Figurine of the Ivory Champion

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344 posts. Alias of JohntheVast.


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... on my Knowledge (History) check, Sense Motive check, and my Perception check.

So yeah, still have no idea on how I got here, what might of made me come here in the first place, or how I'm supposed to escape from this forum.


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Yet Count has been secretly amassing an armada of these Dirty Pile Kids. With the inclusion of Pulg, he will have enough power to subjugate the world to his whims!


*Removes helmet, revealing himself to be, in fact, Maury Povich, staring at letter with intense but detached interest.*


So, from what I can tell, maybe these could stack.

The issue I'd hold is that in order to get this combo,
1. Your player must reach 3rd level, not 2nd. The 2nd level ability of Titan Mauler is to wield a two-handed weapon in one hand.
2. You have to hand waive the use of a +1 CR template (Ogrekin) on his character. Normally, I'd consider that worthy of putting that player 1 or 2 levels behind the rest of the party (so he'd be wielding a Gargantuan weapon at 5th level or so, which is almost balanced against gaining Vital Strike at 6th except...)
3. You are allowing a 3rd party race that doesn't seem particularly well-balanced: Fire Acclimated, Naturally Psionic, Half-Giant Psionics, and Survivor are each roughly equivalent to a feat, and Powerful Build is even more powerful still.

On the other hand, each of these abilities allows him to access a weapon "1 size category larger than normal", so I'd probably say what he really has is the 3 different abilities that say his medium character can now wield large weapons.

Ultimately, I'd say you're playing with a lot of GM-fiat and using 3rd-Party materials. It's ultimately your call as to what would be considered balanced. As far as what builds could be made when you take off the limitations on templates and 3rd party materials...

'Here, there be monsters.'


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So, what came to mind with this problem is a story I heard of an epic showdown where a Paladin (similar to yours, but lower level and non-mythic) squared-off one on one with an iron golem to buy the party time while they completed their objective.

That in turn got me thinking about Adamantine Golems, and how fun it would be to make one into a Mythic Tiered monstrosity, and I came up with this. It has attacks sufficient to face down your Paladin, and will likely require a group effort and provide a somewhat interesting challenge.

Pandemonium Incarnate the Mythic Adamantine Golem:

Pandemonium Incarnate, Mythic Adamantine Golem CR 24, MR 9
XP 1,228,800
N Huge construct (mythic)
Init +16/-4; Senses darkvision 60 ft., low-light vision; Perception +0
---
Defense
---
AC 41, touch 11, flat-footed 38 (+3 Dex, +30 natural, –2 size)
hp 295 (30d10+130); fast healing 10
Fort +10, Ref +13, Will +10; second save
Defensive Abilities indestructible; DR 15/epic; Immune construct traits, magic; block attack; fortification (50%)
---
Offense
---
Speed 30 ft.
Melee +5 Vorpal Adamantine Greatsword +48 (4d6+24/19-20) or 2 slams +43 (6d10+13/19–20)
Space 15 ft.; Reach 15 ft.
Special Attacks destructive strike, trample (6d10+25, DC 38), mythic power (15/day, surge +1d10+1);
---
Statistics
---
Str 36, Dex 17, Con —, Int —, Wis 11, Cha 1
Base Atk +30; CMB +45; CMD 58
Feats Extra Mythic Power (x3), Maximize Surge, Potent Surge
Treasure Worldgash (+5 Vorpal Adamantine Greatsword)

Special Abilities

Destructive Strike (Ex) Pandemonium's slam attacks threaten a critical hit on a 19 or 20. In addition, whenever Pandemonium scores a critical hit, it deals 6d10+17 points of damage to the target's armor or shield in addition to the normal damage, as if it had also made a successful sunder combat maneuver.

Indestructible (Ex) Pandemonium is nearly impossible to destroy. Even if reduced below 0 hit points, its fast healing continues to restore hit points, though the golem is helpless unless above 0 hit points. It can only be permanently destroyed if reduced to negative hit points and then decapitated using an adamantine vorpal weapon—alternatively, miracle or wish can be used to slay it while it is at negative hit points. If Worldgash is within 30 feet of Pandemonium and unbroken, it absorbs any attempt to destroy Pandemonium using magic into itself, and Worldgash gains the broken condition.

Consume (Su) Once per a round, Pandemonium can spend a full-round action consuming the essence of not only living things, but the very essence of the stability of a mortal plane in a whirling vortex of terrifying shadows and eerie lights. If it does so, Pandemonium inflicts 10d6 points of negative energy damage in a 30 ft radius, and restores 20 hit points to itself, and gains concealment for 1 round. This ability deals damage to even creatures ordinarily immune to healed by negative energy, and deals full damage against unattended objects (no save). Creatures and magic items in this area may attempt a DC 24 Fortitude save to half this damage. Pandemonium can use this ability even when considered helpless, such as while below 0 hit points. This save is Charisma based.

Immunity to Magic (Ex) Pandemonium is immune to any spell or spell-like ability that allows spell resistance, except as noted below.

• Transmute metal to wood slows Pandemonium for 1d4 rounds, during which time its damage reduction is reduced to 15/adamantine (no save).

Merciless Strength (Ex) Pandemonium Incarnate adds it's strength modifier to it's initiative in addition to it's dexterity modifier. It also gains dual intitiative (as the universal monster ability)

Rush (Ex) Once per minute for 1 round, Pandemonium can move at a speed of 140 feet. This grants Pandemoium a total of a +43 bonus to Acrobatics checks to jump.

Weapon of Dread (Ex) Pandemonium Incarnate wields a huge +5 vorpal adamantine greatsword, known as Worldgash. This weapon is as resilient to magic as Pandemonium Incarnate itself, and cannot be destroyed or broken except by a separate casting of Wish or Miracle spell. Pandemonium is treated as proficient with this particular greatsword only.

Forged from the star metal of countless arms and armors of countless warriors from endless wars, Pandemonium was created as a final answer to the Aasimar that leads the 5th crusade's vanguard force. Pandemonium is a twisted form, a towering behemoth in which the conglomeration of blades, shields, spikes, helms, and plates are interspersed with sinews of molten adamantine cords. Though lacking in the beauty of his adamantine brethren, Pandemonium is no less deadly, and capable of striking with startling speed. Armed with the vorpal blade, Worldgash, Pandemonium may prove unstoppable.

Without knowing to much about the final act of WotR, I'd suggest tacking this on to whatever the party was already facing. Should be a sufficient but straightforward challenge.


If this is for PFS, then I don't have any recommendations beyond what's already listed.

If this is for a home game, I would work with your GM to rework the Shield Champion Brawler into what you want.

Suggested Changes:
- Lose proficiency with shields.
- Lose good Fortitude saves, gain good Will saves.
- Select 1 Simple weapon at 1st level. You can now wield that weapon, though in order to do so, you must 1) Use an equivalent action to the attack maneuver you'd like to perform. 2) Refrain from using as many arms as would be required to wield the weapon as well as giving wielding any weapons otherwise. 3) Make your attacks based on a mental image of yourself. Attack and damage rolls use the lower of either your Strength or your Charisma score. 4) At 1st level, you can only strike adjacent foes with your mentally wielded weapon.
- At 3rd level, replace your ability to Throw a shield to instead mentally hurl your simple weapon. Range increment 10 ft. Once you hurl a weapon in this way, you lose control of it until you retrieve it.
- At 5th level, continue to replace your shield with your mentally controlled weapon.
- At 9th level, gain Weapon Focus with your chosen weapon to replace Greater Shield Focus
- At 11th level, gain Weapon Specialization and Greater Weapon Focus to replace Shield Master
- At 15th level, you can recall your weapon once per a day in order that it protect you from an oncoming attack as an immediate action. If you succeed in a Will Save (DC= Damage Dealt) the weapon instead absorbs the full damage of the attack. At 19th level, you can use this ability an additional time per a day. This replaces champion defense.


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Note that you use the DC of the spell rather than the base DC of 15. Hope this helps!


From the PRD:

Catching on Fire
Characters exposed to burning oil, bonfires, and non-instantaneous magic fires might find their clothes, hair, or equipment on fire. Spells with an instantaneous duration don't normally set a character on fire, since the heat and flame from these come and go in a flash.

Characters at risk of catching fire are allowed a DC 15 Reflex save to avoid this fate. If a character's clothes or hair catch fire, he takes 1d6 points of damage immediately. In each subsequent round, the burning character must make another Reflex saving throw. Failure means he takes another 1d6 points of damage that round. Success means that the fire has gone out—that is, once he succeeds on his saving throw, he's no longer on fire.

A character on fire may automatically extinguish the flames by jumping into enough water to douse himself. If no body of water is at hand, rolling on the ground or smothering the fire with cloaks or the like permits the character another save with a +4 bonus.

Those whose clothes or equipment catch fire must make DC 15 Reflex saves for each item. Flammable items that fail take the same amount of damage as the character.


Soft Cover: Creatures, even your enemies, can provide you with cover against ranged attacks, giving you a +4 bonus to AC. However, such soft cover provides no bonus on Reflex saves, nor does soft cover allow you to make a Stealth check.

That said, I'd probably rule that a free action could be used by the player to go prone and apply their Reflex save to the baby. Because not every situation is covered by the RTAW (Rules That Are Written.)


BTW, if you have a Barbarian or high Str melee martial, these things might be good for sunder attempts (-4 at to ignore hardness less than 20? Sold!)


I think they should be improvised adamantine great clubs (which can studded with metal and the like.). Also, every weapon is a rough abstraction, so play it fast and loose. Great clubs are weak for a two handed bludgeoning weapon anyway, so I wouldn't sweat it beyond the issue of how much scrap Adamantine goes for.


The PCs can't be the only one who's trying to find Baba or at least slay the dragon. If the PCs can't deal with Log in a fairly quick manner, intoduce some level 7 Justice League types who'll kill him for being a dragon. If the PCs intervene, Log repays the assist with turning a blind eye when they approach the Hut. If not, the NPC party kills him, and then moves to capture the hut (minus a few members who Log killed.)


Zen Archers, Senseis, and that one Wisdom based Paladin. Also, any casting stat can become the main focus of a character, but Wisdom does double duty by raising Will saves and Perception/Sense Motive.


That said, Dex (Primal Elves?), Con (race bred for slavery by domineering overlords?) or Wis (Metroid's Chozo?) would be the best options in my opinion. Save stats are always important unless you are a Paladin.


There is a reason that, to my knowledge, only one playable race uses the Paragon racial modifiers (Orcs). They are extremely niche and require that you run with one basic stereotype (you just don't play an orc spellcaster unless you have a very specific ability in mind.)

Here's the thing: Orcs are Orcs are Orcs. Whatever race you build with Paragon modifiers will have a specific niche in your world. So I would choose a niche that you want filled, and build from there.

Lastly, the race building rules are notorious for being unbalanced. So don't count RPs, and instead do direct comparisons to existing races.


I'd recommend that you go with the Scaled Fist archetype, as it wouldn't change much, but would mean that if you ever lose your armor, you'd gain an AC bonus from your Charisma. And late game when your Charisma is 22+, it might even be worth it to do away with armor altogether.

I don't fully understand why you're going with a Dex build. Sure, +2 AC via Dex is nice, but is it worth a 3 level rogue dip? A single level of Brawler, followed by going full vanilla Paladin, would allow you to go in as a fully armored holy warrior with metal wings of death.

Lastly, if you aren't considering any other archetypes, you might look at the Oath of Vengeance, which nets you a Haste-lite spell as a 3rd level spell via Blessing of Fervor and the ability to gain extra Smite's by forgoing 2 uses of Lay on Hands and access to Channel Energy.


I second this background.


To reiterate Darkling's request: is there a place to find specifically Starfinder games without slogging through recruitment threads for traditional Pathfinder games?


I'd also go with Elf for a race: since you'll need Dex for AC anyway, you'll be a passible ranged combatant until mid-high levels, where you'll probably be fine relying on a couple of evocations for ranged combat.


As near I can find: Katrina dropped 17 inches, Harvey dropped 51. Hence, 500 year storm.


Generally, spells say what they do, and don't do anything they aren't described as being capable of doing. Spider Climb is listed as allowing you to climb surfaces, but doesn't say anything about creatures. Moreover, the slippers don't really do anything but give you the benefits of Spider Climb. So that's a probable no on that count.

It also doesn't help that somewhere there's some class ability or feat that allows you to do what you're describing. I think it might have been one of the Swashbuckler archetypes.


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Experiment with rare spider species the Ettercaps keep as exotic pets. Bolas spiders, overhead Netcasters, Daddy-long Legs/Harvesters (not a spider, I know. Make them large, and reduce the PCs effective reach against them by 5 if they attack from the ground or don't strike the legs with called shots). Henge spiders could be cool, as could spine-launching tarantulas.
Raft Spiders make for a good aquatic encounter.

3.5s Spidereaters might make for some strategic corralling.

Some exotic fantasy breeds might be cool. Spidergrass plants that disguise themselves until you approach. Spiders with hypnotic powers. Spiders that shapeshift to look like allies, but can't speak. Phase Spiders. Were-spiders. Steampowered or Nanite-powered automatons.

A spider swarm themed ghost of an elf maiden/child that seeks vengeance against the drow. Add the Worm that Walks template to some traditional forest fey for a twisted reflection of the Elvish forest archetype. A renegade Dark Folk that has a Spider themed Black Tentacles spell as his go to.


If you have a GM that is allowing Blood Money you might also be allowed to take Sacred Geometry. This would allow for subtly boosting your spells in a way that screams "scholar" while leaving enough room in the action economy to allow the rest of the team to do their thing. I've never used it myself, but to me it seems like a good fit esp. if you don't combine it with quicken spell.


I'd question the initial logic. Even if the night was only 8 hours, why would 4800 rounds of any combat be fun? Or are the zombies going to randomly attack 5 minutes before dawn? The best way to do this would be to put the PCs up against overwhelming odds, and then have a "bunker" to reach like an altar that wards off mindless undead, or a cellar with a thick door. I'd go with both, but then have the cellar locked with a key that must be retrieved and the altar requiring ritually consecrated candles from the head priests living quarters. Basically, require the PCs to run aboutin a few minutes before they are bogged down, and include setpiece items to kill zombies en masse for your martials. Chandeliers is the obvious example, bags of finest flour tithes to make impromptu explosives, a font with a dose of holy water that can be tipped over on to a stone tile to form a sort of caltrop zone, flax tapestries conveniently close to oil lamps, etc.


At that high of level, forcing saves should be just as in effective as dealing damage. Real threats will come from maneuvering around armies, facing wizards with Time Stop, cancelling apocalyptic prophesies, etc. Most everything is trivial, and the only real dangers are the ancient powers that aren't ready to welcome a new kid to the neighborhood.


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Sphinxes are fairly powerful for a APL 5 Dungeon. Maybe a hot-shot Young Gynosphinx with a riddle? At CR 7, it means the PCs should survive a fight, but it would be resource intensive to skip the riddle and jump to the killing.

Suggestions for Riddles:

“There are four brothers. The first runs and never wearies. The second eats and is never full. The third drinks and is always thirsty. The fourth sings a song that is never good.” (Water, fire, earth, and wind.)--d20pfsrd

"I measure the time in my multitudes, I bury the kings with my armies, I lay waste to great cities of stone with my passing." (Sand)

"I summon laughter and tears, my voice quiets and rouses. With me, the dead are ushered to their graves, but I beguile the beloved to their lover." (A Song)

---

Additional Monster Encounters

- A minor tributary of the river Styx flows beneath the Pyramid: it's waters hold no great power accept to slow a creatures' metabolism and aging over years of submersion. In those murky waters awaits an ancient crocodile of immense proportions, placed there when the pyramid was first built (use stats of Saltwater Crocodile, CR 5)

- Within the tomb is a garden, fed by an underground aquifer and lit with magical runes, there is a variety of plants, including two ebony trees. Each tree is home to a dryad, who work to tend their garden. They attempt to persuade the PCs to aid them in transporting their trees to their home forest by way of charm person, suggestion, persuasion, and if all else fails, taking a hostage. If pressed into combat, they fight to the death in hopes of winning their freedom. They are generally unimpressed by any insistence that the PCs are incapable of helping them, though they might be assuaged if they can be convinced the PCs will return to rescue them.

- A gang of Dust Mephits has taken up residence in one of the sandier halls. The mischievous quartet harasses anything that passes by with taunts and hurled stones from their perches atop the tall statues on either side, and if attacked or threatened, attempt to teach the trespassers a lesson. They flee if any of them are reduced to less than half health, only to return an hour later. However, once driven off the first time, they cease their attacks, and instead sulk and accuse the PCs of being unable to take a joke.

- Cracks in the sunken foundation of the tomb has allowed a basilisk to wander into the lower treasure rooms of the mummified king. 30% of the time, it's out hunting for rats and vermin to eat, but it spends most of it's time lounging in it's newfound layer, nestled between chests. A handful of half-eaten "statues" of rats and scorpions nearby serve as a warning to the astute PC.

- One particularly large gemstone in a chamber near the king's burial place is protected by a curse. The PCs can hear faint growling and sounds of movement when they enter the room, and any attempt to pry it from it's place causes the the immediate area to be plunged into darkness (as the spell) blurry forms to spring out of disguised hidden "kennels." The shades, appearing to be giant jackals, attack en masse, targeting those closest to the gem first. (Five wolves with the shadow creature template.) Fleeing the room won't save the PCs necessarily, though the doors around the area are solid enough that the shadows won't be able to pursue if they can seal the room behind them. The shadow jackals are extraplanar: thus they don't require food or sleep once released.


Hey, every style goes into and out of fashion. Who are you to question someone who wants to bring back legwarmers and pumps?

Moral Standard: If it looks like a duck, swims like a duck, and quacks like a duck, it is a duck.


Your Shadiness, we've founded a colony on the lands you owe the Dark Queen from your last poker game. Squatters for the win!

Minions! Draw a bath, polish my armor, and throw our "guest" from the top of the tower.


Not sure if your world is Golarian based, so here we go:

The Aboleths of depths of the Western Sea have long desired to make war with the surface dwellers... but with their plans were thwarted decades ago when the great nation of Chelidor (problematic Lawful-Greyish-Neutral sea-faring superpower) killed off a lot of their top lieutenants and forces in a single cataclysmic battle.

Now, the Supreme Aboleth of the Western Sea has heard a rumor that thrills him greatly: one of these Lieutenants, a Mind Flayer by the name of Cthuu Ordain (or what have you) survived. Eager to re-recruit him, the Supreme Aboleth sets in motion three seperate plans.

1. The Supreme commissions a cursed ghost ship to hunt down Cthuu and bring him in and reinstate a powerful "geas-esque conscription" that will make Cthuu a subservient recruiter for his armies.

2. Seize an artifact that lies in the ruins of Atlantis, maybe some kind of Psionic Weapon ("Spear of the Cloying Void") that would be particularly powerful in his Lieutentant's hands. If seized, it would also serve as a powerful motivator for Cthuu, as the Supreme suspects that Cthuu would willingly sacrifice his free will in order to wield the Spear to finally inflict his revenge upon the world that killed his beloved.

3. Capture the PCs ship and crew in order to deliver crew member that personally killed Cthuu's wife, and directly trade the crew member's life for fealty from Cthuu.

As the Supreme begins to mobilize, and war becomes more and more imminent, various factions that had a stake in the previous war begin to mobilize, either to make themselves useful to the Supreme and his minions, seize resources to protect themselves, or take action to stop the impending war before it can even begin.

- The Council of Winds, a group of creatures hailing from the Plane of Air and whose home is over the West Sea, convenes, and debate ensues. The Elder Elementals of Trist promote neutrality, and keep both the Djinn Qatuk from gathering some of the braver pirates under one banner, as he knows that Chelidor is rife with corruption, and might even side with the Supreme to gain control of the land nations. Erstwhile, a Valkyrie by the name of Selda, who holds an honorary position on the council, wants to move to wake Agyra, both to punish a sea that, as far as she can tell, is devoid of warriors of honor and nations of virtue, and in the vague hope that someone would rise up to stop it... and by extension, give her existence as Valkyrie of the West Sea meaning. The PCs will need to restore Selda's hope and provide the Elementals of Trist with evidence of the Supreme's plan to conquer the skies.

- Neimo the Drow is the captain of the Kroke, a powerful weaponized submersible. Once beholden to the Supreme, Neimo and his crew place their hope in their ship, which runs on an Eldritch engine powered by magical energies. His search for fuel has brought him into conflict with Anemoa, an aquatic variant of Android, whose Nanites serve as an excellent source of power. The Anemoa in turn begin sending out requests for aid in the form of diplomatic parties for someone to rescue them. Should the PCs join the Anemoa beneath the waves, they'll find that Neimo and his crew won't give up their chance at freedom without a fight.

- The Cloud Giant King, still grieving over the loss of his first born during the first war, refuses to lose any more family to the Supreme's clutches, and enters an uneasy pact with Supreme. His men begin raiding and pillaging the islands of the West Sea, but his seventh son, Wage, is unwilling to commit to these atrocities as a way of life. As such, he seeks the aid of a crew who will help him locate the Hammer of Storms, which is on the back of Horratort, the largest and oldest of the Zaratans. The PCs will have to contend with the lich that has made his home on the back of Horratort, and then may choose to help Wage "convince" his father of the error of his ways.


Scaled Fist is awesome, and appears to be legit w/ both Chained and Unchained Monks, though it's probably not worth it as a dip.

The build I would go with is a Drow with 2 levels of Paladin, followed by advancing as a Scaled Fist Unchained Monk to 12th level. At that point, pick up Diamond Soul w/ a Ring of Ki Mastery so that you can generate 12 rounds SR 10 + Monk level. What's great about this build is if you combine it with Abundant Step and Dimensional Agility, in the first round you can raise your SR, Dimension Door to adjacent to the caster, and smack them with a Stunning Fist attempt. Further, the build is not so feat starved or anything that you wouldn't be able to build an otherwise competent combatant when not fighting spell-casters.

Although Ectar's build has some great defenses, but I fail to see how it's supposed to deal with some of the most basic of caster defenses, and ultimately offense is the best defense against a caster.

Traits: Scorned By Magic, Sound Mind


Do you need to be a full caster? Because the easiest way to build this guy that I can see would be something like a Vigilante (Warlock). This would give you two "Identities," each with a different alignment. Take the Conceal Spell feat, which allows you to bluff/disguise your way out of taking blame for spells (even one with clear visual effects.)

Dual Identities: make your Vigilante ID that the players travel with True Neutral or Lawful Neutral, and your Social ID ("true ID") Lawful Evil. +20 Disguise bonus to keep folks convinced that these are different people.

So for Feats:
- Deceitful (+2 Bluff/Disguise)
- Conceal Spell

Social Talent
Either:
- Renown for a small area, which at 3rd level will allow you to gain the benefits of an Innocence Spell while in the area.
- Social Grace for a nice +4 Circumstance bonus on either Bluff or Disguise

Traits:
- Clever Wordplay: treat Disguise as an Intelligence based skill.
- Keeper of the Veil: +1 Trait bonus to Bluff/Disguise

Spellcasting: Advances as a Magus w/ WIzard spells.

Magic Bolt: Basically, you can consistently create magic based attacks, making you dangerous even without a weapon.

Going Onward:
2nd Lvl: you can take the Tattoo Chamber ability, which allows you to hide an object inside of arm (such as a wand, a vial of poison, a lockpick, a scroll, dagger, or any other such item).

8th Lvl: if you're still hiding your true plans at 8th level, you can create a duplicate of your Social ID that lasts 4 hours.


- Dirty Fighting, Improved Feint, and Greater Feint to leave your target open to sneak attacks as a move action.

- There's a number of interesting magic items that can be activated as a move action.

- A Scabbard of Vigor can be used grant a drawn weapon a +4 Enhancment bonus for 1 round. At high levels, you could tote around a +1 Holy Impact Greatsword... Quick draw as a Free Action with your now +4 Holy Impact Greatsword, 5 ft. step back, sheath in another Scabbard of Vigor. Rinse and repeat.

- Dip 1 level into Brawler to gain Martial Flexibility (1 Feat/Move Action) and take Extra Martial Flexibility, giving you 7 uses of the ability/day.


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Hey, George, how's the adventuring life treating you? It's taken me three years of fighting the occasional toad showing up in the cornfield, but I've finally gotten better at making pottery and swimming.

So what have you been up to? Oh, going from a farmer's second born child to literal godhood? That's pretty neat.

Now, there's something I wanted to talk to you about. So, I know you summoned an Elder Fire Elemental in my kitchen the other day, and that's why my entire family and childhood home are now burnt to a crisp. But you did roll a pretty high diplomacy check, so I think we're good for now.

Anyway, take care, and hey: don't worry about the ogres destroying the town square. That's an encounter so far below your level that it doesn't even happen anymore unless a plucky group of low-levels come wandering through here.


The guy is definitely an Avenger Vigilante. High charisma, socially manipulative, martially skilled in melee but not specialized, adept in disguises, and quite mobile for an old guy in heavy armor.


Based on what I could find for a build I was working with, I'd say "sure, why not."

Like you said, there's a FAQ that prevents gaining an Improved Familiar via Tumor Familiar.

But a Tumor Familiar advances the same way a regular Familiar does (their master just lacks a caster-level, apparently).

The only precautions I would place on this are:

1. If this is for PFS, this is something you would want to clear where you're playing while you wait for an official ruling.
2. The d20pfsrd specifically references "Animals" on their page, so Ioun Wyrds, Petriferns, and Vermin MIGHT be out.
3. No School = No School Familiars.
4. There is a good deal of debate about what happens with a Tumor Familiar and the Protector archetype.
5. You probably can't have a Mauler remain in battle form while it's inside of you.


You should probably include a link to the UE quote allowing you to change out the base armor/weapons like you're talking. It'snot immediately clear where you're pulling that rule from, nor is it intuitive, since there are specific weapons that seem to inherently require certain bases to work with (various specific nets, the Fighter's Fork).


My thought is that a fox (not a shapeshifted humanoid) is inherently tougher (Con 13) than an average human (Con 10.5) and is more likely to survive cold weather, despite being a much smaller creature with a higher than human Surface Area to Volume ratio.

So it seems like a foxes ability to survive cold weather is taken into account via higher Constitution, and shouldn't be modified to count for fur. And thus, it shouldn't be counted for a shapeshifter as well.

Alternatively, just think of it as the change in SA to Volume ratio is offset by the presence of fur.

For the sake of consistency, I'd then wouldn't grant bonuses/penalties based on whether a Kitsune was in human or anthrofox form.


The materials listed are the same as the ones that block Detect Magic.

T think what it comes down to is that there are moderately inexpensive ways of blocking these 0th level spells, either by typical defenses (typical dungeon walls of 3' of dirt or 1' of stone) or more actively placed defenses (1" of metal, or a thin sheet of lead).

Thus, these limitations are not intended to be physics based, but based on 'laws of magic' intended to keep low level spells from being to powerful... as they are, both GMs and PCs can prevent their use with fairly mundane precautions (including those that would prevent easy entry by mundane means, such as thick walls).


I'd also recommend the Ghosthunter Paladin Archetype for that situational Ghost Touch ability, which seems much more make or break as opposed to bypassing DR/Good.


Shield of Blades is awesome, but I don't know if it's worth sinking two levels for. Also, note that when you use it, you have to accept the penalty (any negation of it negates the shielding ability) so you might be struggling to hit when you aren't raging.

Unless you've got something specific in mind, Dragon Style would probably be a good Monk bonus feat, esp. since you aren't required to have the pre-reqs.

You never explained the level of Medium. Do you have a GM that'll be okay with both a Spirit and Familiar in tow?

Also, why go the route of Ninja class at all? You've got a Charisma based Ki Pool as a 3rd level Monk.


Can you first explain the objectives of this build?

Looks like:
- Bloodrager for Rage
- Monk for Flurry, Cha to AC, Evasion
- Paladin for Cha to Saves, Smite Evil 1/day
- Avenger Vigilante for... reasons.
- I'm not familiar enough with the Medium to pick up what you are throwing down.
- Sacred Attendant for restoring Charisma?
- Ninja for Ki Pool via Cha

First, if I'm right, skip Bloodrager in favor of Variant Multiclass Barbarian. You'll get more rounds of Rage (though you'll have to wait until 3rd level).


Have you Awakened a Dire Tiger or gained the loyalty of a Liveoak Treant yet?

Have you gotten Quicken Spell so you can buff both these guys and your Animal Companion with Bull/Cat/Bear 2nd lvl. buffs as a swift action yet?


Be sure you are grabbing:

Amulet of Mighty Fists (the +1 version is 4,000 gp, enhances all natural attacks)

Deliquescent Gloves (gives your claws the corrosive ability, and allows you strike oozes and the like with your claws). Generally gloves are in pairs unless otherwise specified, so don't worry about the singular language.


It would, but I think Raging Blood was intended to only work during a Faux-Rage anyway (that is, those 4 rounds). And "Have to" is a very strong term in this game: there's absolutely nothing stopping you from instead just making it use the power from a different bloodline. Or for that matter, just making the +1d6 portion constant. But as written, you would use the Arcane bloodline power for both feats.

The one great thing about building someone's character for them as GM is that you can manipulate things behind a curtain, and you don't have to follow the rules to the letter as long as your final build is one you can work with as the GM and it won't peeve the other players.


Based on Gray's suggestions

Example 10th level Build, Human

(20 Point, +1 Dex/Con)
Str 18
Dex 14
Con 14
Int 14
Wis 10
Cha 9

Primary Weapon: Greatsword

Skills: (2 + human + 2 Int) = 5
Intimidate, Perception, Diplomacy, Ride, Sense Motive

Feats:
1 Arcane Strike (go ahead and scale it to fighter level), Power Attack, Iron Will
2 Weapon Focus (Greatsword)
3 Eldritch Heritage (Arcane)
4 None - +1 Nat Armor/Resist Fire 5, +1d4 Fire with Arcane Strike
5 Weapon Specialization (Greatsword)
6 Dazzling Display (Standard, no weapon req.), Start Martial Flexibility
7 Toughness
8 Improved Crit (Greatsword)
9 Critical Focus
10 Greater Weapon Focus (Greatsword)

Martial Flexibility Combos
Name: 1st Feat Gained, 2nd Feat Gained, 3rd Feat Gained
Power Attack Maneuver: Improved (Maneuver), Greater (Maneuver)
Combat Expertise Maneuver: Dirty Fighting, Improved (Maneuver), Greater Maneuver
Defense: Dodge, Mobility, Spring Attack
Focused Attack: Furious Focus, Vital Strike, Improved Vital Strike
Archery: Point Blank Shot, Precise Shot, Weapon Focus (bow used)
Wrestling/Boxing: IUS, Improved Grapple, Greater Grapple
Survival?: Endurance, Diehard, Mauler's Endurance

With Martial Flexibilty, I'd have cards with the feats and their descriptions listed. That should help tremendously. Keep a separate list of what the different Greater Maneuver feats do.


Also, what level are you guys starting at?
EDIT @Grey's idea for Eldritch Heritage (Arcane) is a good one. It would certainly work better than trying to get the Eldritch Guardian Archetype to work (a LOT of good fighter archetypes replace Bravery).


Mbertorch wrote:

@Anonymous Warrior

Okay, so the Dragonheir Scion is awesome, and my new favorite Fighter archetype! Thanks!

If he doesn't go for it because he wants the familiar (the archetypes don't stack, do they?), what about this:
I was thinking Eldritch Heritage: Elemental (Earth), Raging Blood, and Improved Eldritch Heritage.
I know the power from Eldritch Heritage Elemental is junkcity, but the Bloodrager power is swift action acid damage (while raging only? Not sure), and the 9th level Elemental Blast from IEH gives the enemies weakness to his acid weapon strikes if they fail the save. I know it's not the most optimal, but I think it'll make him feel pretty bad@$$. Is it an awful idea, or just not the greatest?

This is assuming Dragonheir is a no go.

(As for Martial Master, I'll have to take a closer look)

Technically, none of these three stack (except Martial Master/Eldritch Guardian). But it is fairly easy to ad-hoc the various parts of it into working. The big issue that I forgot was that you lose your bonus feat at first level if you go ELdritch Guardian, but you could instead just give up your bonus feat for being human instead. This guy is completely new to the game: he won't care if his character is entirely legal and neither will the rest of the party as long as he's balanced enough to not ruin it for them.

Also, Dragonheir is awesome, but severely broken as written. Technically, his Arcane Strike doesn't advance at all with the class.
And it replaces several odd level "bonus feats" which is really weird seeing as it's a paizo archetype.


Example 10th level Build, Human

(20 Point, +1 Dex/Con)
Str 18
Dex 14
Con 14
Int 14
Wis 10
Cha 9

Primary Weapon: Greatsword

Skills: (2 + human + 2 Int) = 5
Intimidate, Perception, Diplomacy, Ride, Sense Motive

Feats:
1 Arcane Strike, Power Attack, Weapon Focus (Greatsword)
2 None - Mauler
3 None - +1 Nat Armor/Resist Fire 5, +1d4 Fire with Arcane Strike
4 Weapon Specialization (Greatsword)
5 Dazzling Display (Standard, no weapon), Start Martial Flexibility
6 Toughness
7 Iron Will
8 Improved Crit (Greatsword)
9 Critical Focus
10 Greater Weapon Focus (Greatsword)

Martial Flexibility Combos
Name: 1st Feat Gained, 2nd Feat Gained, 3rd Feat Gained
Maneuver: Improved (Maneuver), Greater (Maneuver), Dodge
Defense: Dodge, Mobility, Spring Attack
Focused Attack: Furious Focus, Vital Strike, Improved Vital Strike
Archery: Point Blank Shot, Precise Shot, Weapon Focus (bow used)


Rather than focus on feats, why not mess around with Archetypes? After all, while they make your job slightly more complicated, we can use them to make a more interesting character that will be able to do more if your friend wants to do more than smash heads in:

I propose a combination (with some tweaking) of the Dragonheir and Martial Master archetypes, using Human for race.

First, Dragonheir allows you power up your sword with magic starting at level 1 via Arcane Strike as a bonus feat. We won't have any other use for that Swift Action until 9th level, so just assume it to always to be "on". At 3rd level, we even add some flavorful energy damage in place of your feat for that level.

Second, bravery, being a pesky save bonus that rarely comes up, is replaced with a bonus to Intimidate. And at 5th level, you can use Dazzling Display as a Standard Action without a weapon: while this seems complicated, there is BOUND to be an instance where your friend wants to scare the entire crowd, and this will allow him to do it.

The rest of Dragonheir stuff just boosts AC and grants protection to energy until level 15 when you get wings and 20 when you get some immunities and blindsense.

NEXT: we have the Martial Master. Basically, my thought is that you limit the bonus feats he can get to a handful of predetermined combos, and in exchange set it up so that you only ever raise the number of feats he gains, but always count it as a swift action.

So,
At 5th level, gain 1 feat as a swift
At 9th, 2 as a swift
At 14th, 3 as a swift
At 17th, allow 3 as an immediate
Drop the 20th level option, Dragonheir already has a 20th level power.

Basically, Martial Master let's your friend try out different strategies on the fly. The idea is to leave plenty of room for improvisation, without committing to a particular strategy, so that if he suddenly decides to break the ogres sword, or push the wizard off the cliff, or really focus on a single attack, he can.

EDIT In light of the use of a Eldritch Guardian, just drop the intimidation bonus for the Dragonheir.


Then I return to my initial suggestion: a Forge Fist Amulet would best accomplish your goal, and would work really well with a monk, seeing you would get to deal the additional 1d6 points of fire damage with each punch, and it would by the object's own description be balanced to allow you to make Adamantine attacks at full UAS damage. You could probably get your GM to allow you to build it directly into the War Machine so as to avoid it getting destroyed by sundering.

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