Inevitable

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1) Can you take Racial Heritagep multiple times, so that you can take archetypes and traits from 3+ races?

2) If a feat doesn't require a certain race trait, but still modifies said trait, can you take the feat to get both it's effects and the race traits effects?

Ex: Taking Sleep Venom so you can gain poisonus blood.

More questions to come, depending on answers.


I like Alchemical weapons, it's fun to throw acid on you're enemies or shoot lightning at them. However once you get past the first few levels it would seem these items are kind of pointless. You can easily replace them with some enchantments, spells or even just raw damage. So I want to know, how would you keep these items relevant or useful beyond the first few levels? Do you let people use them in place of spells for crafting or have special traps?


I'm making a Gulch Gunner and I found False Opening will help boost my AC against the AoOs I want to provoke, but I have 2 questions about False Opening.

1) Point Blank Master requires Weapon Specialization with a chosen weapon, but in order to get Weapon Specialization I need a way around the fighter level requirements. What I'm asking is if there is a way around said requirements.

2) Does the AoO you provoke from False Opening count as provoking an AoO due to firing a ranged weapon for the purpose of regaining Grit from AoOs via Gulch Gunner's Grit Feature?


Just a quick question with combining Archetypes.

Suppose I have one archetype that modifies a class feature such as the Clone Master modifying bombs so that they deal 1 dice lower of damage, but I also have the Promethean Alchemist archetype that completely removes bombs. Can I combine these archetypes since both don't remove bombs? I know the answer is probably no but I just want to make sure!


Pretty simple, just want to know what you guys favorite wand or potion is for the following.

1) Best wand/potion for Damage

2) Best wand/potion for utility

3) Favorite wand/potion

4) Funniest wand/potion


I am wondering if the rogue talent Spell Storing could count as being able to cast 2nd level spells for the purpose of taking levels in the Arcane Savant prestige class. I can cover the creating feat by using Master Craftsman but I still need to get spellcasting 2nd level for my wand wielding rogue. Anyway so is this possible?


So for a campaign I am working on there is going be a person who "frees" constructs and creatures from slavery. In his opinion awakening these beings frees them as they no longer need to obey anyone and can work as they please. Now my plan is for this guy to teach and train some of the constructs and animals to fight and help awaken more. Later on some of the awakened beings are going be working as mercenaries so I am trying to figure out a few things.

1) How should I price the services?

2) Is it possible for the person who Awakens the constructs to modify them for battle or work?

3) Supposing one of the awakened animals was a companion of someone who took the Evolved Companion feat. Would the Animal Companion keep all evolutions?

4) Should I run them as if they had no levels before or do will there HD count as there levels for determining how much experience they need to level up?

5) Could someone recruit an awakened Construct or Animal as a Cohort using the Leadership feat?


So if people can't cast spells while transformed into a Dire Bat or some Wild Shape. Classes like the Summoner can compensate with Eidolons built to ride the Morphed Player. Others can use there Psychic abilities to cast there spells while in a more bestial form. So I ask of you, what do you think is the best class to play if you plan on Staying in a more animal form. The class doesn't necessarily have to have access to a way to transform, I just be useful for if you are playing an animal of sorts, such as if you were turned into a frog.


Let's get straight to the maniacal idea. I found the Amalgam Creature Template and upon reading what it is exactly I wondered why there was not an Alchemist who made creatures using this template.

Now I have never made an archetype, class or anything related before so I must ask for help. Anyway can you help me make this archetype?

So far I don't have much but here is the ideas:

Pet Chimera
The Chimera Master starts with a Chimera that he created during his experiments. This Chimera can be a combination of any creatures, but it's CR must not be above the Chimera Master's HD.

The focus and cost of these experiments is so great, that the Chimera Master doesn't have time to focus on his other experiemnts.

This ability replaces the Brew Potion, Mutagen and Bomb class features.

Chimera Expieremnt
In a painful experiment costing 2,000 GP * CR a Chimera Master can create a Mutant Hybrid of creatures. The experiment takes an amount of days equal to the Chimera's CR + 1d20 A Chimera Master can not create a Chimera with a CR greater then the Chimera Master's HD.

Evolving Chimera
In place of an Alchemist Discovery a Chimera Master may gain an Eidolon Evolution worth 1 point.


So I am working on a character who uses Jabbing Style with some combos, though these combos require things that I am not sure would really work. To start off here are a few questions.

1) Does each movement of 5 feet from Jabbing Dancer count as a 5-foot step?

2) If each movement does count as a 5-foot step then does Outslug Style for multiple bonuses to AC and damage roles.

3) Also if number 1 is true does Outslug Sprint let you move farther?

4) Does each step of 5 feet count as completely new movement? Aka; if you move diagonal which costs 5 feet can you move diagonal again after hitting a target again or does this next movement take to much distance.

I have more but they rely to much on these questions so I may ask them later.


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Presenting Etuc Tac hunter of the Red Dot!
Try decoding his name

So this is a Catfolk Ranger based on this funny image I saw.

Well of course I don't have a laser pointer, so the red-dot is going actually be a Will o' Wisp. Of course this is only level 1, so feel free to go where you want with this. Anyway without further ado hear is the build:

Stats 25 Point Buy, Built mainly for Roleplay
Str: 14
Dex: 14
Con: 12
Int: 9
Wis: 16
Cha: 12

Race: Catfolk
Racial Traits:
Cat's Luck; Once per day when a catfolk makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.

Cat's Claws; Some catfolk have stronger and more developed claws than other members of their race, and can use them to make attacks. Catfolk with this racial trait have a pair of claws they can use as natural weapons. These claws are primary attacks that deal 1d4 points of damage.

Sprinter; Catfolk gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions.

Scent; Some catfolk favor a keen sense of smell over sensitive sight. Catfolk with this racial trait gain the scent ability.

Class: Ranger
Class Abilities:
Favored Enemy: Aberration
Track
Wild Empathy

Feats:
Catfolk Exemplar (Sharp Claws)

Skills Ranks:
Acrobatics 1 Rank
Climb 1 Rank
Perception 1 Rank
Stealth 1 Rank
Survival 1 Rank

________________________________________________________

I planned on going a sort of Pouncing Cat route. Using claws for main attacks, meaning he will take the natural attack Combat Feats. As for roleplaying, he is an overly serious catfolk. No one ever takes him seriously, but in his own words "The Red Dot must PAY!".


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So I like spell casting characters but I rarely am able to play them long enough to get lots of spells. Anyway so I am making a reoccurring character who is gonna have a decent variety of spells so I'm just wondering how do you guys usually keep track of all your spells? Do you keep them on note cards or what?


So a BBEG I am making has a pet Phoenix that he tortured into submission. Anyway during combat the Phoenix uses it's Spell Like Abilities to help the BBEG pull off combos and focus people. To do this I need the Phoenix casting before the BBEG, so is there a way to make sure the BBEG always goes after the Phoenix? I don't care if other people go before either of them just that the Phoenix is doing stuff before the BBEG. So is there a way to do this?


If I put an Incendiary Rune in a book then someone reads it, will the Incendiary Rune also set fire to the book?


I am planning on having a weapon with a Hollow Pommel that I will hide things in such as poison. Anyway so I was planning on using a Glove of Storing to hold my weapon and it's contents, but I want to make sure that if I put something in the Hollow part of my weapon then when I store it in the Glove of Storing it will also store what is in it as long as the total weight doesn't exceed 20 pounds.


So I am making a Bloodmarked Skinwalker for a campaign. He is gonna be a broodmaster summoner who's eidolons ride a Dire Bat into battle. The skinwalker will be using Dire Bat Shape to take on the forum of the Dire Bat that his eidolons can ride.

Anyway so I am trying to figure out how the ride checks will work as I would think the skinwalker would have enough intelligence to try to keep them steady. Thus would the eidolons need to roll ride checks and even if they don't do they still take a penalty to shooting while mounted?


So I found the spell Spellcasting Contract and was wondering if when you loan out a spell with metamagic applied does that spell use your feats and traits such as Spell Perfection to get the level of spell you loan out?


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So I like creating fun combos, though usually I use abilities to make them. So I was just wondering what fun spell combos do people like to use.

Example: Using Expeditious Retreat combined with Fire Trail to create Flaming Circles around your enemies.


So I am making a Magus with the Magus Arcana Spell-Scars. I would like to modify the fireballs I can have tattooed thus I would like to have the scars have metamagic on them which brings up questions.

Can I add metamagic to Scrolls/Spell-Scars?
If I can add metamagic can I use Spell Perfection and Magical Lineage to let me have 6 Echoing Elemental Fireballs?

Keep in mind there is an 18 total level maximum on amount of Spell-Scars you can put on.


Ok so I am making a Magusand am going be getting Extra Arcana pretty early on in order to get Spell Blending.

Later on though, once I get a higher max spell level I want to retrain my Spell Blending into Spell Blending for the spells of one lower then my my max spell level. This way I can get more spells using arcana I already have. However this leads me to multiple questions.

1) Is this even possible?

2) Will I have to retrain the feat rather then the arcana?

3) Can I retrain by myself to do this, if I have a spellbook with the spells I want?

4) Can I replace spells in my spellbook, or will I have to take out a page since I can't cast that spell anymore?


I found a combo that would be best if one crits. Well since this combo involves a helpless body I was wondering can one Coup De Grace with Spellstrike?


So for a 1 man campaign I am running for a friend I am going have a person who tortures a phoenix into corruption and submission. I am trying to figure out if there is a poison that helps make a beast more susceptible to "guidance" and orders, Thus helping my BBEG control him. Anyway if there isn't poison or even if there is, is there another way to help manipulate this Phoenix into corruption to help the BBEG.

Also if there is a poison that is useful, would infusing it with some boosting magic using Infuse Poison mean the spell will last as long as the poison. If so could I use something along the lines of Suggestion and poison to slowly help manipulate the Phoenix?


I have a player who has built for Coup de Graces, I am a bit confused on when one is considered helpless.

Is a character helpless only when unconscious? Or can one be considered helpless if they are prone or for some reason can't move?


So I am working on a squad of ratfolk. 12 of them are using Tower Shields and Swarming to create a wall of Total Cover all around them. Currently I am designing the Artillery Character who will be their firepower. Anyway so as there are Casters in the world who could launch all the fireballs I am trying to figure out best class for the artillery to be able to focus stopping spells.


Hey so I am making a grippli Antipaladin. Once he hits level 3 I am going try getting as much diseases on him as possible, preferably ones that spread by touch. Then I plan on licking everyone with my Agile Tongue. Hopefully I will as much disease as possible, and everyone will die, become comatose or die. Anyway so I need to know, what is the fastest way to get all diseases, when I am not necessarily around a diseased town.


First off, I have a feeling this has been answered and I just missed it. Anyway so I am making an eidolon that I am planning to give quite a few Tail and/or Tentacle attacks. So I am confused, is a creature able to attack with all it's Natural Attacks as a standard action? If not that's fine. Also is there anyway to increase Max Natural Attacks of an Eidolon?


Is there a way to increase the number of times per round you can use the feat Deflect Arrow?

Preferably without Mythic Powers/Feats.

Also could you purposely let yourself be hit by a ranged attack so that you can deflect it?


So without giving anything away I am making a fighter who uses the Eldritch Guardian archetype to get an armadillo familiar.

Anyway I was going to give the familiar the Mauler archetype and found the battle form fun. However for reasons I can't say without giving to much away (I am posting the build in the forums later) I want to delay Battle Form till after I do a certain thing. Would this be possible for it not to activate it till later in combat, per say after my turn.

On a side note, how do you deal with damage of improvised thrown weapons, such as ones with an ac score... hint hint


So I am building an assassin that's going try to assassinate the party for a game I am running. If they don't kill him at first then he is going be a recurring character. Anyway hes going cast silence on himself and fight everyone while they can't do anything to warn everyone else, or even cat there own spells.

Anyway my question two questions are this:

1) How much should I set the cost and lvl for making the spell Silence permanent (I feel like a player is going try this once they fight the assassin)

2) Any ideas for how to set up a mute curse for a oracle, I have the following so far (only up to level 5 so far):

The oracle is mute and can't talk or make any sounds originating from the mouth/vocal chords. He can still stomp and make sounds like that to warn others. All spells the oracle cast are under the effects of the Silent Spell, though the casting time and level aren't modified.

At 5th level you gain the effects of the Bonded Mind teamwork feat even if your allies don't have it.


So for a character I want to make, I need a fox animal companion. A familiar doesn't work due to not being able to take feats twice even with beast-bonded witch. Anyway I was wondering if anyone could help me convert a to an animal companion. The one thing I need of it besides being a fox is IT HAS TO stay tiny size.

P.S. if I posted this in the wrong spot please move it.


So basically I am trying to figure out the class to use for an intelligence based battle. I plan on using Kirin Style as well as feats its a prerequisit for to gian bonuses against my opponents using my intelligence. However I am stumped one what class (preferably not wizard) to use for the rest of this. I was thinking possibly a mutigenic brawler or just plain alchemist as a well timed mutagen or cognatogen could help. I then wondered onto investigator, and decided i would get some other players opinions.


I am building a weapon that is basically a metal syringe for my poisoner rogue to use. I based the crit on a daggers. It is going have springs set up so it can automatically decompress. This will allow me to just have to push it as if I was injecting the poison, then let go while the tip is in poison. It will fill up and I can quickly use it again. Due to all this here are what I am thinking the stats are:

Name: Metal Syringe

Damage: 1d2 Piercing
Critical: 19-20 2x
Special Ability: Holds one Dose of Poison
Special Ability: Can refill the poison as a free action.
Special Ability: You can choose to inject poison on hit.

So the question is simple, do these stats/abilities look good and what should I price it at.


Is it possible to maintain enough concentration to continuously cast a spell while attacking. Or perhaps while taking a move action.


Basically is there a spell like Weaponwand except for rods. Basically working on a character of primal chaos for an arena style game/campaign and I want him to wield a rod of wonder as a weapon, specifically a mace. The character will be a Spellscar Oracle.


So in a game I am running the players are going have to go through a maze of tunnels and I would like to give them experience for figuring out the maze. However there aren't going to be many monsters in it that they can fight so how should I scale the experience they earn. They are on the fast track if that helps!


Or really can any animal wield a weapon (probably a 2 handed weapon). I have someone trying to make a druid who turns into animals with wild shape then wants to bash enemies with a giant club while he is transformed.


Which one is it.

Link to item


Is there a way to do what the title says when crafting drugs with craft(alchemy)?


Continuing from the title: If so would this mean that when it wins a test of wills for control over a character it can use the powers of the class it has levels in, as if the character had those levels.

Link to intelligent item page.


Can you use Create Demiplane, Greaters Portal feature to create a portal from the demiplane to a relative point in the material plane. Such as within 5 feet of a shield? So that you can have the entrance/exit move around in the material plane?


Question is simple: Would it possibly be legal, without homebrewing to start as a undead kitsune. Main reason for doing this, is I am going to be starting a game with a friend, who is playing an Antipaladin and we are trying to make it so he can heal me. So is there a way, to start undead, or even better start haunted by some spirit that will let holy/unholy damage effect be as if I was an undead.


Is there a way to do what the title says?

Edit: On a side not, is there a way to make Animated Objects intelligent?


Question is simple: Can a weapon with the impact enchantment deal sacred damage, per the warpriests ability, as if it were one size category larger.


Can I get Weapon Focus(Pillow), Weapon Focus(Thieves Tools) or Weapon Focus on some other improvised weapon.


Is there a way to add spells from lets say the wizards spell list, to the summoners spell list. Or is this impossible?


I realize this is an odd question, but basically I have a character who is going be carrying a sack of pillows, and I am wondering if there is a way to use Silk to Steal on them.

Edit: If not, is there a similar spell that would let me do the same thing.


So I was working on figuring out how to get permanent tongues and so I thought I would check out permanency. However the problem is, well was that it could only be made permanent with range of self. This got me thinking though, could I have a wizard cast magic jar so that he can move his soul into my body, then cast tongues and permanency on my body while he is init, then move back. Allowing me to now have permanent tongues without having to have known either spell.