Farzam Khorsheed

Bazaar Trader's page

33 posts. Alias of D. D..



Scarab Sages

This feat is a feat meant to improve the Eldritch Poisoner (alchemist) archetype. There are currently two variations. Reason being that one is slower and more feat intensive. While the second version is meant to give an alchemist full access with a single feat investment. As this gives control to the GM to include either in their game if they want their player to have access to say Celestial Poisons discovery that can also be applied to arcanotoxin.

Improved Arcanotoxin (version 1)
Not satisfied with the limitations of his arcanotoxin, the eldritch poisoner works tirelessly to improve his arcanotoxin into something more potent.
Prequisite: Arcanotoxin class feature.
Effect: Select one known alchemist discovery that affects poisons. That discovery can be applied normally to arcanotoxin.

Normal: Alchemist discoveries that affect mundane poisons do not apply to an arcanotoxin.

Special: This feat can be taken multiple times.

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Improved Arcanotoxin (version 2)
Not satisfied with the limitations of his arcanotoxin, the eldritch poisoner works tirelessly to improve his arcanotoxin into something more potent.
Prequisite: Arcanotoxin class feature, Craft (Alchemy) 5 ranks
Effect: All alchemist discoveries that affect poisons can be applied normally to arcanotoxin.

Normal: Alchemist discoveries that affect mundane poisons do not apply to an arcanotoxin.

Special: This feat can be taken multiple times.

Scarab Sages

I just was catching up with the books a few days ago because of a hiatus and noticed that Occult Mysteries had Secret Societys to join. It would be nice to know if they are legal or not as I have my eye on one of them.


4 people marked this as FAQ candidate.
Shaman wrote:

Evil Eye (Su): The shaman causes doubt to creep into the mind of a foe within 30 feet that she can see. The target takes a –2 penalty on one of the following (shaman's choice): ability checks, AC, attack rolls, saving throws, or skill checks. This hex lasts a number of rounds equal to 3 + the shaman's Wisdom modifier. A successful Will saving throw reduces this to just 1 round.

At 8th level, the penalty increases to –4.

Witch wrote:

Evil Eye (Su): The target takes a –2 penalty on one of the following (witch’s choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witch’s Intelligence modifier. A Will save reduces this to just 1 round.

This is a mind-affecting effect. At 8th level the penalty increases to –4.

I also mined the forums. So its not like this exact same question hasn't been asked before and marked as a FAQ candidate.

EDIT: Similar questions about the Shaman's Evil Eye being mind-affecting or not haven't been answered by the FAQ.

Scarab Sages

I have a player that plans on going as a "Verdant Caller" Summoner (Heroes of the Wild, player companion) which basically is a summoner who gets a plant for an Eidolon. My player wants to have a second plant, companion or familiar.

In terms of which is more favorable for a plant-themed character, which of the following options below is better as a 1-level dip when going druid?

Treesinger: Plant Companion which functions mostly like an Animal Companion.

Leshy Warden: Plant-based Familiar in the form of a Leshy

Both are archetype options for Druid. Both replace/alter Nature Bond, Wildshape, Wild Empathy.

Meaning you can't stack the archetypes without some wonky house ruling.

Scarab Sages

I wanted to make faux-caster rogue and was wondering if there was anyway to make it so the wand could be hidden and needed a perception check to notice it while it was being used by the holder.


So lets say I have character. This character is Alchemist 7 / Living Monolith 3. The alchemist has the discovery "Preserve Internal Organs" and the living monolith feature "Fortified Flesh".

Are these two different in how they function or do they function the same and thus no stacking? I am just slightly confused on the wording and am leaning towards "they function the same and thus no stacking".

Fortified Flesh wrote:
At 3rd level, the flesh of a living monolith takes on the hardness of stone. A living monolith gains DR 1/— and 10% immunity to critical hits and sneak attacks (as if wearing fortification armor).
Preserve Organs wrote:

Benefit: The alchemist learns how to preserve and protect his vital organs, reducing the chance of a mortal wound. When a critical hit or sneak attack is scored on the alchemist, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.

Special: This does not stack with similar abilities that negate critical hits and sneak attacks (such as fortification armor). An alchemist can take this discovery up to three times; the effects stack, increasing this chance to 50% and then 75%.

The Exchange

Like the title states, is a pacifist shaman possible? I'm not a new player to dungeons and dragons or pathfinder for that matter as combat is a very common occurence, though I rarely see the character that is the pacifist yet is still valuable to the team.

Below in the spoiler is the character reasoning for why she is a pacifist.

Spoiler:
Vaidya has no qualms with killing the undead with positive energy. The undead to her are not the "vile abomination" as other healers would say. The undead are merely husks without souls. They may look like loved ones, but they are not what people knew. Even the intelligent undead who have the memories are merely husks with memories. For they all have one thing in common, they lack the spirit they are born with.

Living creatures on the other hand she doesn't want to harm them, much less kill them. Even if the living enemy in question is trying to kill her, she will not try to kill.

She believes that it is simply not her place to cast judgment upon the guilty or to take the life of another. For there are people whose place it is to do such things.

It is the executioner's place to kill the guilty. It is the judge's place to deem who is guilty and who is innocent of the crimes. It is the farmer's job feed those around him by raising the livestock and grow the crops.

Her place is to be the healer of the sick and wounded. Her place is also to pass down the stories of her people and the traditions they held. Her place is to understand the oddities in the world and inform those around her.

The way she sees it, killing the living when it is not her place to do so is to anger the very Loa aka Spirits. Not that the skies would darken and a fireball comes from the sky to smite her for being wicked. The Loa would display their anger through nature itself. Like a panther attacking her in the dead of night when normally the panther wouldn't have come close to her and her entourage to begin with and would normally have sought easier pray.

She is not afraid of dying as she was taught her spirit will become one with the land again.

Even though she acknowledges herself as a pacifist, she does not consider herself a coward; she sees herself as brave. A coward would stay in their comfort zone and let the pleas and cries of the sick and wounded fall on deaf ears for the coward would consider it not their problem.

I have an outline of the starting character below which is the alias I am using for this post.

Spoiler:
Vaidya, Bringer of Medicine
NG Ulfen Female Human Shaman (Witch Doctor) 1

STR: 13
DEX: 14 (12 + 2 human racial)
CON: 13
INT: 14
WIS: 14
CHA: 14 (12 + 2 human racial)

Favored class: Shaman
FCB: +1 skill point.

Languages: Common, Skald, Hallit, Polygot

Skills with ranks: Acrobatics, Heal, Survival, Knowledge (Nature), Knowledge (Planes), Knowledge (Religion), Perform (Oratory/Storytelling).

Spirit: Life

Feat: Cut Your Losses

Traits: Sacred Touch, Savant (Perform: Oratory)

I am wondering if there is any feats or traits like Cut Your Losses that can make me more helpful to the party.

I am also curious if anyone has any advice when it comes to roleplaying a pacifist.