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Xenocrat's page

597 posts (648 including aliases). 2 reviews. No lists. No wishlists. 21 aliases.


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Ultimate Wilderness reprinted familiar archetypes, slightly modifying some, adding some, and dropping at least one (Decoy). I've been thinking about the Mesmerist Eyebiter archetype lately and wondering which archetype might be most helpful.

Eyeball familiar wrote:

An eyebiter imbues one of his eyes with limited sentience, so that he can pluck it out and allow it to move on its own. The eyeball familiar functions similarly to the tumor familiar alchemist discovery (Pathfinder RPG Ultimate Magic 17) except as follows. The eyeball familiar does not have fast healing. The eyeball familiar doesn’t resemble an animal, and its size is Fine for a Medium or smaller eyebiter (or one size category larger for every size category the eyebiter is larger than Medium). It has a fly speed of 20 feet (perfect maneuverability) and no physical attacks (though it can still deliver touch spells once the eyebiter has reached 3rd level). The eyeball has a Strength score of 1, a Dexterity score of 12, and a Constitution score of 10. It has no set Hit Die, base saves, or skill ranks of its own, though it uses its master’s when a familiar normally would. It doesn’t grant its master any familiar bonus, nor can it ever be an improved familiar.

Whenever the eyebiter’s eyeball familiar leaves his body, he is dazzled until it returns (if it is destroyed, the eyebiter loses that eye until he gains the effects of a regeneration). An eyebiter must have at least one eye to use this ability, and an eyebiter with only one eye is blinded instead of dazzled until his familiar returns.

1. First up, the Protector. Please note that while the eyeball familiar "functions similarly to" a tumor, it is not a toomah and therefore shouldn't be held back by the new language forbidding tumor familiars from taking the archetype. It doesn't have fast healing, which is the reason they did that.

Protector Archetype wrote:

Protector familiars are so devoted that they would give their lives for their masters. A tumor familiar can’t be a protector.

Loyal Bodyguard (Ex): A protector gains BodyguardAPG and Combat Reflexes as bonus feats. If the familiar is sharing its master’s square, it can use Bodyguard to aid another to improve its master’s AC even if it doesn’t threaten the attacking foe, though it still needs line of effect to its master and the attacker.
This replaces alertness and improved evasion.
Shield Master (Su): At 5th level, whenever a protector or its master takes hit point damage, as long as the protector and its master are touching, its master can split the damage evenly between them as if under the effects of shield other.
This replaces deliver touch spells and speak with animals of its kind.
Able Defender (Ex): At 11th level, a protector gains In Harm’s WayAPG as a bonus feat. In addition, the familiar’s hit points are now equal to its master’s total hit points (not including temporary hit points), regardless of its actual Hit Dice.
This replaces spell resistance.

Pros: Consistent +2 AC boost, extra HP via splitting damage, hilarious "hit me in the eye" applications of In Harm's Way, generally cool RPing of how the connected eye is providing Bodyguard bonuses (probably via emotional/spoken warnings).

Cons: You have to heal your eyeball separately out of combat, putting extra strain on CLW wands. Your very fragile spy trades improved evasion and SR for some HP soaking.

2. Next, the Emissary. This is pretty hilarious to RP, with your god putting a bit of power in your independent eyeball. Perfect if you have Odin as a homebrew deity.

Emissary archetype wrote:

The emissary is touched by the divine, serving as a font of wisdom and a moral compass for its master.

Special Requirement: An emissary familiar can serve only a master who worships a single deity.
Emissary Skills: An emissary treats Heal, Knowledge (religion), and Sense Motive as class skills.
Divine Guidance (Sp): An emissary can cast guidance at will. This replaces alertness.
Share Will (Su): Whenever an emissary or its master fails a saving throw against a mind-affecting effect that affects only one of them, the other can attempt the saving throw as well. If this second saving throw is a success, treat the original result as a success, and the emissary and its master can’t use this ability again for 24 hours. On a failure, both the emissary and its master suffer the effects of the failed saving throw, even if one of them wouldn’t ordinarily be a valid target.
This replaces share spells.
Domain Influence (Sp or Su): At 3rd level, the emissary gains a spark of divine power from the deity its master worships. Choose one of that deity’s domains that grants a 1st-level domain power usable a number of times per day equal to 3 + the user’s Wisdom modifier. The emissary can use that power once per day.
This replaces deliver touch spells.

Pros: +3 to any Knowledge (religion) ranks you took, +1 to saves/attacks/skills from spamming Guidance, small chance of a backup mind affecting save (what is the Wisdom of your eyeball?), domain can be cool but don't pick a touch effect for your Fine sized familiar that requires Regenerate to come back.

3. Finally, we have Figment. There's nothing RAW to prevent it, for RP purposes I guess you sacrificed your eye for power and rebuild its ghost as part of your class ability.

Figment archetype[/quote wrote:

Figments are born from their masters’ imaginations rather than being ordinary creatures that are awakened.

Recurring Dream (Su): A figment has a total number of hit points equal to 1/4 of its master’s total hit points. If the figment dies, it vanishes, appearing again with 1 hit point after its master awakens from a full night’s sleep. If a figment ever strays more than 100 feet from its master or enters an antimagic field, or if a figment’s master is unconscious or asleep, the figment disappears until the next time its master prepares spells or regains her spells per day. Because it is a being of its master’s mind, a figment can never serve as a witch’s familiar, a shaman’s spirit animal, or any other spell- granting familiar, and it can’t use any divination spells or spell-like abilities the base creature has.
This replaces improved evasion.
Manifest Dreams (Su): At 3rd level, a figment is shaped by its master’s dreams. Each time the master awakens from a full night’s rest, he can apply to the figment 1 evolution point’s worth of eidolon evolutions that don’t have a base form requirement. At7thlevel,he can apply 2 points’ worth of eidolon evolutions;
at 13th level, he can apply 3 points’ worth of eidolon evolutions.
This replaces deliver touch spells, speak with animals of its kind, and scry on familiar.

Pros: You don't ever have to spend money on a Regenerate spell. Some of the eidolon evolutions, such as Basic Magic (ranged touch Acid Splash/Ray of Frost) to trigger your Painful Stare debuffs, can help in combat, while others, like Scent, Skilled, Minor Magic (Vanish, Comprehend Languages, Detect Evil, or Obscuring Mist), Blindsense, Major Magic (Invisibility or See Invisibility), or See in Darkness help its scouting function.

Cons: About that enhanced scouting function - its limited to 100'. You won't have to Regenerate your eye, but you will spend a lot of time without it and suffering a -1 to hit until you get it back.

Any recommendations here? Some other archetype I'm overlooking?

I see the Protector going well with a melee/survivable Mesmerist, Emissary as more of a generalist, and the Figment as a short range reliable scout I'm not afraid to use, as well as a potential skill booster for Perception or Knowledge skill. I haven't thought too much yet about which defensive Mesmerist tricks are best to implant and how they work out with particular uses of the familiar.


a), but if it did work it would do 4d6/10, round down.


Mass Mydriatic Spontaneity


Rajnish Umbra, Shadow Caller wrote:

Well, remember: The oozemorph isn't actually supposed to be played as an ooze. You're supposed to shape into something useful like a humanoid or a giant and beat stuff up.

Soon, probably:

Also included is the Dragonmorph archetype for the Shifter! Your efforts to transform into a powerful dragon have gone horribly wrong, and now you're a Colossal dragon without the inherent magic needed to use your special abilities or even lift your body in defiance of the square/cube law. But by using your Shifter powers you can escape the prison of your dragon form to act like your previous existence once per day, plus with some minor buffs! Subscribe now!


The Padma Blossom is very overpowered. Fear immunity is powerful, stun immunity is powerful, daze immunity may not exist anywhere else in the game, and confusion immunity is pretty useful. The downsides aren't anywhere close to balancing all of that.


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Ssalarn wrote:
Mark Seifter wrote:
Still no love on the FAQ, but given the website woes, that's not really surprising. I'm more surprised that none of the threads seem to have brought up the FAQ's topic yet, since it's a feat where the wording got thrown off somehow and it does something way out there without the FAQ. Welp, if any of you guys see something pop up over the weekend, you can tell people if you see it before I do.
Is it Animal Ferocity?

He said elsewhere it's Shifter's Edge.


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Vidmaster7 wrote:
Aside from a few hybrids maybe I can't think of another class I need. well maybe some unchained ones.

You still need a shapeshifter.


Vyol wrote:

I've usually considered wizard as a generally better option than arcanist for myself(I love magical discoveries), so I never really considered them.

It also didn't occur to me to look at the psychic's spell list, for some reason I didn't think they got illusions(no idea why).

I can't find anything on the shadow discipline though, I don't see it on the d20PFSRD at all. What is it from?

Blood of the Shadows.


Shadow discipline Psychic is an option.


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David knott 242 wrote:
Xenocrat wrote:
Who’s hoping for a planar Shifter archetype?

For that, we would also need a line of polymorph spells for taking the form of an outsider. I hope we do get that, as I think outsiders are now the only creature type that lacks such spells.

Aberrations and Constructs.


Who’s hoping for a planar Shifter archetype?


It’s bulk + 1 of the bigger item. It would function like a pistol in that mode, but it wouldn’t look like one at all.


I note that Ultimate Wilderness has the barbarian Tyrant Totem rage powers, eventually allowing you to grapple and swallow whole with a bite. It also has the Brutish Swamper barbarian archetype, which specializes in mud wrestling.


To take a real world analogy, a regulation forbidding exercising managerial control over a company doesn’t forbid buying enough stock in it to be able to appoint a board member, it only forbids you actually exercising such control by actually nominating someone to the board or communicating influence to management. Here, casting Dominate is buying into the company (allowed), but exercising control by issuing an order that is followed is like appointing a board member or calling the CEO with recommendations (forbidden).


Page 35, Horticulturist (Alchemist) archetype:

The Seed Extract ability states:

Quote:
This replaces the mutagen class and the discovery normally gained level. A horticulturist can’t choose mutagen discoveries.
But the Plant Familiar ability also states:
Quote:
An alchemist’s extracts and mutagens are considered spells for the purposes of familiar abilities like share spells or deliver touch spells.

This archetype can't have a mutagen, so the second reference is confusing and unnecessary.


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“Sensei, how did you develop your psychic powers to discover the True Strike spell? Mental focus honed to a sharp point? A calm emptiness that makes you one with your enemy?”

“Actually, the big breakthrough was whittling an archery target by accident while I was thinking on the problem.”


Write it up in the errata thread.


The issue is what is meant by “exercise” mental control. If I cast Dominate Person but don’t order you to do anything you’re dominated, but I’m not making an attempt to actually exercise my control until I issue an order. Cevah (and I) believe Protection from X stops such commas from affecting you, but don’t stop the spell itself.


The Arrow Champion is good in a goofy way. I especially like that they gave you three abilities so you can shoot a feinting arrow at someone, then quick swap to a melee weapon and go stab them next round to get your double precise damage back. Sure, you could just do two full attacks, but that would be boring, effective, and too conventional.


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The second most surprising thing (after a bunch of brawler archetypes in a wilderness book) is that they included two Psychic disciplines and they're both really good.

I don't know that durable, self buffing, melee Psychic with good senses is a very optimal way to play the class, but the Ferocity discipline gives you all the tools it reasonably could to try it. It's pretty much designed to go with the (pretty bad) Mutation Mind archetype and create a melee Psychic who doesn't worry about spell DCs and just buffs and fights. It doesn't work too well until level 13, but I admire the thought.

Symbiosis is amazing in both concept and execution, a psychic druid with great plant and animal control. You're Granny Weatherwax, looking through animals and engaging in literal headology with your normal psychic spells. I love that Symbiosis is the one discipline I can think of that gives you A LOT of bonus spells that aren't already on the class spell list.


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Thought borrowed from elsewhere: the Shifter is like what would have happened if the core Rogue was first published in Ultimate Intrigue (and unchained didn’t exist). It would technically be filling a niche relevant to the book theme, but in a world with bards, alchemists, slayers, ninjas, and investigators with sophisticated archetype support, what’s the point?


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Wei Ji the Learner wrote:


How are we supposed to report things that we're not supposed to talk about until a given point in time, or was that *only* for the discussion thread?

That restriction for the good of the community only applies to the product discussion thread, comrade! Share your thoughts on errors in glorious and perfect Ultimate Wilderness without fear here.


There's an errata thread to report any typos or rules issues/inconsistencies you spot.


This thread is for posting all potential errata, errors, or obvious FAQ candidates in one location.

Please post the page number, what the rule/issue is, and an explanation of what the potential error or ambiguity is.


Cole Deschain wrote:
Kerney wrote:
I would look at Black Sails.

Serious statement: I have literally no idea what you're talking about.

Quote:
Watch Firefly, and you can easily picture "good" Pirates existing, in that verse. It's a show about mostly CG smugglers after all.
Smugglers do not seek out victims to violently rob. Pirates do.

This isn't true at all. Robbers are just seeking people to take their stuff, if the current owners don't object there is no violence. It's they who strike at the peaceable pirates simply seeking to board their ship and remove their cargo. It's no wonder they have to use violence to protect themselves from people who place their possessions above the pirate's lives.


UI is talking about: “You must have some clear idea of the location and layout of the destination.”

Scrying (or a description of a room) gives you “layout”, but you need some context to determine “location.” What country, city, neighborhood is that described or seen room in


David knott 242 wrote:
Xenocrat wrote:
Ectar wrote:

What's in Chapter 4:

Wilderness themed traps.

There's also one of those in Chapter 1.

The three racial entries in chapter 1 each contain a variety of race based character options of the sort that you would expect to find in other chapters of the book.

Trust me to screw up a Shifter joke. I assumed it was in Chapter 1, just like the Vigilante was Chapter 1 in Ultimate Intrigue.


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I'm in the "all example gunnery values in the CRB are a mistake" camp.


Ectar wrote:

What's in Chapter 4:

Wilderness themed traps.

There's also one of those in Chapter 1.


A telepathic (or verbal) description is enough for Greater Teleport, but Teleport requires you to have actually seen it at least once, no description suffices.


Ravingdork wrote:

So I can combine my laser rifle with a cable or net, but not a grenade launcher or bayonet.

Yeah. Great.

(Seriously though, thanks for the clarification, Shaudius.)

Well, you can combine your laser rifle with a plasma doshko or reaction cannon, that seems better.

An underslung bayonet or grenade launcher is missing the point of maze core. It's not bolting two (sometimes simple) pieces together, it's combining common parts so that it shifts between complex forms.


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William Werminster wrote:

Contingent dimensional door/teleport to avoid one of my female characters getting pregnant because everyone in that campaing (we were all friends) wanted to 'taint' my poor girl. You can all guess the condition.

Next time I'll be the one who's going to cast a contingent fireball on a fire inmune npc and then shout "Yippee ki-yay!" the very moment the condition is met.

This is my periodic reminder that contingency can only affect the caster, not others.


Dr Styx wrote:
Xenocrat wrote:
Constructs are monsters, not magic items. You can't use Greater Make Whole on them to bring them back from "death" any more than you can use Mage's Disjunction to destroy/kill one.

Well of course there Magic Items, they are created with the same techniques.

Construct Traits wrote:
A construct is an animated object or artificially created creature
animated object wrote:
Magic-users can create permanent animated objects in one of two ways, either by using the animate objects spell in conjunction with permanency, or by making use of the Craft Construct feat.

Figurines of Wondrous Power, are magic items, and would be treated as Constructs.

And an origami swarm says it’s a Construct.

origami swarm wrote:
These duplicates fill a 10-foot space and act as a rat swarm, except they have fire vulnerability, the construct type, and do not have the disease special ability.

And Mage's Disjunction dose not “destroy/kill” Magic Items.

Mage's Disjunction wrote:
Each permanent magic item must make a successful Will save or be turned into a normal item for the duration of this spell.

Well, no.

And

Mage's Disjunction wrote:
You can also use this spell to target a single item. The item gets a Will save at a –5 penalty to avoid being permanently destroyed.


Dr Styx wrote:

Memory of Function looks like it is intended for Constructs with class levels.

Before Memory of Function came out, you could fix destroyed Constructs with Greatet Make Whole.

Greater Make Whole wrote:
Greater Make Whole can fix destroyed magic items.
Construct Traits wrote:
Immediately destroyed when reduced to 0 hit points or less.

There is no text that says memories are lost when destroyed.

Remember that Constructs are not living things. That is why they cannot be raised or resurrected. They need to be fixed.

Constructs are monsters, not magic items. You can't use Greater Make Whole on them to bring them back from "death" any more than you can use Mage's Disjunction to destroy/kill one.


Daemons seems doable given their lesser numbers. But they also (Horseman aside) get particularly weak SLA boons, and the twice per day doesn't really make up for it. I really wish they hadn't made harbingers so much weaker than their peers.


TiwazBlackhand wrote:

Hey, yo, I went and read the monster entries for those oozes, and I got a little hung up on the Plasma Ooze.

Plasma Ooze Entry wrote:
... While their origin is not fully known, it is widely accepted that plasma oozes are not from this world. Some scholars believe they dwell in the sun, while others maintain they hail from the Plane of Fire. That plasma oozes have been encountered in both of these locations does little to help solve the debate.

Is, is there a module that take place ON THE SUN?!

What module is this and how much fire resist do I need to stack to survive...

Distant Worlds discusses the existence of special cities on the sun where you only face the elemental conditions identical to the elemental plane of fire. There are no adventures there that I'm aware of.


"Ooze of your choice" clearly means a choice from the three options previously discussed - you choose because the inert flesh doesn't itself have HD that would dictate a particular ooze.


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master_marshmallow wrote:

I just had a player completely annihilate my campaign with his delicious immunities.

It also doesn't make sense for a plant based race to have a mind and not have anything interact with it.

Does it make sense for an undead with a mind not to have anything interact with it? A serpentfolk? Intellect devourers?


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Right, please ignore the biased clicks of people who probably don't even have the book yet. Look instead to the the average 2.33 review average showing that there is actually a lot of strong support for this book among those who actually have it. Compare to the widely panned ACG, which has an average review of 3.06.


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Offensive use of Node of Blasting.


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Rysky wrote:

As a full martial shapeshifter the Shifter is a lot simpler and requires less setup than other class/Archetypes that make use of prepping with spells/abilities/feats and having to set them up right. It doesn’t have to deal with that. Just shift and start whomping.

So far the complaints about the Shifter not measuring up to Druid align with complaints about other classes not measuring up to Wizard. *shrugs*

I think it's more like the Warrior not measuring up to the Fighter.


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Set wrote:

Immune to mind-affecting effects only matters if the plant is mindless, which a plant PC wouldn't be, so that's not even relevant.

People say this a lot, but it's not even close to true. There are plenty of things that are immune to mind-affecting but have minds. In addition to all plants, and all undead, you have many aberrations and a fair number of specific creatures that do indeed have minds. The common thread is that these are weird/nonstandard consciousnesses that aren't in synch with techniques of mental manipulation unless you bring in some metamagics to translate.

The weird outlier is that oozes have the mindless trait that goes away if they have appropriate mental traits, rather than a flat immunity to mind-affecting like plants and undead. Giving all aberrations immunity wouldn't have been that weird, either.

Poison and polymorph are strange plant immunities, but not mind-affecting.


I'd expect a "real world" villain dealing with Pathfinder realities to want some relatively low spell resistance just to protect against getting mobbed by a bunch of level 1-5 spell casters using no save or lesser effect on a save spells at him. But unless your GM regularly throws a dozen level 4 sorcerers from the city's auxiliary magical militia at you spamming Magic Missile and Deja Vu it's not much use for PCs.


Maezer wrote:
thorin001 wrote:


And there is an errata on that so that the Prot Evil is no longer continuous.

I don't see any errata for Seekers of Secrets. And to my knowledge Paizo generally doesn't errata there small books (Chronicles etc.) Were the ioun stone/wayfinder interactions reprinted in a more recent book?

They were reprinted in the Adventurer's Guide. This thread discusses various things that were changed, the search function can probably find you specifics quickly enough.


The (ridiculously cheap and rightfully PFS banned) +2 magic armor quality Mind Buttressing is close to what you want.


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Right, I was about to get to that. If the enemy has Spellcraft, when you cast your follow up spell he makes a Spellcraft check before the save, so the save isn’t penalized. Ill Omen doesn’t really come into its own as self help until you get multiple rerolls and can quicken it.


I think unaltered Trickery is better. The penalties of the Blood of the Coven patrons are generally much more severe than the benefit of a free (generally weak) hex. Nice idea, bad implementation.


Contingency only can effect you. Overwhelming Presence targets others.


Suggestion is Bard 2.

I feel like there’s a FAQ that if it doesn’t outright prevent this at least strongly suggests that would be the ruling if it ever got FAQ’d on this particular point.


The Vox archetype is a good one for branching out beyond enchantment, it adds a lot of sonic spells to your list.

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