Goblin with Beehive

Arden Oakwald's page

69 posts. Organized Play character for TaurenHugger.


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Dark Archive

Thanks so much!
One other question I had in this topic was, change shape also states: "This ability functions as a polymorph spell, the type of which is listed in the creature’s description, but the creature does not adjust its ability scores."

Does this mean that if my moth changes shape into a human, that its stats do not undergo the normal size-change-chart edits? Or that it doesn't get the +2 str bonus from alter self? Or neither at all.

I'm concerned that having a 1 str human would be tricky since its carrying capacity would exceed a light load after just 3 pounds x_x

Dark Archive

Looking at the Fey Touched familiar option via the Improved Familiar feat, I'm very interested, but I wasn't sure if it would work for me. I have a moth familiar.

The template says it could change into a small or medium creature as alter self.

But the universal monster rules regarding the Change Shape special quality state: "A creature cannot change shape to a form more than one size category smaller or larger than its original form."

Since my moth is diminutive, becoming small or medium is more than one size category different.

Does this mean the ability won't work for my moth? Or is this a case of "specific trumps general" and it can work because the template is more specific than the universal Change Shape rule?

Dark Archive

?

Dark Archive

If you already have a familiar, would the familiar you gain from elemental whispers function as a second familiar (& thereby give you two options for familiar skill bonus benefits and such?), or would the levels be made to stack, forcing me to choose one familiar or the other?

elemental whispers:
Source Horror Adventures pg. 57
Element universal; Type utility (Su); Level 1; Burn 0
You form a friendship with a fragment of your element. The element speaks back to you empathically, like a familiar. Pick a type of creature usually allowed as a familiar when you gain this wild talent. You gain the Alertness feat and the special abilities granted by a familiar of that type. As a standard action, you can give the voice of the element the body of such a creature, using elemental matter of the appropriate element within 30 feet. As long as you concentrate, the familiar can take actions as a normal animal of its type, and it can move any distance away from you, though if it takes any damage or you cease concentrating, it returns to your mind. You lose Alertness while the familiar is manifested in this way. The familiar gains abilities as usual for a familiar of its type, though it never gains the ability to speak with animals of its kind.

Dark Archive

When multiclassing, do class levels from each class entitled a familiar stack for the purposes of being eligible for taking Improved Familiars, or do all of the levels need to be from a single class?

From Familiars:
Levels of different classes that are entitled to familiars stack for the purpose of determining any familiar abilities that depend on the master's level.

This rule makes it sound like the levels would stack for determining the familiar's abilities from the familiar table, but not necessarily the eligibility requirements.

Dark Archive

I'm looking for advice on how to build a Seducer Archetype witch in a manner which it can best charm vampires while avoiding being dominated by them.

My character is a silver-tongued human who's starting feats are Racial Heritage (dhampir) and Natural Charmer.
This bit can't be helped as its already rooted in who the character herself is.

But I'd appreciate any ideas for her build or avenues that I could explore as she levels.

Dark Archive

The Witch's Beast Bonded archetype does not fully function properly when using an Improved Familair because of the semantics of its level 8 ability.

Spoiler:
Pathfinder Roleplaying Game Ultimate Magic wrote:

Familiar Form (Sp)

At 8th level, a beast-bonded witch may take the shape of her familiar (or a giant version of her familiar or a similar kind of animal) as if using beast shape II. For example, a witch with a rat familiar can turn into a Tiny rat, Small dire rat, or a larger rodent; one with a cat familiar can turn into a Tiny cat or a Large feline such as a tiger or lion; one with a monkey familiar can turn into a Tiny monkey or a Large gorilla, and so on. The witch can remain in animal form for a number of minutes per day equal to her level.
This ability replaces the witch’s 8th-level hex.

The consensus in the rules board seemed to be that it is incompatible with most Improved Familiars, since they no longer are an animal that would qualify under Beast Shape II.
However, I feel like this was probably just an oversight, (as familiars are magical beasts, not animals, and it doesn't call to point even some non-improved familiars, such as vermin familiars.)
I'm disappointed that it hasn't been formally addressed yet. I feel like Paizo actually already has a working solution right under their nose now, since 4 years after introducing the Beast Bonded archetype, they came out with the Synergist witch archetype.

I think we could use the following verbage from that archetype to solve the issue:

Spoiler:

Pathfinder Player Companion: Familiar Folio wrote:

At 1st level, during symbiosis the synergist gains darkvision or low-light vision if the familiar possesses it.
At 5th level, during symbiosis the synergist gains any abilities the familiar possesses that are listed under beast shape I, except flight.

At 8th level, during symbiosis the synergist gains any abilities the familiar possesses that are listed under beast shape II. If the familiar can fly, the synergist can fly for a total of 1 minute per witch level she possesses per day while in symbiosis. This duration need not be consecutive, but it must be spent in 1-minute intervals.

Emphasis mine.

This simple change of phrase would solve the whole issue while keeping things balanced and the end result would look something like this:

Spoiler:
Quote:

Familiar Form (Sp)
At 8th level, a beast-bonded witch may take the shape of her familiar (or a giant version of her familiar or a similar kind of animal) as if using beast shape II gaining any abilities the familiar possesses that are listed under beast shape II. For example, a witch with a rat familiar can turn into a Tiny rat, Small dire rat, or a larger rodent; one with a cat familiar can turn into a Tiny cat or a Large feline such as a tiger or lion; one with a monkey familiar can turn into a Tiny monkey or a Large gorilla, and so on. The witch can remain in animal familiar form for a number of minutes per day equal to her level.
This ability replaces the witch’s 8th-level hex.

It's a pretty small change, but I think it would really help a lot.

If you agree that this fix would fix up the Beast Bonded archetype, I guess please mark it for an FAQ so hopefully it gets Paizo's attention?

Dark Archive

1 person marked this as FAQ candidate.

The Witch's Beast Bonded archetype runs into an issue if you take an Improved familiar. Essentially, they lose their 8th level hex in to gain an SLA that gives them a limited Beast Shape II in regards to taking on an animal shape of the same type as their familiar.

Spoiler:
Pathfinder Roleplaying Game Ultimate Magic wrote:

Familiar Form (Sp)

At 8th level, a beast-bonded witch may take the shape of her familiar (or a giant version of her familiar or a similar kind of animal) as if using beast shape II. For example, a witch with a rat familiar can turn into a Tiny rat, Small dire rat, or a larger rodent; one with a cat familiar can turn into a Tiny cat or a Large feline such as a tiger or lion; one with a monkey familiar can turn into a Tiny monkey or a Large gorilla, and so on. The witch can remain in animal form for a number of minutes per day equal to her level.
This ability replaces the witch’s 8th-level hex.

The consensus in the rules board seemed to be that it is incompatible with most Improved Familiars, since they no longer are an animal that would qualify under Beast Shape II.

However, I feel like this was probably just an oversight, and I'm disappointed that it hasn't been formally addressed yet. I feel like Paizo actually already has a working solution right under their nose now, since 4 years after introducing Beast Bonded, they came out with the Synergist witch archetype.

I think we could use the following verbage from that archetype to solve the issue:

Spoiler:
Pathfinder Player Companion: Familiar Folio wrote:


At 1st level, during symbiosis the synergist gains darkvision or low-light vision if the familiar possesses it.

At 5th level, during symbiosis the synergist gains any abilities the familiar possesses that are listed under beast shape I, except flight.

At 8th level, during symbiosis the synergist gains any abilities the familiar possesses that are listed under beast shape II. If the familiar can fly, the synergist can fly for a total of 1 minute per witch level she possesses per day while in symbiosis. This duration need not be consecutive, but it must be spent in 1-minute intervals.

Emphasis mine.

This simple change of phrase would solve the whole issue while keeping things balanced and the end result would look something like this:

Spoiler:
Quote:


Familiar Form (Sp)

At 8th level, a beast-bonded witch may take the shape of her familiar (or a giant version of her familiar or a similar kind of animal) as if using beast shape II gaining any abilities the familiar possesses that are listed under beast shape II. For example, a witch with a rat familiar can turn into a Tiny rat, Small dire rat, or a larger rodent; one with a cat familiar can turn into a Tiny cat or a Large feline such as a tiger or lion; one with a monkey familiar can turn into a Tiny monkey or a Large gorilla, and so on. The witch can remain in animal familiar form for a number of minutes per day equal to her level.
This ability replaces the witch’s 8th-level hex.

Is this worth trying to bring to Paizo attention, and if so, how do we suggest such a specific edit?

Dark Archive

Do you keep adjustments from Feats while polymorphed?

I found that "you lose all extraordinary and supernatural abilities that depend on your original form" as well as form-dependant class features.

The issue is most feats aren't labeled as Ex, Su, or otherwise.

A few specific examples I'm curious about:

Bloatmage Initiate -
This feat makes you fat, improving your spell casting while giving you a medium load.
It changes your form and seems 'form-dependant' but it isn't a class feature nor an Ex or Su ability.
So do you stay bloated in your polymorphed forms? O.o

Angel Wings - (aasimar)
This grants you wings but also has the effect of giving you Fly as a class skill.
Would you retain your wings in a polymorphed form, they are based on your form as an aasimar, but not based on class nor an Ex or Su ability.

Grudge Fighter - (orc)
This simple combat bonus is technically based on you being an orc.  Would that count as form dependant in the same way having the wings from the last example requires you to be an aasimar?

Evolved Familiar -
Say you've taken this feat to give your familiar a natural attack (which are Ex ability evolutions) like Bite.
If you polymorph your familiar, it should lose the bite, since it is an Ex ability based on form.
However the waters get murky-  the feat is not the familiars, it is Yours.
Meaning that the Familiar's form has nothing to do with the Ex ability.  Simply: if it is your familiar, you are constantly bestowing the ability upon it.  The polymorph on your familiar does not restrict Your feats, so
Would it simply still be in effect regardless, so long as your familiar wasn't dead/dismissed?
[Edit: basically, I am wondering if it stays applied through polymorph because it is applied by an outside source. Just like if the familiar was wearing an item or something that gave an attack, like ring of rat fangs]

Dark Archive

I was thinking about building a witch who is focused around landing Bestow Curse.

As such, one of my main priorities would be getting its DC pumped as possible.

My first thought was combining the Seasons Witch (picking Winter) and the Winter Witch archetypes.
Between the two, it would cause Bestow Curse to become a cold spell, deal an extra 1d4 cold damage on success, and gain +2 to its DC.

Aside from that, I could take Spell Focus + Greater Spell Focus on Necromancy for another +2 DC.

+4 is a decent start, but I'm looking for more suggestions.

My friend pointed out that if I take the Magical Knack trait, I could take two 1-level dips while keeping my Witch's caster level the same, and suggested taking a dip into Boreal Sorcerer for another +1 DC (from the bloodline arcana) (and getting the perks of having extra spells). He pointed out too that if I don't care about the bloodline power, I could take a bloodline familiar, to give my familiar extra powers and prevent it from taking the level hit.

Any ideas what might make another good 1 level dip?
Or feats that might boost DCs of curse or cold descriptor spells?

Dark Archive

I had a thought of taking a rat, and then snagging Improved Familiar to let it develop with me into a fiendish rat and then into a ratling.
I'd really like to flavor it as though my familiar is taking a new form each step, rather than being a brand new figure.

Is It justifiable to do that?

Also, anyone know if there has been an official Paizo stance yet on the old issue of if Witches have to lose all their spells when taking improved familiar?

Dark Archive

Pookas, from Bestiary 4
Link: https://www.d20pfsrd.com/bestiary/monster-listings/fey/pooka/

Are they a female-only race in Pathfinder?
Or is it just that the example is female?

Dark Archive

Evolved Familiar let's a familiar pick up a 1 point Eidolon evolution so long as "The familiar must conform to any limitations of the evolution."

Before, it was a worry whether or not familiars had to meet a base form requirement (for example, a quadupedal familiar still doesn't technically have the quadupedal base form),
But now with unchained summoner mandated, so many evolutions require a subtype.

Do familiars need to match the subtype as well?

Also, even though the Summoner class has been mandatorily shifted to unchained, disabling its access to many old evolutions from Ultimate Magic, were the evolutions in Ultimate Magic banned from PFS, or are they legal to put on familiars via Evolved Familiar?

Dark Archive

Evolved Familiar let's a familiar pick up a 1 point Eidolon evolution so long as "The familiar must conform to any limitations of the evolution."

Before, it was a worry whether or not familiars had to meet a base form requirement (for example, a quadupedal familiar still doesn't technically have the quadupedal base form),
But now with unchained summoner out, so many evolutions require a subtype.

Do familiars need to match the subtype as well?

(And curious if anyone knows - are old evolutions from Ultimate Magic now illegal to use with this feat? how about in PFS play?)

Dark Archive

So, I liked the fiendish vessel concept, but wanted to open it to non evil flavor as well. And have it not race-locked.

Just a cleric of whatever type who has a strong connection to his deity through a gifted familiar.

Link to my Google doc:
Deific Vessel

That's what I have so far
(I'd have just copied it here but couldn't figure out how to get the tables to cooperate)

It's mostly quick edits, changing "Fiendish" to "Deific"

The main mechanical edits are to Channel Evil, and Fiendish Familiar.

I wondered though, if just based on the nature of the concept, if the familiar should function like a witch's rather than a wizard's. And perhaps have spells work similarly with it, having the familiar be the liaison to preparing spells?

Dark Archive

It would allow casters with better melee aim to aim better.
Or clawed sorcerers to deliver a wider variety of spells with their natural attacks and such.

If I made a homebrew feat for it, would it be better as a +1 level metamagic, or a +0 level (like merciful spell)?

Dark Archive

Is there a feat (like the opposite of the Reach Metamagic) or anything (other than Maybe Magus stuffs) that would allow a caster to drop the range of a spell to touch so that they could touch attack with spells like magic missile and such?

Dark Archive

Yeah, xD I'd meant to nix Gate in the list, and add a 10th point at level 19.

I see your point. With the edits done, removing the reduced spells known seems a good way to finish rounding the edges and bring it into something viable.

Thanks!

Dark Archive

Is there a way to utilize an undead themed Eidolon with the unchained summoner?

The original summoner had a lot of evolution options available from Ultimate Magic, but does anyone know if the unchained summoner can do something similar, or if the undead flavor has just been nixed all together :( ?

Dark Archive

Thanks a ton for that review. I had my sister brainstorm with me, and we came up with the following revision below.

The basic change log is:
- Small Eidolon became tiny, for desired flavor
- Fixed wording regarding Eidolon being forced unconscious to allow for Resilient Eidolon feat to function.
- Awakened form usage # and duration edited to match Summon Monster
- Bonded Soul edited to 1/day, no longer replacing 3 features.
- Aspect feature no longer replaced, for desired flavor.
- Reverse Aspect feature added to support desired flavor.
- Awakened Form II and III now replace Merge Forms and Twin Eidolon respectively.

----------

Some summoner's forsake the ability to conjure wide varieties of monsters, and foster a much deeper connection with their eidolon. These summoners empower their eidolons through the strength of their emotions, allowing their partners to temporarily soar to otherwise unreachable heights in power.

Soulbond Eidolon: A Soulbond Summoner's Eidolon is forged from a shard of the Summoner's own soul. Because of this, the Eidolon is not sent back to its own plane due to its summoner becoming asleep or unconscious; instead, the eidolon falls asleep or becomes unconscious if it would be banished, waking only when its summoner awakens. (The Eidolon is banished as normal if it's summoner dies or if the Eidolon is slain.)
However, the missing shard of soul takes a toll on the Summoner. A Soulbond Summoner begins play with a tiny sized Eidolon. Normal size change rules apply. (It gains a +4 bonus to Dexterity. It takes a -8 penalty to Strength, and a -2 penalty to Constitution. It Also has a +2 size bonus to AC and on attack rolls. It takes a -2 size penalty on combat maneuver checks and to CMD, and uses its Dexterity modifier in place of its Strength modifier when calculating its CMB. It gains a +4 bonus on Fly checks, and a +8 bonus on Stealth checks. Reduce the damage if all of its natural attacks by two steps.)
A Soulbond Summoner's Eidolon cannot use the Large evolution.
This alters the Eidolon class feature.

Spells: Another toll due to the Soulbond Summoner's missing soul shard is that the Soulbond Summoner has one fewer spells known at each level (including cantrips) than is presented on Table 2-8: Summoner Spells Known on page 57 of the Advanced Player's Guide, or Table 1-5: Summoner Spells Known on page 27 of Pathfinder Unchained, if playing an Unchained Summoner.
This alters the Spells class feature.

Awakened Form I (su): At 1st level as a full round action, if the Soulbond Summoner is within 30 feet of her eidolon, she can fuel her eidolon with a surge of emotional energy, temporarily awakening her eidolon to a more powerful, awakened form.
When this occurs, the eidolon becomes small or medium size, may select a new base form (biped, quadruped, or serpentine), and gains a number of pre-determined evolutions. The new base form, if chosen, the new size, and any evolutions must be selected whenever the Soulbond Summoner is qualified to select evolutions for her eidolon (such as when she gains a level or uses the transmogrify spell) and cannot be changed until the Soulbond Summoner is qualified to select new evolution choices again. If an eidolon's new base form causes it to no longer meet the prerequisites of evolutions it already has, it loses the benefit of those evolutions until it resumes its original form.
The eidolon must meet any base-form prerequisites of the selected evolutions, but does not need to meet subtype prerequisites. Additionally, the Soulbond Summoner may select evolutions as if her Summoner level were three higher.
At 1st level, the Soulbound Summoner may spend 1 evolution point on pre-determined evolutions. This increases by 1 point at 3rd level, and by an additional point every 2 levels thereafter, up to a max of 9 points at level 17.
An Eidolon may retain its awakened form for up to 1 minute per Summoner level per use. The Soulbond Summoner may awaken her eidolon a number of times per day equal to 3 + her charisma modifier.
This ability replaces Summon Monster I, II, III, IV, V, VI, VII, VIII, and IX.

Bonded Soul (Su): At 2nd level, once per day when the Soulbond Summoner or her eidolon fails a save against a mind-affecting effect that affects only one of them, the other can choose to attempt the save as well. If this second save succeeds, treat the original save result as a success. On a failure, both the Soulbond Summoner and her eidolon suffer the effects of the failed saving throw, even if one of them would not ordinarily be a valid target.
This ability replaces Bond Senses.

Reverse Aspect (Su): At 1st level the Soulbond Summoner can divert a single cantrip from her spells known to her Eidolon. Her Eidolon can cast this cantrip at will as a spell like ability.
While diverted in this way, the Soulbond Summoner is unable to cast the selected cantrip.
At 5th level the Soulbond Summoner can divert a single 1st level spell slot (in addition to a cantrip). The Soulbond Summoner must select one spell from among her 1st level spells known. Her Eidolon can cast this spell once per day as a spell like ability.
While diverted in this way, the Soulbond Summoner functions as though she had one fewer 1st level spells per day.
At 10th level the Soulbond Summoner can divert a single 2nd level spell slot (in addition to a 1st level slot and a cantrip). The Soulbond Summoner must select one spell from among her 2nd level spells known. Her Eidolon can cast this spell once per day as a spell like ability.
The Eidolon casts all diverted spells with a caster level equal to its current HD. The Soulbond Summoner can change her Eidolon's spell selection anytime she can change the Eidolon's evolutions.
This ability replaces Greater Aspect.

Awakened Form II (Su): At 10th level, when the Soulbond Summoner uses her Awakened Form ability, her eidolon may grow to large size instead of small or medium.
This replaces Merge Forms.

Awakened Form III (Su): At 18th level, when the Soulbond Summoner uses her Awakened Form ability, her eidolon may grow to huge size instead of large, medium, or small.
This ability replaces Twin Eidolon.

Dark Archive

Hi guys. I've been working on a Summoner Archetype designed to let it ditch summon monster (and perhaps bring down its overall power level), making it easier for new players to be able to manage, but also keeping it relevantly usable. This is what I have for it, and then below that are some of my thoughts.

I'm hoping you guys can help me fix any glaring issues, and/or give me suggestions or tell me if you think it'll fit its intent?
---------------------------------------------
Soulbond Summoner Archetype:

Some summoner's forsake the ability to conjure wide varieties of monsters, and foster a much deeper connection with their eidolon. These summoners empower their eidolons through the strength of their emotions, allowing their partners to temporarily soar to otherwise unreachable heights in power.

Shared Soul (Ex): A Soulbond Summoner's Eidolon is forged from a shard of the Summoner's own soul. Because of this, the Eidolon is not sent back to its own plane due to its summoner becoming asleep or unconscious; instead, the eidolon falls asleep or becomes unconscious as well, waking only when its summoner awakens.
However, the missing shard of soul takes a toll on the Summoner. The Soulbond Summoner's eidolon must be of the small size, and the Soulbond Summoner has one fewer spells known at each level (including cantrips) than is presented on Table 2-8: Summoner Spells Known on page 57 of the Advanced Player's Guide, or Table 1-5: Summoner Spells Known on page 27 of Pathfinder Unchained, if playing an Unchained Summoner.
This alters the Spells class feature, and the Eidolon class feature.

Awakened Form I (su): At 1st level as a full round action, if the Soulbond Summoner is within 30 feet of her eidolon, she can fuel her eidolon with a surge of emotional energy, temporarily awakening her eidolon to a more powerful, awakened form.
When this occurs, the eidolon becomes medium size, may select a new base form (biped, quadruped, or serpentine), and gains a number of pre-determined evolutions. The new form, if chosen, and any evolutions must be selected whenever the Soulbond Summoner is qualified to select evolutions for her eidolon (such as when she gains a level or uses the transmogrify spell) and cannot be changed until the Soulbond Summoner is qualified to select new evolution choices again. If an eidolon's new base form causes it to no longer meet the prerequisites of evolutions it already has, it loses the benefit of those evolutions until it resumes its original form.
The eidolon must meet any base-form prerequisites of the selected evolutions, but does not need to meet subtype prerequisites. Additionally, the Soulbond Summoner may select evolutions as if her Summoner level were three higher.
At 1st level, the Soulbound Summoner may spend 1 evolution point on pre-determined evolutions. This increases by 1 point at 3rd level, and by an additional point every 2 levels thereafter, up to a max of 9 points at level 17.
The Soulbond Summoner may awaken her eidolon for a number of minutes per day equal to her summoner level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments.
This ability replaces Summon Monster I, II, III, IV, V, VI, VII, VIII, and IX.

Bonded Soul (Su): At 2nd level, once per day when the Soulbond Summoner or her eidolon fails a save against a mind-affecting effect that affects only one of them, the other can choose to attempt the save as well. If this second save succeeds, treat the original save result as a success. On a failure, both the Soulbond Summoner and her eidolon suffer the effects of the failed saving throw, even if one of them would not ordinarily be a valid target.
The summoner can use this ability twice per day at level 10, and three times per day at level 16.
This ability replaces Bond Senses, Merge Forms, and Twin Eidolon.

Awakened Form II (Su): At 10th level, when the Soulbond Summoner uses her Awakened Form ability, her eidolon may grow to large size instead of medium.
This replaces Aspect.

Awakened Form III (Su): At 18th level, when the Soulbond Summoner uses her Awakened Form ability, her eidolon may grow to huge size instead of large or medium.
This ability replaces Greater Aspect.

---------------------------------------------

Philosophy & Balancing thoughts.
Essentially, by level 20 the Summon Monster ability allows the equivalent of 6+ castings of a 9th level Summon Monster spell, with enhanced speed (standard action rather than full round casting time) and a vastly improved duration (x10: minutes per level instead of rounds per level). This allows a standard 20th level summoner to have creatures such as an Astral Deva, or 1d3 Elder Elementals, for about 120+ minutes out of the day, at the expense of not being able to have their eidolon present at the same time without expending a 2nd level spell slot for Summon Eidolon.
Enhanced 9th level spell - active 120+ minutes

So, my goal was to create a boon to the summoner's eidolon that would be temporary, but significantly powerful: Awakened Form.
At 20th level, Awakened form grants what would amount to 3 uses of the 4th level spell Greater Evolution Surge, with a vastly reduced duration (1/20th: 1 minute per level, rather than 20 min per level), making the total usable duration equivalent to a single casting. It is worth note that because the ability allows a Soulbond Summoner to temporarily surpass the level limits, Summoners below level 15 gains a slightly larger benefit from its use. It is also worth noting that this ability functions With the eidolon, rather than in place of it, which saves burning 2nd level spell slots if the eidolon is needed.
Enhanced 4th level spell - active 20 minutes

I feel that, even though the Awakened Form feature has only 1/6th the maximum duration of use compared to Summon Monster feature, the benefit of being able to focus solely on the eidolon is still very significant.
Compared to a standard Summoner, the soul bond summoner would have much less action economy, spell diversity, power-longevity, and positional utility. But it might be better in a few 1v1 or enclosed fights.

Dark Archive

The True Spirit Ability of a Nature Shaman is Companion Animal:

Companion Animal (Su): The shaman’s spirit animal takes the form of an animal companion of her choice, using her shaman level as her effective druid level. The animal retains all the special abilities and the Intelligence score of the spirit animal, but also has the statistics and abilities of an animal companion. If the animal is dismissed, is lost, or dies, it can be replaced in the same way as a normal spirit animal.

My shaman will have a sprite as an improved familiar, and I'm fond of the aesthetics of having a sprite. Now, the sprite's Luminous special abilities would stay in its new form, which is neat, but could I toggle the form on and off at will?

(Since the familiar itself is an Ex ability, and the Companion Animal effect is an Su ability, I'm sure I could use some sort of personal-antimagic or something to suppress the effect when desired, but that's a lot of thought and effort that hopefully I don't have to brainstorm up.)

Dark Archive

- little bump -

Dark Archive

This might be a stupid question, but does the burning infusion still apply to targets that don't have SR to bypass, since it is stated to only ignite enemies when it bypasses their SR?

I feel like it should work fine on things without SR, but the semantics make me hesitate.

Burning Infusion
Element fire; Type substance infusion; Level 1; Burn 1
Associated Blasts blue flame, fire, magma, plasma
Saving Throw Reflex negates
Your kinetic blast ignites your foes. Whenever an infused blast hits a foe and penetrates its spell resistance, that foe catches on fire, regardless of whether it takes damage. A foe that catches fire takes 1d6 points of fire damage each round until the fire is extinguished. Against a creature on fire from this infusion, any fire kinetic blasts gain a +2 bonus on attack rolls, to DCs, and on caster level checks to overcome spell resistance.

Dark Archive

Just making sure-
since a kineticist can take Weapon Specialization for its kinetic blast, can it also take Point-Blank Master as a feat?

Kinetic blasts normally provoke once for being a sla, and once more for being a ranged attack. But with this feat, a kineticist should be able to blast defensively without provoking, right?

Dark Archive

Can the Kineticist's Fire Sculptor utility talent be used to help an ally that is on fire by moving the fire out of that ally's square?

Likewise, could you move fire into an enemy's square to cause them to take the standard damage of standing in fiery terrain?

Dark Archive

Bumping, because I'm hoping Someone knows now

Dark Archive

I prefer diversity and flavor over combat ability, so until Fey Caller evolution qualifications are fixed, First Worlder is pretty much my only option to build a fey that I'd find fun.

In a side nite though,Yuck!, I didn't know about that PFS stipulation. Does that mean Story Summoner is no longer legal either, even though it is included in the approved additional resources? (It modifies the Eidolon too x_x, but it seemed really cool using the Harrow cards)

Can someone quote me the PFS ruling on how old summoner archetypes qualify or not?

Dark Archive

I was told old archetypes work with the unchained summoner class, and wondered if having an unchained First Worlder Summoner is a valid option.

I am aware of the Fey Caller archtype, but it's no good because as per Raw it has yet to be fixed. (The Fey subtype invented by the archtype does not qualify for many evolutions because Paizo has yet to go back to their evolution list and add the subtype for qualifiers)

First Worlder edits the Eidolon's type to Fey and such, but the unchained summoner would still have to pick a subtype for it to have started as, which would be the subtype referenced when qualifying for evolutions I would guess?

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I was posting here rather than the general rules board because I saw that the ancestor eidolon subtype was approved for PFS, and was curious how this was ruled there.

Probably the same ruling in PFS as out, but figured I'd ask here for accuracy's sake.

Anyone know?

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The Ancestor Eidolon subtype from Blood of the Beast allows the eidolon to use the Quick Rebuild Rules from a Simple Class Template (Monster Codex 246) using either the Fighter, Rogue, or Sorcerer simple class template.

This is the Sorcerer Simple Class Template

Regarding the two level 0 spells that it learns - Do they function like a normal Sorcerer's 0 level spells (where they are not expended after being used), or do they get used up after a single cast each?

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MINDLINK!

Omg, thank you! x_x

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Hey guys,

I was sure there was a spell that allowed you to touch a target in order to convey a vast amount of information via visual/empathic messaging that bestowed a perfect understanding without need of a shared language.

I know it was from one of the pathfinder books, but I've spent about an hour and a half staring at spell lists and I can't for the life of me find it.

Anyone have any ideas?

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Thanks guys!

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Cevah wrote:


ESM: Evolved Summoned Monster
FS: Ferocious Summons (Orc/Half-Orc)
HS: Harrowed Summoning
SacS: Sacred Summons
SupS: Superior Summoning
SEM: Summon Evil Monster
SGM: Summon Good Monster
SNM: Summon Neutral Monster

Looking at this neatly compiled collection by Cevah in this thread, which of these feats can be applied to a summoner's summon monster ability?

I heard that augment summoning and superior summoning can, but I'm not sure if that was an actual ruling, or what it might or might not imply about the legality of using the rest on their SLA.

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Hey guys,

I really really like the aesthetics of the hunter's animal focus ability. Being able to make animal-themed superficial changes to its animal companion or even itself on a whim seems really cool!

I saw that there was the Naturalist summoner archtype where a summoner could use that feature on its eidolon, and wondered if there was an archtype out there, or if anybody had bootlegged a way to be able to use something like Animal Focus on a familiar?

In general, it seems like familiars are much less powerful than animal companions and eidolons, so I thought maybe there'd be a way? But, I can't find one.

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Gauss wrote:
2) (the bigger issue) You will lose most of your spells when you lose (dismiss) your familiar.

That's a really important thing to consider, but I'm alright with it.

The spells that I use the most are one's that I picked up with my human favored class bonuses, and those get to transfer to my new familiar for free. Plus a new familiar still gets 2 spells for each level, and I'll get my patron spells back.

I dont think I have many spells that I'll lose that I was in a big need of, but if there are a handful, maybe I can offer them up to another witch to hang onto. My sprite can teach them to a 3rd party, and then the 3rd party can teach them to my new sprite.

Adding Spells to a Witch's Familiar (APG 68) wrote:
"A witch's familiar can learn spells from another witch's familiar. [...] Most witches require a spell of equal or greater level in return for this service."

I'll essentially be giving them a ton of free spells (some of which are bound to be new to them, in return for them not having to share anything new to me. Just bringing back a few old stuffs.

GM territory, but even if such a plan didn't pan out, it's still worth it to me.

EDIT

Dr Styx wrote:
To keep most of your old spells, get a Stone Familiar before you dismiss your old Familiar.

That's hella worth it too ._. cool item!

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My witch will be hitting level 7 shortly, and I would like to take my Sprite Familiar as a cohort via the Leadership feat.

I don't believe that a familiar can qualify as a cohort, so I plan to dismiss my sprite from is familiar-duties, and take it then as a cohort instead.

Relevant text quotes:
Witch's Familiar (APG 69)
"[The familiar] uses the same rules as the wizard's arcane bond class feature."
Arcane Bond (CRB 78)
"Rules for familiar appear on page 82.."
Familiar (CRB 82)
"If a familiar is dismissed, lost, or dies ...."

This leads me to believe that dismissing a familiar is RAW legal.

There are no details regarding "dismissing," so the logistics of the act are probably up to GM discretion. Some GM's might rule that dismissing your familiar sends it away forever or something?
However, simply losing track of your familiar (IE: BBEG kidnaps it or something)allows eligibility for gaining a new familiar. Its easy to conceptualize doing a ritual to replace a stolen familiar, only to later rescue the prior familiar. So, I don't think that "dismissal" necessarily has to send a familiar away.

Now, of course once a familiar has been dismissed or replaced, it would no longer gain the benefits it enjoyed while it was a familiar.

So, my Sprite would be back to an ordinary Sprite. But, it would have its good history and relations with me, and it would then be eligible to take class levels as a cohort.
(Probably a decent chunk of class levels, since Sprite CR is only 1/3 ?)
Unlike a conventional cohort who has backstory legitimizing why it starts with all its class levels, my sprite might only start with 1 and need to work into the rest or something, but that's alright.

Other than possible GM-Fiat, does this seem like a legitimate course of action to change my current sprite from my familiar to my cohort?

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Gluttonous Gobbler is an Ogre feat from the monster codex. It allows a creature to swallow a foe as if they had the swallow whole special ability.

The swallow whole special ability says that "Being swallowed causes a creature to take damage each round. The amount and type of damage varies and is given in the creature's statistics."

How do you find out how much damage the swallowed creature takes?

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Is Dancing strings a Hex?

I know it replaces the 1st level hex, but, is Dancing Strings itself considered a hex?

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Sorry to necro, but this applies to a character I'm currently running.

I don't see why it wouldn't work with an improved familiar. I thought pathfinder had a clause that "Specific trumps general" when it came to rules. The general rule for "Beast Shape #" is: "When you cast this spell, you can assume the form of any Small or Medium creature of the animal type"

The witch's Familiar Form is a specific, that allows her to take the form of her familiar as if using beast shape II.
As in, this specific rule allows the familiar to be a qualifying shape, trumping the general rule.

So, it seems reasonable that even if her familiar doesn't fit the "animal" type, that it would be fine. There might not be various sizes of the forms, as Edgar quickly pointed out, but it should still work.

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Chromantic Durgon <3 wrote:

Could you do the Eldritch heritage arcana route?

That's 3 feats.

Oh! That's a good one. It'd take an extra 2 levels, because I'd have to wait till 9 instead of 7, but it might be worth it to save the feat or the level dip.

Thanks ^^

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In the same regard, it seems pretty clear that a Serpentine Sorcerer's bloodline power is supposed to lead specifically to a serpent familiar,
but it is still viable to change it via Improved Familiar.

Just because something is intended to do one thing, doesn't mean you can't add to it with more feats and abilities to get it to do more, or something different.

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Yeah, just a homegame so I'm sure I can work out something rational, but I am still going to try to find any legit methods I can propose first, before resorting to rule's that I'd need to bend.

Nefreet wrote:
The levels only stack if the Familiar you want is on both lists.

The only thing I'd seen on the topic was the quote from the familiar section that said:

"Levels of different classes that are entitled to familiars stack for the purpose of determining any familiar abilities that depend on the master's level."

Was there an FAQ or other source that said that the familiar had to be on both lists? The quote sounds like you just need to be entitled to a familiar.

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Hi guys,

I would like to have a water kineticist character, and I really really want him to have a Water-Mephit as a familiar. I could snag a water wysp or water elemental through the Elemental Whispers utility wild talents, but not the mephit i want, so I'm looking for ways to get one. These are my 3 ideas so far:

1.
The costly 4-feat chain of:
Iron Will
Familiar Bond
Greater Familiar Bond
Improved Familiar

2.
Take a 1 level dip of a familiar-granting class. I would pick something thematically appropriate like a Aquatic or Water Element bloodline sorcerer, or a Sea Witch with a water Patron.

(It is my understanding that a character may not have 2 familiars, and that if something would grant a character a 2nd familiar, that the levels effectively stack.)
So taking the Elemental Whisper's utility wild talent after dipping in a familiar-granting class should then stack any kineticist levels onto the familiar.

Then just take Improved Familiar at lv 7 for my water mephit.

3.
Now, I'm pretty sure that my GM would be willing to let me take one with Greater Elemental Whispers, maybe at a slightly increased level prerequisite since a Mephit improved familiar typically requires a 7th level character, and the 2 options provided by Greater Elemental Whispers typically require a 5th level character. But, I really want to explore the RAW-Legal methods at my disposal.

Can anyone give me some advice?

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Would improved familiar work straight out from familiar bond (without taking improved familiar bond?)

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Now, once you have Greater Elemental Whispers, you do have a legit familiar, right? So you could take Improved Familiar afterwords and then replace your wysp/elemental at the next opportune time?
(Especially with something like an elementally appropriate Mephit, which imo should be an option anyway)

Another thing, though, is I don't know if the normal elemental whispers is temporary - even if the familiar doesn't have a body, it is still there all the time, giving you it's benefit and being able to communicate with you.
Body-optional, but fully present.
I don't think it is a temporary familiar.

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Well, it casts light as per the cantrip, so it can only target objects, not flesh. However, it is magical and magical fires usually take more than non-magical water to extinguish them.

I agree it would take a touch attack to the enemy's clothing and it would provoke an AoO since it is an SP ability.

1 fire damage per turn from the get go, just like if someone had a torch pressed up to them.
(Damage from a medium torch is 1d3 +1fire)

No waiting period like heat metal. It doesn't have to 'heat up,' it just starts as hot as a torch. Better than a cantrip should be (because it is Pyrokinesis.. derp) but still less effective and more risky than just igniting someone from a distance with a burning blast.

Fun, clever, legit, but sub par.
Epic for shenanigans though.

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This patron familiar option from the familiarfolio allows the witch's familiar to cast a 0 level illusion spell from the witch's list once per day.

But.. I don't think witches get any 0 level illusion spells.

Did they mean a 0 level illusion spell from any list, maybe?

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So, I was reading over the Mimic's statblock, and it can use a Diguise check to try to express itself as an object, like a treasure chest. But, I can't figure out how to work that.

Typically, a disguise check has a modifier of +5 if only minor details change. Then it gets negative modifiers as a creature tries to disguise itself as a different race.

But what about if there are no changes made? Is that even better than +5, if +5 is for minor changes?

And what about if you are going beyond just race, to make yourself seem to be an inanimate object? Is that an even steeper modifier?

I am also curious how this applies to a standard character trying to disguise themselves.
For example, slapping on some body paint and disguising yourself as a statue or something.

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