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^ Just in case there is any confusion, I believe they mean the Evolved Companion Feat, (which can be taken multiple times).

Can you please link to where you found the Dust/Mist Wight Variants? I cannot find them on Archives of Nethys; I do find them added on for the d20pfsrd entry, however it does not source where these variant options were added from, (most of it is from the Bestiary 1 entry). I am wondering if the site included 3PP in this entry, (it often does), which would explain why there is a question mark over how these variants function. The Frost Wright is an official variant which is why it is worded more clearly.

It is from the Monster Codex, so is more of a themed Archetype that was not really meant to get much mileage, (hence it may not have been looked at thoroughly or was a deliberate "stealth" limitation). As it stands your Suggestion (Sp) is not replaced but is effectively unusable - except as a prerequisite for Archetypes. I could only find three that were compatible, (inc. other factors) :

* Buccaneer.
* Demagogue.
* Sound Striker.

You may want to take inspiration from the Spellbooks section on A.o.N., however I would still take them with a pinch of salt ...

Very quick check:
Erages Journeyman's Manual (Spellbook, Level 7 Magus)
Magus 7 - Int. 13 for 3rd Level Spells
[1] = 3 + 2 + 2 (+ 1 for INT+1) = 8
[2] = 2 + 2 + 2 = 6
[3] = 2
Actually has the same
[1] = 8
[2] = 6
[3] = 2


Nyzam's Remedies (Formula Book, Level 3 Alchemist)
Alchemist 3 - Int. 11 for 1st Level Extracts
[1] = 2 + 2 + 2 (+0 for INT+0) = 6
Actually has one less
[1] = 5


Mastery of Word and Thought (Spellbook, Level 20 Enchanter)
Wizard 20 - Int. 19 for 9th Level Spells
[1] = 3 + 2 (+4 for INT+4) = 9
[2] = 2 + 2 = 4
[3] = 2 + 2 = 4
[4] = 2 + 2 = 4
[5] = 2 + 2 = 4
[6] = 2 + 2 = 4
[7] = 2 + 2 = 4
[8] = 2 + 2 = 4
[9] = 2 + 2 + 2 + 2 = 8
Actually has a little more until the end, where it is slightly less
[1] = 11
[2] = 10
[3] = 9
[4] = 8
[5] = 9
[6] = 9
[7] = 9
[8] = 7
[9] = 7

My suggestion would be to add their basic allotment from Class progression, (e.g., a Wizard 1 is [1] 3+INT, Wizard 2 is [1] 3+INT+2; etc), and add none to many depending on the encounters you imagine for their N.P.C. life stories. Someone who is stuck at home on the farm will not have many opportunities to swap Spells, have time to research Spells nor find accomplished peers to pay for Spellbook access, even if they (somehow) reach middle levels. However, once they get into higher levels, (e.g., 12+), I would say that they could only have reached that point with exposure to an adventurer/researcher lifestyle - or at least access to those living that way. Therefore these would gain more additions, usually dependent on Settlement or their backstory. Wealth, Settlement access, theme and Spellcasting Modifiers all come into play. If you want to limit how many new Spells these N.P.C.s can offer your P.C.s, remember that if they are often interacting, (and possibly want to become Cohorts), then they have similar interests/lives, so will have a lot of crossover in the Spells that they have. If you want to give a particular Spell to your Party, then an N.P.C. with a similar interest might have already researched/scribed it. Regardless of other calculations, I would always cap the amount based on what wealth gain the Spells represent - travelling, Spellcasting fees and Spellbook access, favours/bribes ... all the things that the P.C.s would have to do. So basically, what amount of treasure/time saving do they represent?

I like this, it is close to how I play using upper and lower cases to determine things : Alignment = game world rules/magical "frequency" detection or "tagging"; alignment = mortal morality; etc.

Simplified thoughts:
Both Celestials and Fiends can be made out of Souls that started out the same way (Positive Energy Plane ~> new Soul), so I treat their bodies/energies as simply "tagged" as Evil/Good/etc., so that they ping on whatever radar. Then they pick up a resonating frequency from Alignment concepts that in turn influence them, rather than giving concepts substance in of themselves. So more Evil now "owns" these Devil atoms rather than those atoms being made of Evil.

I guess the real question from your post is whether Pharasma cares about "mortal morality", (I am not so sure), or if she simply follows the game world rules. My game has Alignment partially imposed/influenced by Deities, (esp. since it keeps their portfolios consistent and prevents fluctuations allowing crossover with Enemy Deities that might try to steal aspects ...). This explains the rigidity of it and why Deities can appear to run on a different form of morality, usually hand-waived as "seeing a bigger picture" or being "objective".

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* They are Evil, Immortal beings and as such many have developed a sense of arrogance - how could finite, mortal Creatures withstand their might? Also recklessness derived from a sense of being eternal.
* They are made out of the Souls of damned beings, making them inherently geared towards tunnel-vision on inflicting pain, believing that everyone succumbs to temptation/domination with enough force; etc. Their judgement may also be skewed by hatred of the righteous, jealous of the freedom of choice that mortals have (since they are not mentally/physically defined by Racial Alignments).
* Fear of what will happen if they fail yet survive, (perhaps going "all out" is a success if they live or die, as long as they do not have to endure punishment from even higher echelons/Archdevils/Demon Lords/their Profane Deity). Especially if they are already down on their Evil Act and Soul Collection quotas for the quarter ...
* They are secretly dominated by someone higher on the hierarchy, being forced to act as potential fodder to gauge your Party's value - are you worth corrupting? Can you be manipulated? What pretty colour are your insides?
* Alternatively, they were Called via Spell or Occult Ritual, whereby they want to prove themselves useful so as to be repeatedly Called - giving them a chance to corrupt/turn on their conjurers, (you are merely a distraction to be quelled before getting onto their real task).
* Unknown initially to both them and you, they were formed from Souls of your vanquished enemies, set forth with an innate drive to hunt you down. The more enemies you kill - especially if your Party have a policy of "violence before questions" - leads onto you facing more dangerous foes, in a cycle left to the Party to break. (In this case, maybe your G.M. is trying to tell you something.)
* Your N.P.C. enemies have taken a leaf out of the P.C. handbook, possessing a Creature to use as an expendable meat-suit. Doubly so if they have a means to use the "host's" (Ex)/(Sp)/(Su) - you would never know.
* Through experience they anticipate someone Dispelling it, choosing not to "waste" their Standard Action, (fear of poor Action economy).
* The Bard's sexual magnetism is simply too strong ...

Also, some linked references :

Conjuration, Core Rulebook, p.209:
Each conjuration spell belongs to one of five subschools. Conjurations transport creatures from another plane of existence to your plane (calling); create objects or effects on the spot (creation); heal (healing); bring manifestations of objects, creatures, or forms of energy to you (summoning); or transport creatures or objects over great distances (teleportation). Creatures you conjure usually—but not always—obey your commands.

A creature or object brought into being or transported to your location by a conjuration spell cannot appear inside another creature or object, nor can it appear f loating in an empty space. It must arrive in an open location on a surface capable of supporting it.

The creature or object must appear within the spell’s range, but it does not have to remain within the range.

Calling: A calling spell transports a creature from another plane to the plane you are on. The spell grants the creature the one-time ability to return to its plane of origin, although the spell may limit the circumstances under which this is possible. Creatures who are called actually die when they are killed; they do not disappear and reform, as do those brought by a summoning spell (see below). The duration of a calling spell is instantaneous, which means that the called creature can’t be dispelled. Creation: A creation spell manipulates matter to create an object or creature in the place the spellcaster designates. If the spell has a duration other than instantaneous, magic holds the creation together, and when the spell ends, the conjured creature or object vanishes without a trace. If the spell has an instantaneous duration, the created object or creature is merely assembled through magic. It lasts indefinitely and does not depend on magic for its existence.

Healing: Certain divine conjurations heal creatures or even bring them back to life.

Summoning: A summoning spell instantly brings a creature or object to a place you designate. When the spell ends or is dispelled, a summoned creature is instantly sent back to where it came from, but a summoned object is not sent back unless the spell description specifically indicates this. A summoned creature also goes away if it is killed or if its hit points drop to 0 or lower, but it is not really dead. It takes 24 hours for the creature to reform, during which time it can’t be summoned again.

When the spell that summoned a creature ends and the creature disappears, all the spells it has cast expire. A summoned creature cannot use any innate summoning abilities it may have.

Teleportation: A teleportation spell transports one or more creatures or objects a great distance. The most powerful of these spells can cross planar boundaries. Unlike summoning spells, the transportation is (unless otherwise noted) one-way and not dispellable.

Teleportation is instantaneous travel through the Astral Plane. Anything that blocks astral travel also blocks teleportation.

Summon Monster I:
A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. Creatures summoned using this spell cannot use spells or spell-like abilities that duplicate spells with expensive material components (such as wish).

Summon Nature's Ally I:
A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. Creatures summoned using this spell cannot use spells or spell-like abilities that duplicate spells that have expensive material components (such as wish).

* Construct Armour - wear any Construct your Size as Breastplate Armour. To make it magical just add an Armour Modification to grant the Construct a Magic Armour Property, (e.g., Deathless, Fortification, Spell Storing, one of the Energy Resistances; etc.).
* Construct Limb - wear any Small/Tiny Construct as an arm covering that provides the Benefits/Penalties of an Heavy Steel Shield, (which you are considered Proficient with). You can also utilize the Construct's Special Attacks, using its modifiers but treating you as the source.
* Jellyfish, Bathysphere - can be worn over the head of a Small/Medium Creature to provide breathable air underwater.
* Oni, Spirit Oni - can be worn as a mask to provide a +2 Insight Bonus to Perception checks.

1. d20pfsrd is a useful website but it is not official, with the usual human error thrown in, (and 3PP mixed with official). Looking at old notes I have made trying to collate references over the last two years, (I do not own this item), I believe it is found in #28 The Infernal Syndrome and is a standalone, optional mini-system to enhance the possession abilities of stronger than average "fiends". The fact that the Feats can only be attributed to Evil Outsiders(?), that the system is an option for non-standard Monsters, (essentially homebrew/home game tweaked Monsters), and that none of these are actually used in the A.P.(?) seems to have resulted in it being treated as a suggestion rather than an "official" system - it is not on aonprd either, (which is the official reference site), not even under Optional Rule Systems. Paizo subsequently created the Magical Possession system under the Occult Rules, which presumably replaces the one that you are referencing.
2. The only reference on these forums that I could find is here, which does not really give any information beyond Possession Points relating to the attempting possessor's H.D. The author does provide an idea on how it works, however is unsure as it was altered in editing by others. This system (and relevant Feats) are not mentioned in the relevant G.M. Reference thread nor the wider Council of Thieves forum. Someone with the A.P. might be able to enlighten you though.

The Hex > Major Hex Class Features provide two limited options :

* [Hex] Summer's Heat (Su) - this deals Non-Lethal Damage equal to your Witch Level. A Target can only be affected 1/day.
* [Major Hex] Restless Slumber (Su) - this deals 1d10 Damage each Turn and since it acts like Slumber (Su), the number of Rounds increases with your Witch Level, resulting in more Damage. Again, the Target can only be affected 1/day.

Just a quick search later :

Minions do not need dental:
* [3] Cackling Skull - bring out the ol' punishment noggin!
* [3/5] Charnel House [Evil] - disturb them with "semi-real gore"; then once they recover inform them in a blasé manner that their favourite pet was the Material Component ... Mwahaha!
* [3] Vision of Hell - for when they finally realize that having a pet is a bad idea.
* [1/3/4/5/6/7] X Hallucination Spells - make them think that you- I mean, their partner has forsaken them. That or the thing in their nightmares has been granted flesh and come for them ... OvvO
* [1] Hide Bruises - beat them without having to be distracted by their resultant appearance. That plus inducing dysphoria over their appearance/how they feel.
* [2] Illusory Maze - amuse yourself by making the tasks they perform more difficult than they need to be, then feign shock, disappointment and condemnation. Best when they are genuinely loyal but not particularly perceptive.
* [3] Loathesome Veil - make 'em sick!
* [6] Night Terrors [Evil] - make sleeping a traumatic affair that turns them into a pliable minion ...
* [3] Phantasmal Affliction/[4] Phantasmal Asphyxiation/[6] Phantasmal Putrefaction - just a whole lot of mental scarring, right here folks!
* [2] Blindness/Deafness - it does what it says on the tin; if their performance improves for the quarter, and they reach their target Soul quota, then you may deign to return their senses.
* [3] Stinking Cloud - just look at the Material Component options. Then apply it alongside [5] Permanency to their living quarters ... using their accumulated pay/savings. :)
* [1] Scarify - ensure that no-one heals them with anything except this after Combat, cultivating a loss of self image and forcing them to endure pain a second time from the imperfect healing process.
* [3] Eruptive Pustules - a less permanent, yet more sore, "attack" on their appearance.
* [0] Ghost Sound - for when they are almost as powerful as you, so you simply want to test the waters ...
* [4/6] Green Caress - make them suffer slowly. You can remove the Effect, arrange for another disappointing minion to contract it too, or simply let it ride out. If they suffer the worst of it, at least your palace gardens will have more greenery. If you begin to miss them you can always make them part of the furniture, quite literally in fact. ^.^
* [2] Harmless Form - turn their prized companion into a joke.
* [2] Steal Voice - permanently condemn them to sounding meek and bumbling their spellcasting.
* [2/3] Kalistocrat's Nightmare - this will require them Failing to identify the Spell, (easy with the right minion), then giving them their reward/payment to go off and check.

Finally, for when you just need a momentary respite from their feeble, desperate excuses to be spared - [1] Forced Quiet.

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Although not exactly the same, I have a couple of suggestions to approximate what you want :

* [3] Fearsome Duplicate {Halfling} - it creates a monstrous version of you that does not require Line of Effect or Line of Sight; you can use its senses, speak verbally, and has no real substance to interact with. You even remain aware of your real body's surroundings, (at Penalty). The downsides are that it is Range:Medium (100ft. + 10ft./C.L.) and that if Attacked the Spell ends. (If you want a "flicker out" Effect to show the P.C.s that the Enemy is not there, you can just re-Cast the Spell and carry on taunting them.)
* [2/3] Audiovisual Hallucination+ coupled with [1/2] Dark Whispers - set up the Dark Whispers so that you can hear each other, then Cast a (Silent?) Audiovisual Hallucination+; both Spells are Range:Long (400ft. + 40ft./C.L.). You can move the mouth of the image to match your speech as only the image is Concentration, so they do not interfere with each other. Unlike Fearsome Duplicate, it does not end if the image is Attacked. The downsides are that you have to maintain Line of Effect/Sight and you would get a distorted echo from the Dark Whisper Spell if you chose to generate more convincing speech via the image.

In both cases some sort of Divination (Scrying) Spell would be helpful to find the Targets first.

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Does it have to be that they are suddenly changed, or could it simply appear that way to them and have difficulties in accordance with such a perception? For example, their actual Alignment changes were a little more gradual due to the influence of someone looking to "save" them or a grand fall from power that forced them into relying on others. To protect their "saviour", they chose to block their memories of this period with multiple castings of Repress Memory. Having been setting up a new base of operations outside of their homelands, your group does not initially realize that more time has passed, nor that their memories have been altered, yet they slowly find clues as they progress in your scenario/short campaign.

Alternatively they could be forcibly affected by the aforementioned Helm of Opposite Alignment, then their assailant uses Repress Memory to protect their secret mission to convert powerful mortals to the side of Good ... If you want to arrange for them to inflict this alteration on themselves, the Helm is a Cursed byproduct of other Magic Items. Since you need to Succeed at a check to identify a Cursed Item, it is possible that the Helm appears to be an Hat of Disguise, Helm of Comprehend Language and Read Magic, or a Helm of Telepathy. Were they tricked? Were they powerful but awful at Crafting themselves? Was there a mass sale of sub-standard, minion supplied goods at the annual B.B.E.G. market?

There is some stuff about Basrakai that might help :

* Olhondias is in a position of "loose" governance, so you could introduce the former Herald alongside his two counterparts.
* Mortals who permanently reside there gain unusual properties - there is nothing to say that Olhondias is an Outsider, although to last so long he would have needed to gain immortality. Alternatively, he could have obtained immortality via another route, (e.g., Wizard's Arcane Discovery:Immortality), and you can grant him some unusual aspects, (such as adding a Sorcerer Bloodline/Shapeshifting Abilities), to retain his former Herald unique flavour.
* Olhondias has been a Herald and now jointly governs Outsiders, he may not have a particularly good grasp of time/mortal concerns anymore ...
* Both of his counterparts are Outsiders that would be at least C.R.20, so Olhondias should likely not be any lower than that. With his likely Chaotic Alignment he may not be particularly authoritarian but he will need to deal with problems coming from potentially powerful Outsiders, (and a lot of them). Olhondias ought to have the power/Abilities to do this.
* Divine Magic is tolerated but those capable of granting such Abilities, (e.g., Deities, Monsters that grant Spells/Domains and Mythic Characters with Divine Source), are not allowed within the city. Does Olhondias push to be more/less open? Are your Party Mythic (with Divine Source)?
* Olhondias lives in the central fortress, in the central city dubbed the "Foundation". This may give you an easy way to present his personality to Players - defensive, protective, strong, at the heart of things, he may think a lot of himself ... or be compensating ... *Cough* *Cough*

This isn't addressed in the rules anywhere, but yes, you should be able to dismiss a familiar if you want to select a new one. However, you must still wait 1 week and pay 200 gp for the 8-hour ritual. Dismissing a familiar is ending a link between your soul and it, so it should probably take about an hour.

The exception to the above is if you take the Improved Familiar feat, which allows you to immediately replace your familiar with the new familiar, at no cost or time required (it is assumed this occurs during whatever preparations you make while leveling up).

Once dismissed, an animal familiar is just a normal animal of its type (a special familiar from the Improved Familiar feat reverts to a normal creature of its type). Whether or not it wants to remain with you is up to your GM and probably based on how you treated the creature while it was your familiar.

posted July 2011

I would posit that you dying would break the link between your Soul and it, falling into the dismissal rules, (yet taking 24 hours instead of the deliberate act taking 1 hour). Raise Animal Companion works on Familiars because only the "master" has the ability to dismiss their Familiar, (not the other way around). If you concur with this then you might want to apply the same to Animal Companions as they too can be dismissed:

Replace Your Animal Companion

If you lose or dismiss your animal companion, you can spend 1 day performing a ceremony to gain a new one. This ceremony requires 24 uninterrupted hours of prayer in the environment where the new companion typically lives (at the GM’s discretion, traveling might add to the downtime requirement if there’s no suitable environment near the settlement).

Replace Your Familiar
The Core Rulebook allows you to replace a familiar if at least 1 week has passed since it was dismissed or lost. Doing so requires you to spend 1 day performing a specialized ritual to summon a new familiar. The ritual costs 200 gp × your wizard or witch level. You can spend Goods or Magic toward the ritual cost.

It all comes down to individual interpretation I am afraid.

(Non-Native) Outsiders' bodies are effectively their souls manifest, so when they die they leave a body but their is no soul to "move on" into an afterlife :


An outsider is at least partially composed of the essence (but not necessarily the material) of some plane other than the Material Plane ...
Unlike most living creatures, an outsider does not have a dual nature—its soul and body form one unit. When an outsider is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don’t work on an outsider. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection to restore it to life. An outsider with the native subtype can be raised, reincarnated, or resurrected just as other living creatures can be.

To "reactivate" their souls/lives you have to use higher level Spells than normal on the body, (so they do not go poof). This is not to say that things always go this route, as for example Cassisians can occasionally form spontaneously from the spiritual remains of fallen Angel bodies, (it is unstated whether in turn this prevents resurrection of the original Creature).

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The rules can be found here, with copying Preparation Rituals into another Spellbook being covered under 'Transcribing Spellbook Preparation Rituals'. To benefit from a Preparation Ritual you need to have a Spellbook with it in and Prepare three non-Cantrip Spells from that Spellbook - this is a one-use boon that you can re-apply the next time that you Prepare Spells following the same process.

For copying a Preparation Ritual you are going to need :
* Scribe Scroll.
* Spellcraft with Skill Ranks equal to 2x the highest Spell in the Spellbook you are copying from.
* Your Caster Level equal to 2x the highest Spell in the Spellbook you are copying from.
* Scribe at least three Spells from the Spellbook being copied into your chosen Spellbook, with at least one being of the highest Spell Level in the Spellbook with the original Preparation Ritual.
* Prepare said three Spells and spend 8 hours on an unspecified ritual.
* Spend half the difference in Price between the original Spellbook with a Preparation Ritual compared to its standard counterpart.
* Attempt a Spellcraft check : D.C. = 10 + (2x highest Spell Level in the original Spellbook); if Successful, you add the Preparation Ritual to your chosen Spellbook.

Once a Preparation Ritual is in your Spellbook you ought to be able to select any three non-Cantrip Spells to Prepare from it, (as long as one is the highest Spell Level). Additionally, you can add other Preparation Rituals to the same Spellbook - if you have the space. Just note that you can only benefit from one Preparation Ritual at a time, no matter how many are in the book or what Spells you Prepare, (see 'Using Preparation Rituals').

There is no method that I have come across to transfer pages across Spellbooks, in fact ripping them out sound like effectively destroying them, (I have heard of people house-ruling using them as Scrolls). An easier (but costly) alternative is using a Blessed Book - instead of 100 pages it contains 1 000 pages. You will still have to Scribe the requisite Spells into it, however the Scribing costs are waived and you should be able to keep everything to one Spellbook.

kevin_video wrote:
Truncated for brevity

I bet you they forgot about the witch when they wrote the sentence about the wizard and cleric. They'll likely have to clarify it, but for now the Witch's Dance swap-out for the grand hex seems like it's supposed to be the trade off. Of which, you've shared what it says (ie. "Rather than gaining a capstone, a witch can select the following grand hex.")

Archives of Nethys definitely seems to have some insight though as they've added all the alternate capstones to the witch page.

I agree, I too read it as the Witch not getting a Capstone by RAW. It is just confusing that, as you state, the (now official) Archives of Nethys added some general Capstones to the Witch Class page, and the back cover states 'Powerful capstone abilities for 20th-level characters, including general capstones available to all classes and alternate capstones for every one of Pathfinder's character classes'.

Rysky wrote:
If it specifies Clerics and Wizards but not Witches then no.

The sentence that I highlighted could be taken as Clerics/Wizards being the only Classes without Capstones to gain them, or it could be interpreted that they were the only Classes without one. The Sorcerer only has progression in its Bloodline Power Feature, (comparable to the Witch's Grand Hex Feature progression), which suggests that it too does not have a Capstone. Yet it gets an Alternative Capstone without the originally highlighted sentence referring to it, (only Clerics/Wizards). Again, I read it as RAW that the Witch is the only Class not to have a Capstone, yet (as above) there are indications that they ought to be able to take a general Capstone, (in replacement of the Grand Hex at Level 20).

Oh well, hopefully someone involved will see this at some point and clarify.

If it is a clear no then I will accept it; it is the lack of clarity and treating one Class differently to every other Class that niggles at me. >.<

Advanced Class Guide, p.245 wrote:
Capstone: Most classes have a capstone ability (i.e. an ability gained at 20th level). In most games, this will be the last ability gained by the character and it should definitely feel like a reward for achieving such lofty heights of power. Feel free to go a bit over the top on this ability. Let it be something that your players long to have.

Do Witches count as having a Capstone? Both Wizards and Witches gain progression in an existing option at Level 20, (Bonus Feat/Grand Hex Feature respectively). Wizards are given a Capstone since this product defines them as not already having one - does this extend to Witches too? In that case, the Witch is the only Class that cannot take any of the 'Other Capstones'.

Chronicle of Legends, p.28 wrote:
A character can select one of the following capstones in place of the capstone provided by her class ... Clerics and Wizards can receive a capstone at 20th level, despite not having one to begin with.
Chronicle of Legends, p.31 wrote:

Grand Hex

Rather than gaining a capstone, a witch can select the following grand hex.

It might be that you can select either a Capstone or this new Grand Hex, or it is simply an additional Grand Hex option to the ones already available since it does not have a Capstone to swap out.

To become a Shadow Creature the G.M. can say that the N.P.C. wanted to merge with the essence of the Shadow Plane by using [4/5] Reincarnate or [6] Cyclic Reincarnation - the new body is made up of the surrounding materials, (in this case "Shadow stuff", ha, ha). All that it would take are reliable, (read : subjugated), subordinates to help with the "ritual" sacrifice and "shedding" of his old life/form in commitment to power over the shadows ... As this is a new body, it can gain new/replace many physical aspects, (different Race/bloodlines/heritage), so it is a body that inherited the Shadow Creature Template - there are no Mental Ability Score increases. Considering that Shadow Lords are stated to have originally been Humanoids, and that only Shadow Creatures can become Shadow Lords, there has to be a mechanism for Humanoids "inheriting" the Shadow Creature Template. If it is being born on the Shadow Plane, (having been infused by the Plane's essence), then the "rebirth" of reincarnation should suffice. The Shadow Lord Template is Acquired, so that is easy enough for a G.M. to apply, (and as it is not Inherited the Mental +4 Ability Score Bonus to Cha. creates no conflict).

Additionally, gaining the Shadowbound Corruption could be both the reason for the N.P.C.'s punishment and the start of this journey towards seeking the shadows.

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Claxon wrote:
Agodeshalf wrote:

For a humanoid creature, the new incarnation is determined using the table below. For non-humanoid creatures, a similar table of creatures of the same type should be created.

As an aasamar is a humanoid creature, you should be using the table listed in the spell. The entry here from pfsrd lists an alternate table that my GM used. Archives of Nethys lists only a core races table, and the table in the Inner Sea Races, basically has you roll on a smaller core race table and only if you roll high enough do you use a more complete table.

Humanoid is a specific creature type.

Aasimar are Outsider (Native) creature type.

Humanoid in this context does not mean a being possessing 2 arms, 2 legs, a head and bilaterally symmetry.

Look at humans, dwarfs, and elves. They're all humanoid with a specific subtype. Aasimar are Outsiders.

All that said, apparently there is a new table which supercedes the old table and removes the humanoid restriction.

Just to clarify, the newer Reincarnation method does not supercede the original one in the [4/5] Reincarnate Spell but rather offers an alternate option that the G.M. may want to use/allow :

Inner Sea Races, p.193 wrote:

The table of random races presented here expands on the one presented with the reincarnate spell in the Pathfinder RPG Core Rulebook. At the GM’s discretion, you may use the following optional table when rolling to determine what new body is generated when a reincarnate spell is cast. This Golarion-specific table excludes all races that possess racial Hit Dice, but also adds in new races that are relatively widespread and common in the region. Not all of the races presented in this book appear on the following table—androids, for example, are beyond the scope of a reincarnate spell to create (although dead androids and wyrwoods can themselves be reincarnated, they have no chance of coming back in the same type of body). Others, such as kasathas and other alien races, are not true natives of Golarion and thus lack the “spiritual weight” needed to be included in a table of reincarnation possibilities. Of course, a result of “GM’s choice” gives each GM the opportunity to break these assumptions about allowed incarnations as she sees fit.

When using these expanded tables, roll first on the Core Incarnations table. This table presents an array of familiar races. Move on to the Other Incarnations table only if directed to do so.

This variant can also be "broken" by the 'G.M. choice' result, (enabling them to choose any Creature as a valid reincarnation option), as well as altering the process of rolling - there are now two tables.

* [6/7] Entice Fey or [9] Entice Fey (Greater) - Succeed at calling a Swan Maiden, bargaining with them to transform you into a Swan Maiden yourself. Congratulations, you are now a Fey! Use [6/8] Fey Gate or such to reach the First World and enjoy your effective immortality.
* Be a Level 20 Oracle(Time) - you stop ageing, do not accrue further ageing Penalties, continue to gain ageing Bonuses and cannot die of old age.

The only ways that I know of take too much investment compared to just buying a [750gp] Wand of Reduce Person. However, for the sake of completion (and the off-chance of being useful for an eventually mid- to high-level Character) :

* [10 000gp] Spelunker's Mail - 10/day [1] Reduce Person for 1 min., (requires a Command Word/Standard Action). This would take 667 uses to begin being more inexpensive than a Wand, yet also provides a +4 Armour Bonus to A.C. and +5 Competence Bonus to Escape Artist checks, (+1 Slick Chain Shirt).
* [24 000gp] Ioun Stone, Silver Spindle - 3/day (Sp) of a 1st-Level Spell from Cleric, Druid or Sorcerer/Wizard Spell List (Reduce Person).
* Int 13 > [Feat] Psychic Sensitivity > [Feat] Psychic Adept > [Feat] Psychic Disciple - 2/day Psychic 1st-Level Spell (Reduce Person).

Prestige Classes often do not add a Weapon and Armour Proficiency entry if they grant no changes, so the [PrC] Diabolist lacking one is not necessarily a mistake. Looking at A-C alone I found the following without the entry:

* Aldori Swordlord
* Argent Dramaturge
* Ashavic Dancer
* Aspis Agent
* Balanced Scale of Abadar
* Bellflower Tiller
* Brewkeeper
* Crimson Templar
* Cyphermage

Note that the original Volume 2 specifically stated that it did not grant the Diabolist any Armour/Weapon Proficiencies, so the entry may not have been included in the updated/collated version due to irrelevancy.

The Diabolist appears to lean more towards the stereotypically non-Melee, d6 HD Arcane Spellcaster than the others, using other Creatures to perform in Combat and gaining Spellcasting/(Sp)/research bonuses. Of the other two PrC, the Demoniac seems to be more Melee with d8 HD and augmentations to their body, whilst the Souldrinker is more close-Combat Spellcasting/Immunities. In addition, the Diabolist gains the Hellish Soul (Ex) Feature, enabling them to be restored to life normally, which the others do not get an equivalent of - possibly in exchange for the loss of Armour/Weapon Proficiency?

Cevah wrote:
Bloodrealm wrote:

First: How are you creating a zombie from skeletal remains?

Animate Dead wrote:
Zombies: A zombie can be created only from a mostly intact corpse.

Well, Restore Corpse takes care of that. But only for Medium or smaller. Research a variant that works of larger skeletons.


A [3 850gp] Trollskin Tourniquet has no Size limit and can restore a Corpse as if it was only one day old.

Bloodrealm wrote:
Second: How are you creating a Void Zombie when such a thing only comes into being when an Akata implants its parasitic larvae into a host and the host dies from it?

The Voidstick Zombie entry states that you can make one utilizing [2 500gp] Voidstick Wondrous Items, (the Item entry gives details). A Storm Giant has 19 Hit Dice (as per the Base Creature), for which the Young Template does not reduce. Therefore 19 Voidsticks would be required, (47 500gp). Add in the Trollskin Tourniquet and this endeavour can be achieved for a Price of 51 350gp. With Craft Wondrous Item, the relevant Spells and enough time, this can be reduced to the Cost of 35 175gp. Going by typical Wealth by Level this can be achieved at Level 9/10 with "store bought" Items or Crafted Items around Level 8.

If you were doing this more than once over the course of the A.P. it would be more worthwhile, however a [250gp] Clandestine Voucher might still suit your needs. It allows you to transform 1 600gp into dots on a page, (200gp of coin ink per quill, to a max. of 1 600 coins on the parchment). Replacing the quill is priced at 25gp a time - sending 1 100gp will total 250gp + (5 x 25gp) = 375gp. If you wait to save 1 600gp it will total 425gp; later amounts, (if the voucher is reused), would be 200gp to send 1 600gp at a time. Everything else is just a safe and cheap courier/postal service - all that they will see is granny's minimalist stationery paper.

If a bag of gold counts as a collective Object then I also support the [3] Shrink Item Spell - although be careful of people knowing that the cloth contains money, as the shape of the Object is kept, just in a reduced, cloth form. Basically, remember to close the bag! :)

The [3] Vampiric Hunger Spell enables you to drink blood with a successful Grapple, (with benefits); however, like the [2] Blood Transcription Spell, it has the [Evil] Descriptor.

Additionally, if your Character is a Sorcerer you can take advantage of permanently changing your Bloodline by drinking blood from a [20 000gp] Ampoule of False Blood.

Ryze Kuja wrote:
I would think that Hold Person would still work on a Wererat even while he's shapechanged because he's still technically a Humanoid Creature.

^ I agree :

Lycanthrope, Werewolf (Hybrid Form) wrote:
SQ change shape (human, hybrid, and wolf; polymorph), lycanthropic empathy (wolves and dire wolves)
Universal Monster Rules wrote:

Change Shape (Su)

Source Bestiary 6 pg. 291, Pathfinder RPG Bestiary pg. 298, Bestiary 2 pg. 295, Bestiary 3 pg. 293, Bestiary 4 pg. 291, Bestiary 5 pg. 291
The creature has the ability to assume the appearance of a specific creature or type of creature (usually a humanoid), but retains most of its own physical qualities. A creature cannot change shape to a form more than one size category smaller or larger than its original form unless noted otherwise. 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 (although it gains any other abilities of the creature it mimics). Some creatures, such as lycanthropes, can transform into unique forms with special modifiers and abilities. These creatures do adjust their ability scores, as noted in their description.

Format: change shape (wolf; beast form I)
Location: SQ, and in Special Abilities for creatures with a unique listing.

Polymorph Effects do not state that they alter Type, just that they alter the form/shape of the Target. The only additional changes that Lycanthropes have are Ability Modifiers and possibly Special Abilities; the entries do not mention Type changes as part of a unique form, (only an addition of the Shapechanger Subtype).

Witch :
* [10 000gp] Hexing Runes.
* [2 500gp] Hexing Doll.
* [9 312gp] Battlepot Cauldron.
* [6 000gp] Cackling Hag's Blouse.
* [22 000gp] Corset of Dire Witchcraft.
* [46 000gp] Iron Collar of the Unbound Coven. {Non-P.F.S.}
* [35 000gp] Witching Gown.
* [6 000gp] Stone Familiar.
* [1 800gp] Attentive Mirror.
* [15 000gp] Belt of Spirit Vines - Druid/Ranger/Shaman/Witch.
* [500gp] Bottled Misfortune.
* [10 500gp] Familiar Soulstone - Witch Familiars retain all stored Spells after being returned to life. {Non-P.F.S.}

Whilst a D.C.+5 to Crafting makes it easy for any Class to create, an [2 500gp] Apple of Eternal Sleep is based on a Witch's Grand Hex and is great with [1] Beguiling Gift ...

When higher level or the Familiar is well-loved : a [3 000gp] Bell of Returning Spirits allows the return of a dead Familiar with fast(er) Restoration. Not Witch specific though, (which I am trying to stick to here).

This is almost totally copy/pasted from my own list and so crosses over with many already said :

* Bard(Hoaxer) -> Common and Major Hexes (restricted).
* Cleric(Divine Scourge) -> Common and Major Hexes (restricted).
* Inquisitor (Hexenhammer) -> Four Hexes (pseudo-five).
* Magus(Hexcrafter) -> Up to 2 Common Hexes, 2 Major Hexes and 1 Grand Hex.
* Mesmerist(Dreamstalker) -> Slumber Hex.
* Oracle(Spirit Guide) -> Single Hex.
* Rogue(Sylvan Trickster) -> Same progression as Witch bar Level 1 Hex, (more versatile as can chooses either a Hex+ or a Rogue Talent).
* Summoner(Spirit Summoner) -> Four Shaman Hexes -> Witch Hex option.
* Vigilante(Serial Killer) -> Charm Hex (restricted to non-Animals).

N.B.: Spiritualist(Involutionist) -> Four Shaman Spirit/Phantom(?) Hexes; Wizard(Spirit Whisperer) -> Three Shaman Spirit Hexes.

I cannot find anything stating that Melee Thrown Weapons are also Ranged when Thrown, in fact I find the opposite:

Melee and Ranged Weapons: Melee weapons are used for making melee attacks, though some of them can be thrown as well. Ranged weapons are thrown weapons or projectile weapons that are not effective in melee.
Dagger, Core Rulebook, p.142; Ultimate Equipment pp.17, 26 wrote:

Range 10 ft.; Type P or S; Special —

Category Light; Proficiency Simple
Weapon Groups Blades, Light; Thrown; Tribal
Javelin, Core Rulebook, p.142; Ultimate Equipment pp.17, 30 wrote:

Range 30 ft.; Type P; Special —

Category Ranged; Proficiency Simple
Weapon Groups Spears; Thrown
A javelin is a thin throwing spear. Since it is not designed for melee, you are treated as nonproficient with it and take a –4 penalty on attack rolls if you use a javelin as a melee weapon.

A Dagger is a Light Melee Weapon that is also a Thrown Weapon. By definition a Ranged Weapon is not effective as a Melee Weapon, so a Dagger is not also a Ranged Weapon. Ranged Weapons are always Thrown or Projectile Weapons, however this does not always mean that all Thrown or Projectile Weapons are automatically Ranged. The Javelin entry (on the same page) evens provides an example of a Ranged/Thrown Weapon that can technically act as a Melee Weapon - it is used as an Improvised Weapon and as such is not effective in Melee.

That is not to say that I am not missing something, yet going by what I have seen so far in the Core Rulebook (and cross-referencing with Ultimate Equipment), Melee/Thrown cannot be Ranged Weapons, (despite having a Range increment). This is how I have been playing it, so if there are rules out there that I have missed I too would not mind being linked so as to update my notes.

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Lelomenia wrote:

FAQ wrote: “Items as Spells: Does using a potion, scroll, staff, or wand count as "casting a spell" for purposes of feats and special abilities like Augment Summoning, Spell Focus, an evoker's ability to do extra damage with evocation spells, bloodline abilities, and so on?

No. Unless they specifically state otherwise, feats and abilities that modify spells you cast only affect actual spellcasting, not using magic items that emulate spellcasting or work like spellcasting.

posted September 2010”


As far as I can tell they only have one Alternative Racial Trait option, (Repairing Nanites). However, there is a Feat that accomplishes the same thing :


You have learned to experience emotion.

Prerequisites: Cha 13, android.

Benefit: You lose the emotionless special quality. You can gain morale bonuses, and can be affected by emotion based effects and fear effects. You lack the +4 racial bonus on saving throws against mind-affecting effects.

It is quite a change to the flavour/function of the Android Race, so I can see why it would be a Feat rather than a Trait.

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As you make your way through this book, you will see a number of abilities, feats, spells, magic items, and monsters refer to “mythic” versus “non-mythic” creatures and sources. For the purposes of the rules that follow, a creature is mythic if it has a mythic tier or mythic rank. Any mythic creature is considered a mythic source. The term “mythic source” can also apply to an attack, feat, spell, magic item, or other effect that originates from a mythic source.

Creatures are non-mythic if they don’t have any mythic ranks or tiers. Any non-mythic creature is a non-mythic source, as is any attack or effect originating from a non-mythic source.

So as others have mentioned, a "standard" (non-Mythic) Spell Cast by a Mythic Character does count as coming from a Mythic source.

Ravingdork wrote:
_Ozy_ wrote:

...I think the idea of 'no ability to grow more powerful' has to be fairly narrowly read as: can't gain experience or otherwise increase in level.

Giving a simulacrum a magical weapon makes it more powerful, does that mean it can't wield a magical weapon? Can a simulacrum of a wizard not copy new spells into a spellbook? Can a simulacrum not make friends with a powerful being, thus gaining an ally (very close to the 'spawn' issue)? Does a simulacrum with the leadership ability, who gets an item boosting CHR, not gain new followers? Can a simulacrum of a summoner not summon any creatures, or their eidolon? There are nearly an infinite number of ways for a simulacrum to 'become more powerful', and I can't imagine that they all are off limits, or really any of them beyond the narrow interpretation already mentioned.

The game developer I spoke to used undead like vampires as an example. Vampire sims could not create spawn. This makes me think that sims could not reproduce in a more...traditional fashion. Your mileage may vary though. Do what you think is best for your table.

Note that James Jacobs specifies his own personal take on things, he does not claim that his comments are official. However, his comments do tend to hold weight on the forums so for reference :

You can make a vampire simulacrum, but it can't create spawn

Simulacrums should not gain mythic powers. That'd be the province of a theoretical mythic simulacrum spell.
Healing damage to a simulacrum requires the alchemical process described in the spell; they don't heal from magic or naturally.
James Jacobs #47119 wrote:

The more you get into what a simulacrum can and can't do, the more you ABSOLUTELY need your GM to make calls. It's the most complicated spell in the game.

My calls:
Yes, a simulacrum can use all of those spells and items. Those don't increase its power in the same way that creating spawn (which is akin to having children) do—and no, simulacrums can't have children either. There's a difference between using an item that grants you new abilities or a spell that lets you command others and actually divesting a part of yourself to create something new... which is what create spawn (and having children) is about. Simulacrums aren't real in that sense, and can't propagate via biological or supernatural means.

A Witch with the Winter Witch Archetype can take the Winter Witch Prestige Class which grants full progression for all Witch Class Levels, (inc. Familiar progression), except 1 Level of Arcane Spellcasting. You can regain the most of the 1 lost Spell Level with Favoured Prestige Class and Prestigious Spellcaster if you have the Feat spaces, (this also helps out the Evangelist PrC) - you get the Caster Level progression but Prepared Arcane Spellcasters do not learn Spells from Level up from these Feats.

One awkward workaround for Familiar progression, (opening your needs up to just advancing Arcane Spellcasting) :

Familiar workaround:
* At Character Level 1 take the Feat Iron Will.
* At Character Level 3 take the Feat Familiar Bond.
* At Character Level 5 take the Feat Improved Familiar Bond -> your Familiar can have full progression (based on your H.D.).
N.B.: Selecting Human grants you a Bonus Feat that can hurry this up to Character Level 3.
N.B.: If you are in a home game that allows Templates, any that grant additional H.D. would actually advance your Familiar faster than your Class Level.
N.B.: If you only take 1-4 Levels in a PrC you can take the Feat Boon Companion to regain that lost Familiar progression - one Feat instead of three.

TriOmegaZero wrote:
Organized play uses the most updated version of an option unless the previous version is specifically exempted. People of the North now counts as a valid source to use Snowball, but all players must use the UW wording regardless of which source they own.

Ah, thank you; I have updated my post to reflect this. Sorry to be a pain but I like to keep a reference document to track where I get things from - can you direct me to where this is stated? I have tried the Organized Play F.A.Q. to no avail, (unless I simply missed it!), My search-fu is weak today.

Found it :
Pathfinder Adventure Path #67: The Snows of Summer wrote:

Page 73—Replace the text of the snowball spell with the following.

School evocation [cold, water]; Level bloodrager 1, druid 1, magus 1, sorcerer/wizard 1, summoner 1, witch 1
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Effect one ball of ice and snow
Duration instantaneous
Saving Throw none; Spell Resistance yes

You throw a ball of elemental ice and snow at a single target as a ranged touch attack. The snowball deals 1d6 points of cold damage per caster level you have (maximum 5d6).

I am not certain as I do not play in P.F.S., however is the original version of Snowball not also still valid for play?

Old version :

Equipment: all equipment except cauldron of overwhelming allies and spear of manhunting are legal for play; Spells: flurry of snowballs, ice spears, Irriseni mirror sight, and snowball; See the rules and Chronicle sheet download for additional sanctioned content.
Pathfinder Player Companion: People of the North wrote:
Spells: all spells on page 26 are legal
New version :
Pathfinder Roleplaying Game: Ultimate Wilderness wrote:
Spells: The spells in this book are legal for play except forest's sense, and grasping vine. Vine strike is now legal for play.

EDIT : Oops, apparently not ...

TriOmegaZero wrote:
Organized play uses the most updated version of an option unless the previous version is specifically exempted. People of the North now counts as a valid source to use Snowball, but all players must use the UW wording regardless of which source they own.

SuperJedi224 wrote:
DeathlessOne wrote:
Sir Belmont the Valiant wrote:
The problem with the Shawl of Life is that it is a shoulder slot item: that is where your Cloak of Protection goes...
Cloak of Resistance? Because there are rings of resistance.
The closest thing I can find is the rings of energy resistance, which don't do the same thing a cloak of resistance does.

Here you go. Getting your Shoulders Slot back is good but the downside is that each Ring version's Price is 50% more expensive than the Cloak equivalent, (although with some tightening elsewhere or simply waiting one Level to buy other Items that you want, you can probably afford this).

Zachary W Anderson wrote:

Lamp Blighter: Art has wings, ecology describes flying, and skills include fly +20. But it doesn't have a fly speed!

I'm assuming an oversight and including Fly 30', but open to other explanations: Lost their flight because of a curse, bound through the air, train fly skill in anticipation of getting tiny winged boots or sorcerer levels...

Has anyone come across an answer for this? It states that it flies in its description, has wings, flies in the image and has +20 to its Fly Skill, so I am pretty sure it is meant to have one. I want to include it in a future game, any assistance is appreciated!

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the nerve-eater of Zur-en-Aarh wrote:
Yqatuba wrote:
A thought about rot grubs: does it say anywhere what they mature into? That might be even scarier. On the other hand, it could just be fire beetles or something else relatively harmless.
I believe there's something somewhere to the effect that they mature into harmless orange beetles (and iirc don't do so if they have become giant rot grubs) but I'm not finding it now; it isn't in their Bestiary 3 entry anyway.

The Pathfinder Wiki references The Bastards of Erebus in stating that they mature into arachnids that die soon after maturing :

An adult rot grub is a skittering, yellow arachnid that lives for only a few hours, which is long enough to lay dozens of eggs on a host corpse. The rot grub young can spend weeks growing when they only have a dead corpse to devour, but can grow to adulthood when there is living tissue to feast upon.

They can become worse though - see Rot Grub Swarms and Giant Rot Grubs. Lovely. Please excuse me whilst I bleach my brain ...

Kind of an awkward question to ask but taking it in good faith, here are some that you could crop/easily edit to fit your setting/Character :

1, 2, 3, 4, 5, 6, 7, 8, 9, 10.

I know that some countries can get a little convoluted over copyright, even if distribution is for personal projects rather than commercial, but these are all CC0 so it ought to be fine.

Piccolo wrote:

A few thoughts ...

Uhm, slight problem. This is a Skull & Shackles campaign, so he's choosing an aquatic creature, a moray eel. He mentioned that he wanted to use it to increase his swim speed, so I theorized that he could attach some sort of harness and hold onto it while it swims.

D'oh, reading comprehension fail this morning! I focused on the 'wimp'/upgrade, Tricks/utility and Armour references, completely missing the actual question. O.o I can only think of taking the [Feat] Monstrous Companion so as to upgrade to a Hippocampus for its Swim 60ft/starting Large Size (to Ride)/higher Carrying Capacity (as it is treated as if a Quadruped for this)/reference to being easily trained and ridden as a Combat Mount, however its Aquatic/Water Dependency is only a situational upgrade on Aquatic, the +5 to D.C. on Handle Animal for a non-Animal is painful, and your Player is already invested in the Moray Eel. I am not much help today, time for a fizzy drink to wake me up, ha, ha.

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Does it have to be two True Dragons?

Off-the-cuff idea:
I can see the rare instance of Change Shape (Su) enabling the passing wooing of an Humanoid, resulting in a child that the Dragon is unaware of - only decades later to be tracked down by their Half-Dragon offspring. For the first time in centuries it is surprised but due to hubris feigns detachment, going along with this tiny Creature's "amusing nonsense" of insisting that they are going move into the lair, demanding to be taught Arcane knowledge, get "this mess sorted"; etc. The Dragon goes along with some of it out of the sheer novelty, possibly even a sense of responsibility in line with their Alignment, fully expecting to quickly become bored and kick their offspring out like any other unwanted interloper. This keeps being put off as their child is useful. Prideful. Powerful (for their age). Organized. Intelligent. Still skewed by the lesser morality of the short-lived Creatures, yet remarkably ... Draconic. Through the inertia that long-lived Creatures tend to fall into, this Half-Dragon offspring is passively allowed to evolve into their personal assistant and diplomat with the Humanoids in the area, even occasionally falling into a pattern of "organizing" their parent (with limited success). Additionally, as they are not a "true" Dragon, there is no challenge to the hierarchy/Dragon's sense of superiority.

At this point, instead of over-reaching by seeking a Dragon as a benefactor/ally, a Party has been given a possible intermediary closer to their Level. This Half-Dragon can act as quest-giver, rival, misconstrued "victim" in need of "rescue", temporary ally, sign-poster to secret/ancient treasures and yes, (*sigh*), even a potential love interest. You have a Sorcerer with the Draconic Bloodline who needs spurring onto becoming a Dragon Disciple? Here is your P.C.'s dream/prompt in action. Want to earn recognition so that you have opportunities to pit your wits against an ancient mind? Here is the starting point. Want to try slowly ingratiating yourself so as to rob a Dragon blind? Well, you can certainly try ... Players might be as engaged as the G.M. with developing this scenario - a way of transforming the Half-Dragon into a True Dragon might be discovered and now the Party have the choice on how to proceed, (or whether to at all), becoming the ones to potentially create this unusual circumstance of a True Dragon shared lair.

If a Player wants an end-game/epilogue where their P.C. becomes a Half-Dragon, this can contribute to the long-game set-up of earning that. It also further develops the amusing idea of a high-minded Dragon slowly picking up Half-Dragon "strays" and unwittingly becoming the benefactor of a Draconic hostel. xD

A few thoughts ...

Suggestion A - taking the following two Feats might be too intensive an investment but if able, they can change the Animal Companion's effectiveness/options for at least two Combats, plus possible scouting.

* [Feat] Stalker's Focus is Totem Beast's sibling, enabling an Animal Companion (or the P.C.) to benefit 1/day from a set Animal Focus for 1 minute, (progressing by Character Level as the effective Hunter Level). This might not seem like much but it is enough for one Encounter per day, and offers an additional option also granted by Totem Beast, (with a restricted usage). They progress at Ch. Lvl.s 8 and 15, including :

Some options:
- Bat : Darkvision 60ft/90ft/ + Blindsense 10ft
- Bear/Bull/Tiger : +2/4/6 Enhancement Bonus to Con/Str/Dex
- Mouse : Evasion/(Ch. Lvl. 12) Improved Evasion
- Owl : +4/6/8 Competence Bonus to Stealth
- Snake : +2/4/6 Untyped Bonus on A.o.O. Attack Rolls; +2/4/6 Dodge Bonus to AC v. A.o.O.

* [Feat]Spirit's Gift allows the P.C. to instantaneously grant the Animal Companion the ability to use a Shaman Spirit's "Spirit Animal" Ability for 1 min./Ranger Level every 24 hours. There are some small but pretty nifty things available (depending on your group's playstyle):

Some options:
- Ancestors : can now Speak and understand a number of Bonus Languages equal to the P.C.'s CHA. [Seems like a good option for teaching Tricks, giving more advanced instructions and better interactions with the entire Party]
- Battle : +2 Natural Armour Bonus to AC
- Bones : Attacks against it have a 20% miss chance
- Life : Gains Fast Healing 1, or increases any existing Fast Healing by +1
- Mammoth : +2 Inherent Bonus to Strength
- Stone : Gains DR 5/Adamantine
- Wind : Resistance 10 Electricity

Suggestion B - if the Animal Companion is difficult to redeem, why not focus on what benefits the P.C. can accrue simply by having an Animal Companion Class Feature? Firstly, the P.C. can utilize the aforementioned [Feat] Stalker's Focus; secondly, they can take [Feat] Animal Soul so that if a Spell/Effect is not able to Target both their original Type and the Animal Type, they have the choice over whether it affects them. For instance, the P.C. no longer needs to be affected by a hostile Charm Person, Charm Person (Mass), Hold Person, Hold Person (Mass), Dominate Person, Reduce Person, Reduce Person (Mass) and so on.

OmniMage wrote:

Rahadoum is a nation set in the Golarion setting that banished gods and clerics from their territory. However, that means that they now lack divine magic for healing. I'm wondering how they cope.

Do their Wizards know healing magic? Do they rely on Witches and Bards (who normally have healing magic)? Do they have to rely on the heal skill? Is there something I have over looked?

The Iconic Alhazara's entry directly references Bards being the best healers in Rahadoum :

Beside himself with grief, her father called in the best healers to be found in the godless land, only to discover that the situation was worse than he could have imagined. For when the bards with the healing touch reached out to the fevered child, they were suddenly cast back by a blast of flames that burned the girl's sickbed but left her magically unharmed. Yet even this might have been bearable, had the fleeing bards not revealed the rest of their discovery: that the girl's flames bore no hint of sorcery or arcana. Though Alahazra's staunchly atheist father could scarcely believe it, his proper Rahadoumi household harbored a burgeoning cleric.

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UnArcaneElection wrote:
Decimus Drake wrote:
Non-divine healing options off the top of my head: witches, bards, wizard (arcane physician archetype), alchemists, kineticists, occultists, and using the heal skill with feats and the like. So I think they could cope just fine. Witches get a pass as their magic is arcane and they don't worship their patrons.

Also add Investigator, Magaambyan Initiate Arcanist(*), Magaambyan Arcanist (prestige class), Pathfinder Savant (prestige class), and Spell Sage Wizard(**).

(*)Technically also Unlettered Arcanist, but it's a rather poor archetype.

(**)After 1st level, synergy of Focused Spells and Spell Study actually makes this better than Arcane Physician (better at removing high DC bad conditions), as long as you don't need to be super-fast at healing, cast a lot of healing spells in 1 day, or cast Breath of Life.

Skalds draw from the Bard's Spell List too.

I would like to add a reminder that non-Divine, Healing Magic does not have to come from Spells. Witches are great for this with Hexes: [Common] Ameliorating (Su), [Common] Healing Hex (Su), Cook People (Su) {Evil}, [Major] Major Ameliorating (Su), [Major] Major Healing Hex (Su), [Major] Regenerative Sinew (Su), [Major] Witch's Bounty (Su), [Grand] Death Interrupted (Su), [Grand] Forced Reincarnation; [Grand] Life Giver. Additionally you have the [Common] Cauldron (Ex) plus [Major] Witch's Brew (Ex) combination, and the versatility of [Grand] Summon Spirit (Sp).

However, also note that other non-Divine Classes can get these : Magus(Hexcrafter) {Common/Major/Grand}, the non-Spellcasting Rogue(Sylvan Trickster {Common/Major/Grand}, along with the restricted Bard(Hoaxer) {Common - Healing Hex}.

Honourable mentions:
* Standard Samsarans come with Stabilze (Sp) 1/day. However, there is of course the Mystic Past Life (Su) Alternate Racial Trait ... Samsarans also have the Life’s Blood Racial Feat available to them.
* A small number of Aasimar may rise to healer positions, such as those with Variant Aasimar Abilities - #02 Stabilize (Sp) 3/day, #57 +2 Racial Bonus to Heal checks; #69 Remove Disease (Sp) 1/day.
* Changelings with the Hag Magic Alternate Racial Trait, (i.e., Detect Poison/Stabilize/Celestial Healing/Cure Light Wounds/Delay Disease/Diagnose Disease/Infernal Healing/Remove Sickness).

* Sorcerers with the Celestial Bloodline for the 1st Level Heavenly Fire (Sp) or sacrificing this Bloodline Power to gain a Bloodline Familiar with Heavenly Touch (Su).
* A Magus(Nature-Bonded) gains a small number of Druid Spells.
* Many non-Divine Classes gain some form of Magical Healing Spell, mostly frequently Celestial Healing/Celestial Healing (Greater)/Infernal Healing/Infernal Healing (Greater), (e.g., Summoner, Bloodrager, Vigilante{Magical Child}), standard Wizards; etc.).
* Rahadoum appears to be anti-religion and anti-deity- Shamans do not worship deities, their focus is on Spirits.

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Blogpost wrote on 6th December 2018 wrote:

Convention Name

Location Start Date
PFS/SFS @Cancon2019 Canberra, ACT, Australia. 1/26/2018
Winterfest 2018 Pullman, WA 12/2/2018
2019 Paizo Staff Travel
Convention Name Location Start Date Paizo Staffers Scheduled to Attend*
OrcaCon Everett, WA 1/11/2018 Linda, Amanda Hamon Kunz
SCARAB Columbia, SC 1/11/2018 Tonya

Congratulations on discovering time-travel! I look forward to you installing a better time-line where our feline friends are in their rightful place as benevolent but firm overlords.

I can practically smell the Adventure Path. xD

Dirge of Hubris wrote:
I've been reading a buddy's Blood of the Coven, and it's where we got the idea initially to do this. There is a Hag Crone deity that makes you function as Hag for the sake of a Coven as well.

Would you mind telling me who this Goddess is? It would be a real boon to my Character!

I have no knowledge of image generators, I am more of an image scavenger myself. However, I would recommend ArtStation or even Pixabay with a thorough search; note that Artstation has some incredible work, whilst Pixabay's selling point is being pretty exclusively CC0! Here are a few samples with a quick couple of searches, (in no particular order) :

I hope this helps a little!

I do not play in P.F.S. so apologies in advance for any mistakes!

If you want to avoid spending a Feat/9 Levels of Barbarian(Titan Mauler) on Martial Weapon Proficiency for the Scythe, you can purchase an Opalescent White Pyramid Ioun Stone (Flawed/Standard) to negate the -4 non-Proficiency Penalty. Using an Inappropriately Sized Weapon inflicts a -2 Penalty on Attack Rolls per difference in Size Category, so you may want to purchase a Shining Wayfinder or Smuggler's Wayfinder for 2 000gp, (I was surprised to find out that a standard Wayfinder is not P.F.S. legal). Combining one of these Wayfinders with the Opalescent White Pyramid will grant Weapon Focus as a Resonance Effect, now effectively reducing the Attack Roll Penalty to -1, (assuming that you only go up one Size Category). This opens up Bloodrager as a viable Full B.A.B. Class, which handily has access to [3] Haste from Bloodrager 10; it also offers some [1] Spells that are pretty anime-style (x) (x) (x) (x), bestial (x) (x) (x) or simply Weapon orientated (x) (x) (x) (x) (x) (x) (x), from Bloodrager 4.

Purely for the anime aesthetic, later on you may want to purchase a 10 000gp Weapon Tattoo so as to "summon" your main/secret Weapon without Casting a Spell - this can be surprising, help out if your current Weapon is sundered, hide your Weapon when you are not supposed to bring one; etc. Additionally, you could also double-down on the bestial traits with a 12 000gp Animal Totem Tattoo. (It is a shame that Crafting Feats like Inscribe Magical Tattoo are not legal for P.C.s.)

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