please let me know what you think and offer any areas for improvement you can think of.

Name TBD
Male aasimar eldritch knight 7/monk (sohei) 1/sorcerer (tattooed sorcerer, wildblooded) 1 (Pathfinder Campaign Setting: Inner Sea Magic; Pathfinder Player Companion: Animal Archive; Pathfinder RPG Advanced Race Guide 84; Pathfinder RPG Ultimate Combat 60; Pathfinder RPG Ultimate Magic 70)
LN Medium outsider (native)
Hero Points 0
Init +8; Senses darkvision 60 ft.; Perception +24
--------------------
Defense
--------------------
AC 33, touch 23, flat-footed 27 (+4 armor, +2 deflection, +6 dexterity, +2 natural, +4 shield, +5 untyped bonus)
hp 64 (7d10+1d8+1d6+18)
Fort +8, Ref +10, Will +11; +2 vs. [evil]
Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 agile glamered sword cane +15/+10 (1d6+9) or
unarmed strike +13/+8 (1d6)
Special Attacks flurry of blows
Spell-Like Abilities (CL 9th; concentration +9)
3/day—acid splash
1/day—daylight
Sorcerer Spell-Like Abilities (CL 7th; concentration +12)
8/day—heavenly fire (1d4 divine energy)
Sorcerer (Tattooed Sorcerer, Wildblooded) Spells Known (CL 7th; concentration +12)
3rd (5/day)—fly, haste
2nd (7/day)—aram zey’s focus, mirror image, rope trick, scorching ray
1st (8/day)—ant haul{super}APG{/super} (DC 16), feather fall, mage armor, shield, vanish{super}APG{/super} (DC 16)
0 (at will)—arcane mark, detect magic, detect poison, disrupt undead, mage hand, message, prestidigitation
Bloodline Empyreal
--------------------
Statistics
--------------------
Str 10, Dex 22, Con 14, Int 12, Wis 20, Cha 10
Base Atk +7; CMB +7; CMD 30
Feats Angelic Blood[ARG], Combat Casting, Combat Reflexes, Disruptive, Extend Spell, Improved Unarmed Strike, Varisian Tattoo[ISWG], Weapon Finesse, Weapon Focus (sword cane), Weapon Specialization (sword cane)
Traits criminal, reactionary
Skills Acrobatics +12, Appraise +8, Climb +2, Diplomacy +3, Disable Device +19, Fly +10, Heal +11, Knowledge (arcana) +5, Knowledge (history) +5, Knowledge (religion) +7, Linguistics +5, Perception +24, Sense Motive +9, Spellcraft +5, Stealth +12, Swim +4, Use Magic Device +4; Racial Modifiers +2 Diplomacy, +2 Perception
Languages Celestial, Common, Draconic, Elven
SQ bloodline tattoos, devoted guardian, familiar tattoo, hero points
Combat Gear cat burglar's boots, elixir of spirit sight, holy weapon balm (6); Other Gear +1 agile glamered sword cane, +1 agile bodywrap of mighty strikes, amulet of natural armor +2, belt of incredible dexterity +4, eyes of the eagle, headband of inspired wisdom +2, page of spell knowledge (rope trick), ring of protection +2, thieves' tools, masterwork, 220 gp
--------------------
Tracked Resources
--------------------
+1 agile bodywrap of mighty strikes - 0/2
Acid Splash (3/day) - 0/3
Cat burglar's boots (1/day) - 0/1
Daylight (1/day) - 0/1
Elixir of spirit sight - 0/1
Heavenly Fire (1d4 divine energy, 8/day) (Sp) - 0/8
Holy weapon balm (10 uses) - 0/10
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Special Abilities
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+1 agile bodywrap of mighty strikes This long cloth is wrapped around the chest multiple times like a bandage. Once per round, the wearer may add an enhancement bonus of +1 to +5 on one attack and damage roll for an unarmed strike or natural attack (for one specific attack, not all attacks made with an unarmed strike that round). The wearer may use this item an additional time per round when his BAB reaches +6, +11, and +16.

Choosing to enhance an unarmed strike is not an action and may occur when it is not the wearer’s turn (such as when making an attack of opportunity). The wearer must decide to use the item before the attack roll is made, but does not have to expend all uses at the same time. For example, if the wearer can use the item twice per round, he can use it once on his turn when making an attack and save the second for the possibility of making an attack of opportunity.

Additionally, the bodywrap can grant melee weapon special abilities to a creature’s unarmed attacks, so long as those special abilities to be added apply to unarmed attacks. See Table 3–8: Melee Weapon Special Abilities (page 137) for a list of abilities. Special abilities count as additional bonuses for determining the market value of the item, but do not modify attack or damage bonuses. Any special abilities are set at the time of creation. A bodywrap of mighty strikes cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents) higher than +7. Unlike an amulet of mighty fists, a bodywrap needs to have a +1 enhancement bonus to grant a melee weapon special ability.

Construction
Requirements Craft Wondrous Item, greater magic fang, caster level 6th, plus any requirements of the melee weapon special abilities; Cost 6,000 gp

Note: Turning this item's effects on will add its effects to the unarmed strike and all natural attacks. Remember that you may only use this for a small number of those attacks in a round, and you should be careful to turn this item's effects on only while making those improved attacks.
Angelic Blood +2 saves vs. evil effects, to stabilize while dying, and 1 damage to evil or undead if bleeding.
Bloodline Tattoos (Ex) Bloodline spells are cast at +1 caster level.
Cat burglar's boots (1/day) Has pocket to hold thief tools. Reroll a failed Acrobatics/Climb/Stealth check.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Combat Reflexes (7 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Devoted Guardian +0 (Ex) At 1st level, a sohei can always act in a surprise round even if he does not notice his enemies, though he remains flat-footed until he acts. In addition, a sohei gains a bonus on initiative rolls equal to 1/2 his monk level. At 20th level, a sohei's
Disruptive +4 DC to cast defensively for those you threaten.
Elixir of spirit sight This elixir seems to be made of thick vapor rather than liquid, and constantly emits soft whispers when uncorked. For 1 minute, the drinker gains the ability to see invisibility (as the spell), and his weapons and armor are treated as if they had the ghost touch special ability.

Construction
Requirements Craft Wondrous Item, plane shift, see invisibility; Cost 500 gp
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Empyreal Your heavenly power derives from insight rather than force of personality.

Associated Bloodline: Celestial.

Bloodline Arcana: Unlike most sorcerers whose innate magic is powered by force of personality, you use pure willpower to m
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Extend Spell Spell duration lasts twice as normal. +1 Level.
Familiar Bonus: +3 to Appraise checks You gain the Alertness feat while your familiar is within arm's reach.
Familiar Tattoo (Su) A tattooed sorcerer gains a familiar as an arcane bond, as a wizard equal to her sorcerer level. Her sorcerer levels stack with any wizard or witch levels she possesses when determining the powers of her familiar—this ability does not allow her to
Flurry of Blows +6/+6/+1 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Heavenly Fire (1d4 divine energy, 8/day) (Sp) Ranged touch attack harms evil and heals good. Neutral unaffected.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Page of spell knowledge (rope trick) This page is covered in densely-worded arcane or divine magical runes. It contains the knowledge of a single arcane or divine spell (chosen by the creator when the item is crafted). If the bearer is a spontaneous spellcaster and has that spell on her class spell list, she may use her spell slots to cast that spell as if it were one of her spells known. A page of spell knowledge is priced based on the spell's cleric or sorcerer/wizard spell level, unless the spell doesn't appear on either of those spell lists, in which case it is based on the highest spell level as it appears on any other spell list. For example, a spell that is on the 4th-level inquisitor list and the 2nd-level paladin list is priced as a 4th-level spell.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Varisian Tattoo (Conjuration) Spells from chosen school gain +1 caster level.

--------------------

Molly
Female raven (infiltrator) (Pathfinder RPG Bestiary 133)
N Tiny magical beast (animal)
Init +2; Senses low-light vision; Perception +19
--------------------
Defense
--------------------
AC 15, touch 14, flat-footed 13 (+2 dexterity, +1 natural, +2 size)
hp 32 (1d8-1)
Fort +5, Ref +6, Will +8
Defensive Abilities uncanny stealth
--------------------
Offense
--------------------
Speed 10 ft., fly 40 ft. (average)
Melee unarmed strike +11/+6 (1-4 nonlethal) or
bite +11 (1d3-4)
Space 2 ft.; Reach 0 ft.
--------------------
Statistics
--------------------
Str 2, Dex 15, Con 8, Int 6, Wis 15, Cha 7
Base Atk +7; CMB +7; CMD 13
Feats Alertness, Skill Focus (Perception), Weapon Finesse[B]
Skills Acrobatics +6, Appraise -1, Diplomacy -1, Disable Device +9, Fly +10, Heal +3, Linguistics -1, Perception +19, Sense Motive +5, Spellcraft -1, Stealth +14, Swim +6, Use Magic Device -1
Languages Common
--------------------
Tracked Resources
--------------------
-none-
--------------------
Special Abilities
--------------------
Flight (40 feet, Average) You can fly!
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Uncanny Stealth (Ex) Retain Dex bonus to AC when flat-footed.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


1 person marked this as a favorite.

It's possible I'm not using Occam's razor correctly. I'm going to look into it. BigDTBone thank you for bringing this to my attention.

Everyone else I'm very sorry the thread derailed.

Just tell the ghost stories please.


BigDTBone wrote:
It's not confusing, it's just not Occam's Razor. You are using that statement as an appeal to authority and it doesn't apply.

You're mistaken and have yet to show what I've said that's incorrect.

Your statements that person is hallucinating and that person saw a ghost both have assumptions within them. Only the very existance of one of them (ghosts) is an assumption.

There is no appeal to authority in my statement. If there is please clarify what Authority I'm allegedly appealing to.

If I am shown to be mistaken if be more than happy to own up to it. Though by your statements it doesn't appear you fully grasp the concepts that are being bandied about.


BigDTBone wrote:
Tiny Coffee Golem wrote:
BigDTBone wrote:
Tiny Coffee Golem wrote:
BigDTBone wrote:
Tiny Coffee Golem wrote:
DungeonmasterCal wrote:
Empirical data or not, many people have seen strange things that seem to defy scientific endeavor. I have never seen anything personally, but I know people who have. Call them ghosts, demons, shadow people, etc. Do I believe in them? My answer is there are things we don't understand, so I neither believe or disbelieve, but accept what others do. If they believe they saw something, then I believe them. Was it a "ghost"? I can't say.
Occam's razor suggests it's a minor hallucination.
In fairness to Occam's razor, both "there is a ghost," and "you're hallucinating," have the same number of assumptions and are equally valid as hypotheses.

Incorrect. Hallucinations have been shown to exist many many times in many many ways. Ghosts have not. Ever. In any way.

Edit: Also, nothing that suggests the supernatural is real is a valid hypothesis unless you have something (anything) to back it up with. At least with the Chupacabra/Bigfoot thing above they were making some effort to collect hair/DNA samples. Had that DNA not otherwise been known that would have been suggestive of an undiscovered species at minimum.

That's not Occam's Razor. Occam's razor is concerned with the number of assumptions, not the quality.
The existence of hallucinations is not an assumption. The existence of ghosts is. At minimum the hallucination hypothesis has one fewer assumptions than the ghost hypothesis.

That person is hallucinating. (1 assumption)

That person saw a ghost. (1 assumption)

Hallucinations exist (not an assumption)

Ghosts exist (1 assumption)

I honestly don't know how this is confusing.


1 person marked this as a favorite.
Spanky the Leprechaun wrote:

Can we all agree that ghost stuff isn't scientifically proven and everybody who was compelled to point this fact out is real smart or whatever and just do ghost stories?

This is my vote for the rest of the thread even though I'll be declining participation.


As soon as my character has a chance I'm going to buy foaming powder.


Vod Canockers wrote:
There is a gentleman from Central or South America that has been collecting fur samples from Chupacabra sightings and attacks. One of the paranormal investigation shows offered to have all the samples DNA tested if he would agree to accept the results. Every sample was identified as a known animal. That gentleman is looking for someone to test all of his samples because they are Chupacabra hairs.

Didn't they do the testing already and it turned out to be a dog or something? Maybe that was Bigfoot. Same concept though.


Cure cancer. That's more likely to be permanent.


1 person marked this as a favorite.

I thought this was a Wheel of Time discussion.

*shows himself out*


Why don't we multi-posters start a game. :-)

I call Wizard or Mystic Theurge.


I've seen a lot of games die due to lack of posting.

Clearly real life comes first, but I don't think one post a day is too much to ask.

I have a tech job, so most of the time I can post multiple times per day without an issue.


I think I'd like to read this game thread, but as I never got my character together I'm removed from the running. No worries. Looks like a great concept.


Belabras wrote:
Is it possible to stack these Archetypes? Treesinger limits Natures Bond, and Shifter replaces it. That seems to be the only possible conflict.

Technically no. With archtypes you cant stack any that have overlapping (replace or alter) features.

Same reason you can't technically be a a synthesis master summoner.


Playing a game now with a flying ship crewed by evil creatures. It's called "Good intentions."


I imagine a bandsaw would take care of that part.


Dot for later reading.


2 people marked this as a favorite.
RavenStarver wrote:

...

Honestly though, the sexcapades aren't the issue, I'm mostly worried about us falling into a Harem campaign were all the girls start fighting. That'd be, just a little awkward.

Soooo, act like adults and don't do that.


♣♠Magic♦♥ wrote:
Lynk wrote:
Immediately start referring to them as your "Harem". . .

In band, the clarinet section is all female with a male section leader, so we often refer to them as his Harem.

It's made even funnier with the addition that one of them is his sister.

I predict a potion of gender swapping in your future.


blahpers wrote:
Tiny Coffee Golem wrote:
Orfamay Quest wrote:
Tiny Coffee Golem wrote:
Mnemonic Enhancer gives you 3 more spell levels per casting.

At the cost of a fourth level spell slot, which means that it's a net loss of one spell level and it's not clear that it's compatible with the mana system that he's using.

True. However, since we're home brewing anyway why not make an item that does it X times per day? That's what I plan to do in a home game.

Add 30 min to your prep time and cast an extra 9 levels of spells (all level 3 or less).

That'd be expensive. Apart from the extra prep time, your item is strictly better than a ring of wizardry ii.

Edit: I misread. It's been a long day. You said my item was better than a ROW. That's true. Also I deleted my post because the logic was bad. Carry on. Nothing to see here.

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