Cayden Cailean

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Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber. 35 posts. 2 reviews. No lists. 1 wishlist. 1 alias.


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Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber

Little something I found interesting about the immortals was, with Eloritu, there are six magic runes. Curiously, Ibra's constellation on his symbol has six major stars (and three lesser ones). Tying Ibra to Eloritu doesn't seem to far off since one holds the 'mysteries' of the universe, and the other is secrets.

I also wonder if the three lesser constellations have something to do with Triune,if only through the correlation of numbers. Interestingly, all three gods are considered neutral without leaning toward law or chaos.


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I can't not play someone with Magic, typically Arcane. A lot of my characters have embarrassingly long back stories.


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Usually if a GM has some sort of house rule that is sucking the fun out of the game for someone, I try to articulate that. If I can't change his mind then i'm stuck with it.


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Are you tied to sneak attack? Nothing in the rules say that you can't play a ranger or a bow magus like a thief! Just have a bit more INT so you can snag those extra skill points, maybe be human too.


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I think you are correct sir. Thinking about it in terms of channel energy was what I needed to think about.


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I feel that Sacred Huntmaster is clearly written to stack with Hunter. Still on the fence for Wild Hunter...


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Both classes share an ability they gain at first level.

Hunter:
"At 1st level, a hunter can take on the aspect of an animal as a swift action. She must select one type of animal to emulate, gaining a bonus or special ability based on the type of animal emulated and her hunter level. The hunter can use this ability for a number of minutes per day equal to her level. This duration does not need to be consecutive, but must be spent in 1-minute increments. The hunter can emulate only one animal at a time.

The hunter can also apply one of these aspects to her animal companion. Unlike with the hunter herself, there is no duration on the animal aspect applied to her animal companion. An aspect applied in this way does not count against the hunter's minutes of duration per day—it remains in effect until the hunter changes it. The companion's aspect can be the same aspect the ranger has taken on or a different one. The hunter can select or change the animal foci on both herself and her animal companion as part of the same swift action.

If the hunter's animal companion is dead, the hunter can apply her companion's animal focus to herself instead of her animal companion. This is in addition to the normal one she can choose, and (as with a companion's focus) remains in effect until the hunter changes it instead of counting against her minutes per day."

How the Wild Hunter's differs is that it only applies to himself and not his companion, although it is still called 'Animal Focus' and listed as a supernatural ability.

Wild Hunter:
"At 1st level, as a swift action a wild hunter can take on the aspect of an animal, gaining a bonus or special ability based on the type of animal emulated. This functions as the hunter's animal focus class feature, though this only applies to the wild hunter and not an animal companion (see shared focus, below). The wild hunter can use this ability for 1 minute per day per ranger level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. He can only emulate one animal at a time."

My question is how do these interact? Do they stack onto hunter levels? Does an animal companion gain the Ranger level bonuses without 'Shared Focus'?

It seems to me that although they are both called 'Animal Focus', they are really separate abilities. A player brought it up last night in a multiclass discussion.


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Uh don't mean to narc or anything but the image on the cover there is a Lego Star Wars Walker. And I can't see Star Wars (disney) letting them use the image...


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I'd probably bump her age up to at least the 27-28. Although I'm not really sure if she was some sort of prodigy and attained immortality earlier...


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My guess is you wouldn't have your tail while fused. You could use it to gain mental ability scores, or racial bonus to skills, since you can still use those while fused. You could also gain some of the magic options that a eidolon gets, since you can cast magic while fused as well...


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My group in our Rise of the Runelords game plays a LN Zon kuthon monk, with vow of silence. He had his tongue ripped out in the shadowy dungeons of Nidal, and after he kills anything intelligent, he desiccates the body, flaying skin back peeling muscle and other pretty morbid stuff. He's also coincidently afraid of the dark!


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I realize a synthesist's eidolon does not grant him feats normally, but what about the special abilities? Does he gain evasion, multi-attack, and such at the listed levels?

I bring it up because it doesn't clarify what 'special abilities' you gain from it. For instance it seems it could be interpreted to mean special abilities gained through evolutions, such as spells and such.

It makes me wonder


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I always wondered if Geas could be cast on a sleeping or unconscious target? I understand that its language dependent, but do they have to be awake to take it?


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You could go a hexcrafter magus, then take slumber in place of a magus arcana. You'd keep improving the save dc of your slumber while maintaining the damage on your coup de grace. Not to mention you can use arcane strike and your arcane pool to increase the base damage of a Crit x4 weapon.


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D&D Eberron. 14 or 15. 2002.


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There is a very useful spell that bards can cast that gives your allies the ability to cast at a plus one dc, and also gives them the ability to use silent spell, still spell, enlarge spell, or extend spell, at no increase to caster time or spell level. You have to choose which metamagic they can use however.

Spell is called Arcane Concordance, and is from the advanced player's guide.


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One of the Feats changes the cast time of your Dimension door to a swift action while giving you your full attack action. Its interesting to go with a bard for this feat chain. Keep in mind that you can't teleport the full distance, only double your base tactical speed.


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It is so much fun to play a witch. I always RP that my Sleep Hex comes from my Right eye, so I always wear an eyepatch over it outta combat. Hexes are seriously cool though.


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One of my favorite things to do is to use a monster race, like orcs or gnolls, and have another villain, anyone really, and then midway through the campaign, the villain will turn on his army, and the PCs go to the orcs or gnolls and enlist their help in fighting the big baddie.


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In line with the original question. I love my Fighter, and as GM I admire the versatility of the class. I've gone from nearly losing the group wizard, to saving the day so many times. It may just be the people I was playing with, but a Fighter got a lot of respect from my teamates too. And with the inclusion of Tactitian my Int fighting will eventually climb the ranks to where my old fighter left off.


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Like Good devils or Demons? Its possible, but they would still retain their alignment subtype. Perhaps an example of a Risen devil is Ragathiel. His father was a devil, and his mother a Fire elemental. He rose up to be the leader of the greatest heroes of afterlife in heaven.


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I recommend not making a villain until your heroes are a little more powerful. I enjoy playing the villain quite a bit, and there isn't much more evil you can do than with a powerful lawful evil enchanter. You can cause so much damage to anything the players do. Geas their npc friends to fight them to the death.


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Honestly, keep increasing his constitution to higher and higher amounts. Eat away at his party members constitution, making him feel really bad. Then you got a cool hook to undo the wish!

*Doh, just saw mdt's post


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During our Curse of the Crimson Throne, one of the players took trinia sabor and established a cool romance subplot with her. It was pretty memorable when she would make guest appearances through him having leadership.


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---This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web. All combat maneuver checks made to grapple the target automatically fail. The subject automatically succeeds on any combat maneuver checks and Escape Artist checks made to escape a grapple or a pin.

The spell also allows the subject to move and attack normally while underwater, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled. The freedom of movement spell does not, however, grant water breathing.---

The above is taken from the spell's text, and it seems to me to clearly show what it can and can't do. If it impedes movement, i'd say it doesn't affect a character, EVEN magical influence. With magic being an addition to the rule, not the only thing affected.

Its my two cents i suppose...


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As for me, I usually keep a written note of any unanswered hooks, and come up with a brief answer to exaggerate if the PCs want to explore it later.

When dealing with metagame, such as the actual creation of your world, don't explore it. Remember that each character and player is a different person with a different perception of your game world. Limit them in how they view it, but never force the limit. Don't blatantly tell them that the world was created by ONLY this god. Everything will feel better if left open to interpretation.

I run a my own campaign world, and in it, the characters know very little about the planes, which play a large role in the game. The only thing they know is that if the planes become disrupted, they're in trouble, and it works well to interpret that into any hooks.

In summation, I would take the time to get all your religions creation stories, but keep the true creation murky at best. If religion plays a large part in your world, and creation itself is a big part of the campaign, you've set yourself up for plenty of adventure.


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To me it seems the whole point of spellstrike is to perform it with high crit range weapons. I don't really see the point of spellstriking with a shield, because you'd need to take feats to get good with your shield and you can't really do that with such low levels in all the classes listed.


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Pathfinder has everything my group and I like. So 5e doesn't offer much...


Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber

I love to buy movie soundtracks. If its got its own music, its pretty fun to play it in the middle of something. I remember we were fighting a wiz in his demiplane, and we started playing the inception soundtrack. It was tight. Plus soundtracks are pretty cheap on itunes.


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Too bad they don't have an improvised weapon training group. I'd love to flurry of blows with literally anything. I'd also take throw anything and flurry of blows with cups, silver, my masterwork harp...


Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber

Still on the topic of Sohei, if he was wearing armor, he'd also lose his Ac bonus (plus wisdom). To be honest, sohei doesn't seem that great when I look at any other martial class with a bow, sure extra attacks are great, but still your penalizing up at early levels. Also @Barber, monk couldn't get manyshot till ninth level, since you don't get a feat at eight.


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It doesn't say anywhere that the Sohei can make flurry of blows while wearing armor. So congrats, you're class isn't that rigged again. He's simply proficient with light armor...


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Yeah, I can agree with the concept of picking whatever seems to fit. The game is supposed to be made to keep everything relatively balanced. And it pretty much is. I made a transmuter (enhancement focus) and he was pretty awesome... Try to keep the power gamer within sated.


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One year is pretty killer for a wait time. I wish I could temporal stasis for a year...


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Mathwei ap Niall wrote:

And if the Familiar is dead and riding you it can still assist you on things you try to do (aid another) and give you a +2 to pretty much everything you try.

Add to that anytime you want just have the familiar try to possess whatever you're fighting (Magic Jar at will). At worst you lose a +2 aid another for a round best case auto-win any fight. And if the familiar dies while possessing something it comes right back to you and does it again the next round.

Yes the 10th level ability is broken and BADLY needs an errata on it.

First off, the errata isn't really needed, but a more advanced understanding of many rules are. First off, your familiar cannot be communed with while 'riding' your body. The familiar cannot aid another when its in your body because aid another is a standard action that assumes that the person being helped is receiving aid in tasks, which the familiar obviously can't do in you body. As for the Magic Jar ability... while not broken, it gives a large benefit to a Witch's survival. Magic Jar at will functions a lot like other Witch Hexes actually, where the ability can only be cast once on a target per 24 hours. If the target fails its save, you gain control of the creature for a period of time. The only part that needs errata is the following sentence that states "you may exist in this state indefinitely." This makes me assume you may permanently possess a creature or person. However, you possess none of the body's special attacks or supernatural abilities, you only use its body's attributes (strength, dexterity, and constitution). All of this is automatically blocked by protection from evil, a low-level spell, and similar effects such as areas of anti magic. Lastly, you can be 'exorcised' by any dispel magic, should it beat your caster level.

As a witch cannot get spells prepared daily without communing with her familiar, its rather debilitating for either the witch or familiar to die, but with twin soul it isn't over. If the familiar gets a body (and really any body) it can be communed with and the witch can get spells back. However, a fox familiar in the body of a bandit can't even speak, retaining its poor intelligence. I like to baleful polymorph those who kill my familiar into its shape, then capture them until my familiar succeeds in taking its body over. Any more questions?