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Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber
![]() Both classes share an ability they gain at first level. Hunter:
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:
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. ![]()
Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber
![]() 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... ![]()
Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber
![]() 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! ![]()
Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber
![]() 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 ![]()
Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber
![]() 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. ![]()
Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber
![]() 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. ![]()
Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber
![]() 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. ![]()
Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber
![]() 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. ![]()
Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber
![]() 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. ![]()
Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber
![]() 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. ![]()
Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber
![]() 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. ![]()
Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber
![]() ---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... ![]()
Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber
![]() 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. ![]()
Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber
![]() 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. ![]()
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. ![]()
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. ![]()
Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber
![]() 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. ![]()
Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber
![]() Mathwei ap Niall wrote:
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? |