Kobold Master Trapper

Alphavoltario's page

Organized Play Member. 237 posts. No reviews. No lists. No wishlists. 2 Organized Play characters. 1 alias.

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Technically most spontaneous casters would be self taught, but really anyone could be self-taught. Oracles are suddenly cursed and given power, so they have to learn their magic themselves.
Sorcerers are born with their magic, even if their family doesn't have magic, often leaving them to learn it themselves.
Bloodragers are similar, except the 'magic' bit is weaker than a sorcerer.
Magical Child Vigilante has their magic instilled through a familiar bond that they might not be familiar with.
Psychics could just gain their powers one day.
Spiritualist could just become a patron to a wandering spirit one day.
Summoner could have accidentally formed a pact with an eidolon and that's where they develop their magic from.

All in all "self-taught" could just be spells chosen at early levels to be 'quality of life' spells. Wizard studies magic such as Preserve to keep their food fresh. Ears of the City to keep up to date with current events without having to go outside. Unseen Servant to help with basic chores like sweeping or dusting. Etc.

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Derklord wrote:

Then leave it as is. Others can draw their own conclusions from evidence provided. There is no need to bring vulgarities into the discussion, no matter who started it.

I have already pointed out contextual writing in 2 posts on this thread now, using context from the same source. If there are those who can not accept the points that were brought up, then that is on them, and I refuse to argue semantics past that.

If there is any further evidence in regards to this thread, please feel free to provide it; as it is more productive than attacking others interpretations of the ruleset.

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And by interpretation, since both Spell Hex and Split Hex are from the same book, Hex/Major Hex/Grand Hex are all called out seperatly.

Split Hex:
When you use one of your hexes (not a major hex or a grand hex) that targets a single creature, you can choose another creature within 30 feet of the first target to also be targeted by the hex.

Spell Hex:
Select one 1st-level spell in the class that grants you the major hex class feature. You can learn that spell as a hex, and can use that hex three times per day. This is a spell-like ability. You use your class level in the major-hex-granting class as your caster level for the spell hex. The spell hex uses your hex DC instead of its original spell DC.

Now tell me, where, even with insinuation, does it say 'treat this as a major hex'?
Major Hex:
Starting at 10th level, and every two levels thereafter, a witch can choose one of the following major hexes whenever she could select a new hex.

Because even the class feature itself calls it out as a different ability building off the first. Prerequisite does not equal definition.

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I now realize I'm a bit of an idiot mere seconds after posting, as I missed the Need feat for level 7...

If you have the intelligence minimum for it:

Fast Learner:
You progress gain extra versatility.

Prerequisites: Int 13, human.

Benefit: When you gain a level in a favored class, you gain both +1 hit point and +1 skill rank instead of choosing either one or the other benefit or you can choose an alternate class reward.

You get your choice of retroactive skill points, hit points, or Human favored class bonus (which is more spells known).

And I recommend looking into both Magic Trick and Equipment Trick as they both have some versatile options to fit your character better.

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Once you hit lvl 9 I'm assuming you're likely to pick up the Trigger Primal Magic Event Revelation; Supplement it with the Conduit feat Primal Bloom at lvl 11 (if you're planning for the long run of random shenanigans)

Primal Bloom:
With a ferocious cry, you call to the First World to render magic unpredictable.
Prerequisites: Knowledge (planes) 10 ranks.
Benefit: As a standard action, you can create a 50-foot-radius spread of primal fey influence centered on yourself. This area is stationary and lasts for 1 minute. The affected area gains the wild magic planar trait (see page 63), except that the DC of the caster level check increases by 5. If the area already has the wild magic planar trait, the DC of the caster level check increases by 10 instead.
You can use this feat once per day, plus an additional time per day once you have 15 ranks in Knowledge (planes) and three times per day once you have 20 ranks in Knowledge (planes).

As avr said, Tumultuous Spell is great for the eraticness of wild magic (idk if it would be allowed, but Magical Lineage or Wayang Spellhunter and attaching it to an Orison/Cantrip is always fun, particularly Brand, Light, Virtue, Vigor, Guidance, Resistance or Stabalize) (Light may not be valid for this, check first).

Abundant Revelations, as some of your 'Once per day' revelations are quite good.

Abundant Revelations:
You can plumb the depths of your mystery to use your revelations more often.

Prerequisites: Mystery class feature.

Benefit: Choose one of your revelations that has a number of uses per day. You gain 1 additional use per day of that revelation.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new revelation.

Divine Interference is a fun way to say no to crits on your allies at the cost of a spell slot.

Divine Interference:
You can convert a spell to interfere with an enemy’s attack.

Prerequisites: Divine spellcaster, caster level 10th.

Benefit: As an immediate action, when an enemy within 30 feet hits an ally with an attack, you can sacrifice a prepared divine spell or (if you are a spontaneous caster) an unused spell slot and make the enemy reroll the attack roll. The second attack roll takes a penalty equal to the level of the spell you sacrifice. You must sacrifice a spell of 1st-level or higher to use this ability. Whether or not the second attack is successful, you cannot use this effect on the same creature again for 1 day.

Spirit Ally is a favorite of mine as a constant Unseen Servant. (Double Down on this with the Magic Trick feat if you're allowed to, I've had some accept it and others deny it)

Spirit Ally:
You have a close connection with a spiritual assistant capable of aiding you in small ways.

Prerequisites: Caster Level 8th.

Benefit: You gain the assistance of an invisible shapeless spirit. This acts as a constant unseen servant spell, using your character level as your effective caster level. For every 4 character levels you have, the spirit ally’s effective Strength score increases by 2 (to a maximum of 12 at 20th level). If the spirit ally dissipates or is dispelled, it returns after 24 hours.

Magic Trick: Unseen Servant:
Choose one spell. You are able to manipulate that spell beyond its typical uses.

Prerequisites: Ability to cast the chosen spell or spell-like ability.

Benefit: You can use any magic tricks relating to the chosen spell so long as you meet the appropriate magic trick requirements.

Special: You can select the Magic Trick feat multiple times. Each time you take the feat, it applies to a new type of spell.

Who better than Seganam, a conjuration professor at Korvosa’s Acadamae, to discover a variety of applications for unseen servant. Originally he modified the spell to assist with his alchemical experiments, but over time he learned to make these servants function in a variety of ways. Today, armor-clad servants stand perpetual guard outside his office. In addition to the feat, skill, or other requirements listed in parentheses for each of these tricks, you must have the Magic Trick (unseen servant) feat to use the trick.

Phantom Decoy (Disguise 6 ranks): Your servant can inhabit a suit of armor as if wearing it, appearing as haunted armor. This reduces the unseen servant’s movement speed as normal armor would. Attacks against the unseen servant target an AC equal to 10 plus the armor bonus from the armor. Any successful attack damages the armor as if it were targeted by a sunder combat maneuver. An area effect that deals 6 or more points of damage destroys the unseen servant as usual.
Unfettered Servant (Reach Spell): Without increasing the spell slot, you increase the range of your unseen servant to long. If the servant moves beyond the spell’s range, it finishes its current task before it ceases to exist.
Unseen Apprentice (Combat Casting, Spellcraft 3 ranks): You servant is gifted with a spark of magical prowess. If the servant is adjacent to you when you attempt a concentration check, you gain a +1 bonus to the check. This bonus increases to +2 when you have 10 or more ranks in Spellcraft.
Unseen Assistant (Craft [any], Perform [any], or Profession [any] 3 ranks): You infuse your servant with the spirit of creativity. It can assist you as if successfully using the aid another action with a single Craft, Profession, or Perform skill in which you have 3 or more ranks. Alternatively, it can use any of these skills itself, using half of your total bonus for that skill.
Unseen Squire (armor proficiency): Your servant can assist any character in donning armor with which you are proficient. When doing so, that character is considered as having help to don her armor and can do so in half the usual time: 5 rounds for light armor, 1 minute for medium armor, or 2 minutes for heavy armor.
Unseen Warrior (base attack bonus +3): You imbue your servant with the spirit of battle, reducing the duration to 1 round per level but allowing it to take aid another actions in battle on your turn. The servant has an attack bonus equal to your caster level plus the highest of your Intelligence, Wisdom, or Charisma modifiers.

Also, if you don't mind me asking, are you going with the 'God-Meddled' Curse? It adds more random effects when you get targeted by Divine Spells for the first time each round.

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vhok wrote:

round 1------2------3

imagine the lines are the other players/monsters turns and the 123 are your turns
end at the start of 3

Would Actually look more like 1-----2-----3-----

Bardic Performance lasts until the beginning of your next turn, which is when you decide to end it or continue it. Lingering Performance gives you two more rounds of the effect of when you decide to stop the performance.

If you were to use a spell such as Saving Finale immediately upon starting the performance

Saving Finale:
School evocation [mind-affecting]; Level bard 1, skald 1
Casting Time 1 immediate action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one living creature
Duration instantaneous
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
You must have a bardic performance in effect to cast this spell. With a flourish, you can immediately end your bardic performance when a creature within range affected by your bardic performance fails a saving throw, allowing the subject to immediately reroll the failed saving throw.
then the effect would only last until the beginning of round 3 as you showed.

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I'll have to look for my old notes on a character I built to recreate Wakka from FFX for the full build.

Quick breakdown is 3 levels of Aquanaut Fighter (Apply all single choice weapon feats to all piercing weapons and a swim speed equal to base land speed), and as many levels as you desire in Hinyasi brawler.
>All 3 Shikigami feats (new standard of all Improvised builds
>Improvisational Focus for 'proficiency' and psuedo-Weapon Focus
>Improvised Weapon Mastery for 19-20/x2 crit
>Pick up Martial Focus for close weapons (Hinyasi treats improvised as close weapon)
>Now Ricochet Toss for ranged if you so desire

Optional: Advanced Weapon Training feat to grab Versatile Training for BAB replacing skill ranks in one of two sets All (Bluff, Intimidate) or Close (Sense Motive, Stealth)

Grab a 6 inch ball and start tossing.

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Sorry for the necro on this, but the Regional Trait [Sharp Eyes] mitigates the Dazzled condition.

Sharp Eyes:
Sharp Eyes
Source Wilderness Origins pg. 3
Category Region
Requirement(s) Tundra
You are immune to the dazzled condition.

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SheepishEidolon wrote:
If you want something unusual: Vishkanya. These anthromorphic poisonous snakes seem to be rare.

Uh do you mean Nagaji? Vishkanya are more humanoid and human looking with minor serpentine features, such as serpentine eyes and maybe tiny scales covering their body. Nagaji are more snake like. Both are a bit underplayed imo though.

If you need to decide a class, find something that won't over-intrude on another party member. You have an oracle and a Bard, so a divine caster who's role will be decided by their mystery and spell choices (because not every oracle is going healer), and an 2/3 arcane caster (assuming not getting rid of their spells) that functions as a cornerstone piece to fit in where they want in terms of role.

You have two very varying classes that can be built in any direction; for the sake of filling in a role in the group, I personally like to throw an Occultist into the mix, or an Alchemist as wildcard classes (you can build either of these to fit certain niches but still retain ability to have other options if you desire.)

If you want to go casty blasty spells all around, I would like to recommend the Arcanist. Arcanist's are fun in my eyes as a way to play a wizard without feeling locked down by meticulous spell prep or perma-locked spell choices.

But if I were to recommend one type of character it would have to be:


Hinyasi Brawler

Pick up your shovel (or any improvised weapon that sings to your heart) and swing that bad-boy as well as any paladin or fighter swings their sword. Or throw it. No one expects a shovel (or other handheld item) to dome them in the noggin within seconds of combat starting. Be the hero who defeats the demons of the realm with household silverware. Pick up every useless item your DM describes as being in the room and go ham with it (or just beat someone with a ham).

No one said the Lawful Good hero had to be restricted to common implements of war!

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Alright, fairly in line with what I was initially expecting as a reply.
But this

avr wrote:
If a mindless undead somehow got a mind it should have a personality. Probably not a very nice personality given PFs default of 'undead are Eeevil'.

Brings up some other good questions expanding on the all undead are evil.

If a good person is turned into an undead and retains their mind will they still have their former dispositions towards their ideals?
1st They should default to an evil bracket reflecting their previous alignment (Ex. LG -> LE).
2nd Unless being directly controlled by an interfering entity, they have free will.

> Would a sudden shift to the evil alignment break down an individuals personality/ morality?

> Will an undead always register as evil no matter their behavioral alignment? (Ex. An undead performing good deeds/ casting good spells/ etc.)

> If allowed to overcome the inherent evil nature of being undead, does the individual retain evil alignment no matter what? Or do they keep the alignment whilst also maintaining a 'true' alignment?

> Will a Paladin turned Skeletal Champion still be able to walk a path of redemption if they can hang onto their edicts?

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I am aware that mindless undead lack a way to heal themselves outside of having supernatural abilities. With this in mind I have few inquiries:

#1.) In the event of someone using the heal skill on an undead, would it be able to restore those hit points?

#2.) If ordered to, can a created undead capable of using the heal skill (possibly through equipping it with Headband of Int) use the skill to treat someone?

And a couple inquiries as addendums to #2:
2a.) Would equipping a Headband of Int even do anything for a mindless undead? I would assume no because of the absence of a score does not allow anything to be added to it. (Ex. Anything plus 0 will equal whatever is added, but something added to null is still null, because there is no change in the fact there is a void where there would normally be a value.)

2b.) Let's assume it's allowed to gain some semblance of Intelligence through this headband (let's say houseruled); does the undead with an intelligence bonus (even negative modifiers) now gain some semblance of a personality? Or does it function like an autonomous servant, just now able to utilize the one skill that has been provided through the equipment?

This post felt more at home in Rules Questions rather than Homebrew or General Discussion, but if anyone thinks I should move it, let me know.

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Belafon wrote:

That's because of a design philosophy at Paizo. The only quote I could find was from Sean K. Reynolds (a designer at Paizo when he wrote this) but I know this has been touched on a few times.

SKR wrote:
The rule in the Core Rulebook is "wizards get all cantrips," which means that every new book with cantrips means wizards start with even more spells, and there are some here at Paizo who are uncomfortable with that.

Fair 'nuf.

How about more support for the Wordcasting alternate rules then? I would personally also love to see an updated set of them for unlisted caster types, or perchance, another odd word thrown in there from time to time.

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Generally speaking? More cantrips with either different damage types, or niche effects.

Like where's the knit cloth cantrip? Or a fire damage 'flash flame' cantrip (spark just doesn't do it for me), even if it would only do like 1 point of fire, just something like that please.

Heck, how about something stupid like 'detect color'. Blind characters would love this.

'Determine Time', which would be like the utility of Know Direction, but more like a watch than a compass effect.

I just feel like there is a distinct lack of love/attention for the absence of 0-Level spells being printed (although my favorite of the added ones has to either be Grasp or Scrivener’s Chant).

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Possibly a corrupt Guard Captain with the Constable Cavalier archetype? (Depends on your players alignments).

The whole scenario could play off of incriminating the villain, which leads to a big fight with the corrupt guard consisting of this Constable and a few vanilla soldier npcs.

How about the repeat offender type? Someone who doesn't necessarily counts as a villain, but someone you can bring up from time to time? Like a swashbuckler who wants to prove his blade is better than these 'fancy boomsticks' and challenges them off and on to fights? Always surrendering before he kicks the bucket (and can easily be written off as dying in a pointless duel.)

The Reanimator Alchemist who keeps making uncontrolled undead and must be stopped.

The Cutpurse who steals one of their guns to sell it off on the black market, and they must track him down using Knowledge: Local, Sense Motive and Survival; possibly getting into a fight with the local thieves guild in the process.

An assassin...

I'm running out of steam here...

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Put it on a trip based character. Move over when provoked to trip, move to second guy who provokes with movement. When next round comes around, move over to the guy getting up and hit him, then do the same for the other.

This feat on the the right character is all about melee battlefield control.

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Ellias Aubec wrote:
There is the scarred monk archetype that at level 4 has an option to gain blindsense/blindsight constantly. Part of my blind monk plan to go with the above feats for when I finally play him.

Oh god... with a level dip, or if VMC is allowed, the Scarred Monk can literally embody the "See no evil, Speak no evil, Hear no evil" with the Deaf Oracle Curse, Tongueless Master Mortification, and the Eyes Stitched Shut Mortification.

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16. Step 1: Convince the town a party member is the bad guy and get him arrested.
Step 2: When rest of party tries to defend him, convince town they are his cohorts and get them arrested.
Step 3: Exit stage left.

The wonders and joys of playing a LE bard.

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Insubstantial's definition in this case means 'weak' or 'lacking substance.' Think like a piece of twine; it has a shape and you can interact with it, but it will break with a little stress.

Insubstantial ≠ Incorporeal/Intangible.

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If you 'drop' a weapon, it is assumed to be on the ground. Unfortunately the Orc Skull Ram's 'strap' wasn't said to act like a weapon cord, so you will have to pick it up as normal. That or the action of having it 'hang on your shoulder' while wielding it would be considered 'sheathing' the weapon, which provokes AoO.

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Likely intentional as the <Tyrant Totem> rage powers also are only based on level without caring if you have the others. In regards to other Totem powers though these 'lesser prerequisite' powers are set back 2 to 4 levels later than other totem powers.