Feral Hunter

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Organized Play Member. 41 posts (64 including aliases). No reviews. No lists. No wishlists. 1 Organized Play character.


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Diego Rossi wrote:


You can enchant it with powers from most of the Wondrous items, but none of the weapon powers (unless they are appropriate for holy symbols).

I see your point, but what does this mean exactly? I have never seen specific enchantments for holy symbols....

Also about the weapon needing to be magical already: would that maybe be solved by making it a Channel Focus weapon before it becomes a Bonded Holy Symbol?


The Ecclesitheurge archetype gets a Bonded Holy Symbol:

Quote:


Bonded Holy Symbol (Su)
At 3rd level, an ecclesitheurge forms a powerful bond with a holy symbol of his deity, which functions identically to a wizard’s bonded object except it can be used to cast cleric and domain spells (instead of wizard spells) and the ecclesitheurge can grant his bonded holy symbol only magic abilities appropriate for a holy symbol or a neck slot item. As with a wizard’s bonded item, an ecclesitheurge can add additional magic abilities to his bonded holy symbol as if he had the required item creation feat (typically Craft Wondrous Item), provided he meets the feat’s level prerequisites. For example, an ecclesitheurge with a bonded holy symbol who wants to add a wondrous amulet ability, like amulet of natural armor, to his bonded holy symbol must be at least 3rd level to do so. The magic properties of a bonded holy symbol, including any magic abilities the ecclesitheurge added to the object, function for only the ecclesitheurge. If a bonded holy symbol’s owner dies or the item is replaced, the object loses all enhancements the ecclesitheurge added using this ability.

This ability replaces the increase to channel energy gained at 3rd level.

If I were to find someone that could make my weapon into a Reliquary Holy Symbol, can I then use Craft Magic Arms and Armor to enchant my Bonded Holy Symbol?

I am hoping to take a few crafting feats anyway, but not all at low levels. This would really help in the lower levels.


Cheers you all, makes sense to limit items like this I guess.


I am not sure if I am asking for anything, just wondering why this does not exist?

I mean, from an IC perspective it seems like this would be a no-brainer.

Is there a balance reason not to do this?


A regular Handy Haversack costs 2000gp and gives you 12 cubic feet of storage or 120 pounds in weight. A lower level item with similar qualities as one side-pouch would be super useful, it would hold two cubic feet and max 20 pounds, interior size is the same as a regular backpack.

I imagine this item as Belt or Bandolier that has one or maybe two leather pouches on the side, with one or two extra-dimensional spaces. If we simply divide by 10 it would cost 200 to buy and 100 to create. Well within reason for any adventurer just starting out (lvl 2-3).

Can you imagine being in a fight or crawling through a dungeon with 20 plus pounds strapped to your back? That's exhausting!

Why is this not a thing? The rules of Supply and Demand almost require such an item to exist.


Cheers, I didn't really doubt it as the text is pretty clear. Unlike some other abilities.

I like the fortuitous weapon quality but I am looking to make a whip wielding Mortal Usher. It has a lot of cool s*!@ going on that would work well with the character concept I have in mind. Mainly the fact that it can create a whip out of its clothing with up to 10 points in different enhancement bonuses/weapon qualities. Fortuitous is not on the list though :(
Maybe have that 'class' whip for regular attacks and switch to another when my turn is over? I will have one hand free anyway...

I will finalize the build soon and post it.


Lets say I find a way to make an enemy shaken, say using Intimidate and the Rake Rogue archetype.

Does Shatter Defences then allow me to make Sneak Attacks on my Attacks of Opportunity? It says '

I would have Combat Reflexes.


I think I might have found a way for this to work but it means dropping Sap Master, Sense Vitals and Halfling Revenge, which means it might be more advantageous to take straight rogue instead of Alchemist. And to be clear, I mean the combo of Snap Shot and Underhanded. Losing all those SA dice would hurt but at least I found a way that this might work:

Warlock Vigilante gives an ability called Mystic Bolts:

Quote:


Mystic Bolts
A warlock can sling projectiles of magical energy at will by shooting a bolt or touching her foe. A melee mystic bolt requires the target to be within reach, and a ranged mystic bolt is a ranged attack with a range of 30 feet. A mystic bolt deals 1d6 points of damage plus 1 for every 4 vigilante levels the warlock has.

The warlock must choose one type of damage for her mystic bolt: acid, cold, electricity, or fire. Attacking with a mystic bolt takes the place of one of the warlock’s normal attacks, and she can make a full attack using mystic bolts. The warlock vigilante attacks with mystic bolts as though they were light one-handed weapons, and the bolts can be used for two-weapon fighting (with each hand creating one mystic bolt) and feats and abilities that apply to weapon attacks (unless they’re excluded from that feat, such as with Power Attack). Weapon Focus (ray) doesn’t apply to mystic bolts, but a warlock can take Weapon Focus (mystic bolt) and apply it to both melee and ranged mystic bolts.

Creating a mystic bolt requires the hand to be free, but the bolt appears only briefly, so a warlock using mystic bolts has a free hand any time she isn’t attacking with a mystic bolt.

The warlock threatens with a mystic bolt, but only if she has a hand free. Because mystic bolts are impermanent, a spell that targets a single weapon (like magic weapon) can’t affect it, nor can a mystic bolt be made with magic weapon special abilities. Abilities that affect all weapon attacks the warlock makes, such as the arcane striker warlock talent, function with mystic bolts.

At 7th level and every 6 vigilante levels thereafter, the warlock chooses another damage type from the list above. Each time she creates a mystic bolt, she can have it use any one of the damage types she has selected.

This ability replaces vigilante specialization.

Piercing Bolts (Ex)
At 3rd level, the warlock can choose one mystic bolt per round to be a touch attack. This turns a melee mystic bolt into a melee touch attack or a ranged mystic bolt into a ranged touch attack. At 5th level, the warlock can treat all of her mystic bolts as touch attacks.

This ability replaces unshakable.

Emphasis mine.

I mean, it is not concealed through Sleight of Hand but I find it hard to believe any GM would not allow this to work in tandem with Underhanded.


For several reasons I would like a character I am working on to have two levels of Vigilante. Warlock gives access to the Wizard spell list, Cabalist to the Witch. I am mostly taking vigilante for RP reasons but the added benefit is that I could use wands and scrolls of either spell list without having to roll UMD.

Forgetting about Save or Suck/AoE for now and focusing only on utility, which spell list works better?


@Ryze:

Yeah, Hellcat Pounce was on the short list. But I am quite feat starved already, wanting to get some nice crafting/alchemy related feats as well... And yes, in my current iteration of this characcter I have dropped the obediences.

@Name Violation: Hahahah, I LIKE it! :D I haven't really looked at the Simulacrum feats/spells yet, but I'll give it a look. They would be a little underpowered if not fully equipped though... Right?

@Scott: So yeah, about flat-footed. I have actually found quite a few different ways of getting the flatfooted condition. Different feats, items and abilities. But the best one is what led me to changing the build on this character: Sloth's Bite. A poison with a decent DC that makes the target Flatfooted!

Other options:

The second best one? An adition to your shield that lets you do a trip maneuver, which forces the opponent to be FF for a whole round.
https://www.aonprd.com/EquipmentMiscDisplay.aspx?ItemName=Shield%20boss%20( reinforcing%20boss)

Feats:

Surprise Attack (Ex) (PRPG Core Rulebook pg. 69): During the surprise round, opponents are always considered flat-footed to a rogue with this ability, even if they have already acted.

Distracting Attack (Ex) (Advanced Player's Guide pg. 1): A rogue with this talent can make sneak attacks with subtle flourishes that disorient and distract her enemy. When she hits a creature with a melee attack that deals sneak attack damage, she can forgo the additional damage to cause the creature to become flat-footed against one target of her choosing until the beginning of her next turn. The rogue cannot designate herself as the creature gaining the benefit of this talent. Creatures with uncanny dodge are immune to distracting attack.

Stealth Stunt (Ex) (Inner Sea Combat pg. 16): When benefiting from concealment, a rogue with this talent can forgo an attack of opportunity to attempt a Stealth check against the provoking opponent’s CMD. Success allows the rogue to treat her opponent as flat-footed against the rogue’s first melee attack before the end of her next turn. Using this ability does not count against the rogue’s available attacks of opportunity for the round. A rogue must be trained in Stealth to select this talent.

Items:
https://www.aonprd.com/MagicWeaponsDisplay.aspx?ItemName=Obliviating
https://www.aonprd.com/MagicWondrousDisplay.aspx?FinalName=Groundbreaker%20 Cloak
https://www.aonprd.com/MagicWondrousDisplay.aspx?FinalName=Horn%20of%20Batt le%20Clarity
https://www.aonprd.com/MagicWondrousDisplay.aspx?FinalName=Rime-Stride%20Bo ots
https://www.aonprd.com/MagicWondrousDisplay.aspx?FinalName=Stag%27s%20Helm

There was tons more to search through in the Nethys but I got absorbed in re-designing this character as a poisoner.


Wow, and the responses keep pouring in! :D So maybe I should explain my thought train a bit more with this character. I should have said this more clearly in the beginning but

1st) starting off he would just be a vivisectionist alchemist with an interest in crafting alchemical items. Yes he is focused on his craft, but he is not open to torture or anything like that. Maybe taking apart the bodies 'For Science!' like PossibleCabbage suggested. As the levels progress, this would turn into an obsession with how the body works and due to his 'research', alignment change.

2nd) This character would definitely be smart enough to understand he needs to keep his darker dealings hidden. Even performing vivisection on a living insect, frog or rat is considered horrible practice by some, and he would know that.

3rd) I understood from the beginning that this might be a borderline case, which is why I was looking for feedback. I am currently seeing how I can keep the same flavor but change it so that he doesn't enter into any evil stuff. The safest route I have found is through Vivisectionist / Toxicant. No obediences, no torturing, but an unhealthy interest in how poisons work. He might still claim the dead bodies and cause some fuss, but stay away from any demonic / torture stuff. I originally went with CN because I see that alignment as the quintessential 'I carve my own path, regardless of what others think'. But maybe True Neutral would fit much better, especially because like someone mentioned: the scientific method requires dedication and precision. Which are not exactly chaotic qualities..

4th) As I saw the character concept originally he would see the 'torture a creature to death every day' as part and parcel of scientific discovery. You know, 'vivisectionist' loosely translated means 'cuts into living things'. But now that I have discussed this a bit with you all it is obvious there is no two ways about this: Taking that obedience is an evil act and he would know that from the first time it was required of him. Thanks for the opportunity to sharpen my thoughts on this!


For extra cheese I could go Ratfolk and take Leadership, hope my DM lets me take a Ratfolk follower with the Slayer class, the Distracting Attack and a Seven-branched Sword for good measure :)

Ratfolk because we could flank if we both occupy the same square.


avr wrote:
Re snap shot - you get one attack before any other actions take place. Just an attack roll, not a free, swift or other action; if the weapon isn't ready it doesn't happen.

Woops. I see what you mean now. You are right, Snap Shot only allows a single ranged attack. Dang it, this will have to work without Snap Shot then. That forces me to go Dex based though, for the initiative bonus. Oh well.


PRD on Surprise Round wrote:
The Surprise Round: If some but not all of the combatants are aware of their opponents, a surprise round happens before regular rounds begin. In initiative order (highest to lowest), combatants who started the battle aware of their opponents each take a standard or move action during the surprise round. You can also take free actions during the surprise round. If no one or everyone is surprised, no surprise round occurs.
PRD on Swift Actions wrote:


Swift Actions:
A swift action consumes a very small amount of time, but represents a larger expenditure of effort than a free action. You can perform one swift action per turn without affecting your ability to perform other actions. In that regard, a swift action is like a free action. You can, however, perform only one single swift action per turn, regardless of what other actions you take. You can take a swift action anytime you would normally be allowed to take a free action. Swift actions usually involve spellcasting, activating a feat, or the activation of magic items.

Emphasis mine. I believe that means you can use the springloaded wrist sheath.

@Derklord: I agree that a normal sized Throwing hammer is probably not possible... Maybe a tiny one or something else? Blunt tipped throwing arrows maybe? It would also allow 5 of them.

I have also thought of the following: Hide a blunt throwing weapon into a teddybear using sleight of hand. With a little creativity you could make the argument that it is now a saplike throwing weapon. Or at least a concealed weapon that can act as a sap. Plus bonus points for throwing your teddy bead in combat :P

And I thought a Sting attack was secondary? In my thinking the 6 snake heads trumps 6 sligthly stronger attacks, especially because the snake heads have 10 foot reach, which would allow for more maneuverability.


This is in response to @avr in the thread mentioned above:

avr wrote:

Underhanded looks better than it is because getting the actions required to draw a concealed weapon during the surprise round isn't easy - you need the quick draw feat (which you don't have until level 15) and also a means of getting a move action during the surprise round like sandals of quick reaction. And you need to invest in the sleight of hand skill to conceal a weapon. On top of all that you need a bit of charisma, which will cost on an int-based alchemist who uses at least two of the physical stats too, and who probably isn't dumping wis.

Yeah, you are right about being quite MAD... This was a concern for me as well.

As for drawing a concealed weapon I was thinking to use the Springloaded Wrist Sheath, which would allow me to draw a Throwing hammer as a Swift action. I believe it should work as a swift action is allowed whenever a free action is allowed, and the surprise round allows for free actions.
Quote:


Snap shot requires you to have a weapon out and ready, underhanded requires you to have a weapon concealed. You can't use these with the same weapon. I guess it works with one weapon in hand with which you use snap shot, one concealed to make the attack with underhanded.

I don't see that first requirement you mention anywhere in the wording of Snap Shot... Could you help me out?

Quote:


You can't get craft wondrous items before master craftsman unless you're a spellcaster, unless you get the spell knowledge discovery - which you're not eligible for until alchemist level 4/character level 6.

Thanks, I'll work on that.

Quote:

As to whether I'd allow this concept, it depends on the game. I can't say more than that sorry. You'll need to talk to your GM.

There are a number of ways of making an enemy flat-footed, but they aren't easy one way or another. e.g. the shatter defences feat, or the distracting attack rogue talent.

Flat-footed status goes away when they get to act and you only get one round of surprise. Separately, greater invisibility will deny dex bonus (not make the enemy flat-footed) against all attacks in a full attack.

Cheers, I will look at the rogue talent especially. I know its hard to get FF status.....


Hi there,

Yesterday I made a post about a mad scientist kind of character I discuss here. Though the RP is still in the works, I would like to discuss these mechanics in more detail. Because I don't really understand them.

The build:
Rogue 2 / Vigilante 2 / Vivisectionist 16
** is unsure
Feats:
1 Sap Adept
2 Rogue Talent: Underhanded
3 **Craft Wondrous Items
5 **Master Craftsman
7 Sap Master (This and the previous could be switched for earlier combat effectiveness)
9 Fiendish Obedience
10 Vigilante Social Talent: Always Prepared (Ex) (To be extra useful to my party)
11 ** Fleshwarper - Vigilante Talent: Sure-Footed (full speed acrobatics and stealth, but I'm unsure if I should even take this level)
13 Diverse Obedience (For +2 HD and the ability to take Evangelist boons)
15 **Quick Draw (He will be using different kinds of (thrown) weapons and chugging potions)
17 **Extra Rogue Talent: Snap Shot
19 ??

I am thinking to go Str with this little guy. I plan on being in melee, after level 9 I will be able to cast my first Monstrous Physique spell, which I will use to get useful combat forms. Like the Eurayle with her 6 Bite attacks. Belt of Mighty Hurling would allow me to throw stuff. My low BAB will be patched up by Mutagens, my own magic items and size increases. I can craft my own Amulet of Might Fists with Merciful, which will allow me to be in my combat form and still use Sap Master if I can get my targets flatfooted.

So yeah I have a few questions:


1) I don't really know what I am doing with the feats or their order. Any ideas?

SA details:

I don't want combat feats that lock me into one attack form because of Monstrous Physique. I could be over specializing on that surprise round. But Underhanded in combination with Sap Master and Snap Shot is just too good to be true!
If I know the fight is coming I will end up having 23d6 SA dice, so 46d6 maximized = 264 + 46 (Sap Adept) = 310 Nonlethal damage in one shot. Just from SA damage (Sense Vitals and Halfling Vengeance + 2d6 from my deity).

3) Any other reliable ways to get enemies flatfooted (NOT denied their dex)? I am thinking maybe Grease?

Last question:
Andirifkhu gives a boon that allows me to sneak attack without my target becoming aware of me.

Full text:
2: Subtle Razor (Ex) You gain sneak attack +2d6; this stacks with any sneak attack damage you can already deal from class levels and other sources. In addition, whenever you deal sneak attack damage, you can have all damage dealt by the attack become nonlethal damage. If you deal nonlethal damage this way to a creature that is unaware of your presence, the creature is unaware it has been attacked or has taken damage (instead experiencing a sense of unexplained weariness or weakness).[/b]


4) If I use Imp Invis, could I sneak attack on a full attack without them ever becoming aware of me? Should they remain unaware, are they be flatfooted into the first round, giving me the opportunity to full attack with Sap Master?


I am thinking to split this topic into two, one about the alignment discussion and one about the character build. Because most of the posts in this thread are about the alignment, let me respond on the RP aspect of this character. Which is what caused me to write up this post in the first place:

Thanks for all the replies everyone! It is very much appreciated. I guess I should have expected that there would be some pushback on this concept, especially with the torturing and all that ;)

I like the idea of exploring 'grey' areas and moral dilemmas, and the concept of scientific discovery past all moral boundaries both intrigues and scares me. If we speak about modern day I am not only thinking about the Monsanto's of the world, taking over the food supply, but also the relatively new science of Biohacking using Crispr. Where people tinker with their own genome, or the genome of animals in their basement or garage.

As far as this character being of Evil alignment I would say that I had in mind to make it a kind of progression. Start off on the neutral side and as his discoveries and grafting take him into darker territories, shift his alignment over to evil. Fleshwarper has the outright requirement to be evil, so there is that. I wasn't under any illusion that the obedience wouldn't turn me evil. I also want to clear up that I didn't want to RP him as a split personality, but rather one public and one hidden personality. With the hidden personality doing what it does outside of the general table roleplaying. I guess I should have been much more clear on that.
I was mainly just hoping for some feedback on whether people would allow this at their table. I don't have a group to play with at this time and am just thinking up different kinds of characters, which I enjoy a lot and Pathfinder offers a perfect platform for.

I am now thinking that instead of taking him into this fleshgrafter/obedience direction I could make him a Vivisectionist / Homonuculist. Perhaps with the Promethean Disciple discovery as well. This would allow him to stay out of any evil territory, without changing the RP angle.

Your thoughts?

I will now edit out the character build parts and start a new thread. After that I will try to respond to people directly.

EDIT: Hmmm, I can't seem to edit the original post. I will just make a new thread then.


Hi there,

I have a character concept I am working on and I am looking for some input.

The idea is to make a mad scientist, either a kobold or a ratfolk. He'd have two lives and be on the move constantly, carrying his alchemical lab inside a portable hole, wherever he goes. His main aim in life is to explore and expand the limits of the body, through grafts, magic items and alchemy. He has two completely separate identities. One for every day social life and one where he shows off his rather gruesome trade. I would RP him as obsessed with learning, at all costs but with no moral conviction to do this for good or evil, just for the advancement of his science. In the long term he would take the Fiendish Obedience feat, with Andirifkhu as his deity. She has an obedience that requires him to torture a living creature to death, this fits in nicely with his research as a Vivisectionist and gives an especially useful second boon.

Fluff:

On the ground before you is a metal circle, in the middle of this circle you see the face of a dragon carved into the metal plate. Its mouth is open and a dim light is shining through. Shigran hands you a potion and says, "If you are serious about getting this new arm, you are going to have to drink this." He grins at you as you drink the potion. Your body feels a bit weird and you shrink to his height.
"Alright then, follow me!" he says, and drinks a potion of his own. As he does so his body seems to become a little looser and flabby. His light brown Kobold scales seem to be made out of jello and he sits himself down in front of the dragon image mouth. "I find it easier to go feet first, but its up to you really." He sticks one leg in, and then the next, and without much effort at all seems to squeeze his whole body through a hole that it was never meant to fit. As you follow him through your body seems to ripple a bit as it forms and reforms to fit a hole no larger than half a dinner plate.
Once inside you are stunned to find a very small circular room, it is 6 feet in diameter and 4,5 feet high, if you were still medium sized you would have to stoop to stand. All the way along the circular wall are floor to ceiling book cases, filled with books, alchemical ingredients, bits of scrap paper and half-finished drawings. In front of these book cases, at ground level, is a circle of work tables, filled with vials, stills, other alchemical apparatus. There are glass pots filled with eye-balls and others with what seem to be pickled hands. In the center of room there is enough space for a medium sized person to lie down. Different light sources, clamps, tubes and pumps hang down from the ceiling.
But perhaps the most astounding thing is that everything is tiny sized. Just as you remark the size of these work benches and tools, does Shigran walk back up from what seems to be a basement level. He has shrunk in size as well! From his normal kobold self to the height of a small cat. In fact a cat could almost serve him for a mount right now. He skitter towards you and says "Aaah yes, there you are... Please take a seat!" And motions for a small sized stool that seems to also be a tiny sized dining table.
He keeps on running from one side of the room to the other as he gathers some things and says: "So before when we spoke, you mentioned that you want to get yourself a new arm. I have all sorts stored away, some are perfectly legal, others... hrmm... maybe not so much. I could regrow your old arm or replace it with something new. Maybe something a bit stronger like a lizardfolk? Or perhaps something with a bit more spice, like a demon? It all depends on what you want to do with it after we finish really. So, any ideas?"

----

I can give more details on this alchemical lab, but I want to focus on the character for now.

----
The build:
Rogue 2 / Vigilante 2 / Vivisectionist 16
** is unsure
Feats:
1 Sap Adept
2 Rogue Talent: Underhanded
3 **Craft Wondrous Items
5 **Master Craftsman
7 Sap Master (This and the previous could be switched for earlier combat effectiveness)
9 Fiendish Obedience
10 Vigilante Social Talent: Always Prepared (Ex) (To be extra useful to my party)
11 ** Fleshwarper - Vigilante Talent: Sure-Footed (full speed acrobatics and stealth, but I'm unsure if I should even take this level)
13 Diverse Obedience (For +2 HD and the ability to take Evangelist boons)
15 **Quick Draw (He will be using different kinds of (thrown) weapons and chugging potions)
17 **Extra Rogue Talent: Snap Shot
19 ??

I am thinking to go Str with this little guy. I plan on being in melee, after level 9 I will be able to cast my first Monstrous Physique spell, which I will use to get useful combat forms. Belt of Mighty Hurling would allow me to throw stuff. My low BAB will be fixed by Mutagens, my own magic items and size increases. I can craft my own Amulet of Might Fists with Merciful, which will allow me to be in my combat form and still use Sap Master if I can get my targets flatfooted.

So yeah I have a few questions:

1) If you were my DM, would you allow me to play such a character? Good party rogue/striker, possible Party Face and buff specialist by day (CG). Near-evil scientist by trade at night (CN, moving towards CE. Mostly for RP reasons).
2) I don't really know what I am doing with the feats or their order. I don't want combat feats that lock me into one attack form because of Monstrous Physique. I could be over specializing on that surprise round.

SA details:
But Underhanded in combination with Sap Master and Snap Shot is just too good to be true!
If I know the fight is coming I will end up having 23d6 SA dice, so 46d6 maximised = 264 + 46 (Sap Adept) = 310 Nonlethal damage in one shot. Just from SA damage (Sense Vitals and Halfling Vengeance + 2d6 from my deity).

3) Any other reliable ways to get enemies flatfooted (NOT denied their dex)? I am thinking maybe Grease?

Last question:
Andirifkhu gives a boon that allows me to sneak attack without my target becoming aware of me.

Full text:
2: Subtle Razor (Ex) You gain sneak attack +2d6; this stacks with any sneak attack damage you can already deal from class levels and other sources. In addition, whenever you deal sneak attack damage, you can have all damage dealt by the attack become nonlethal damage. If you deal nonlethal damage this way to a creature that is unaware of your presence, the creature is unaware it has been attacked or has taken damage (instead experiencing a sense of unexplained weariness or weakness).[/b]


4) If my targets never become aware of me (stealth or imp invis combined with this boon), would that mean their flat-footed status never goes away? Or does it end when they first get to act? If I use Imp Invis, could I sneak attack on a full attack without them even becoming aware of me?

Kind regards,
Bram


Wow, that went way further than I thought. If I can surmise: if an attack is mentioned both in the stat block AND as a special ability, don't assume anything and speak with your GM.

So for instance the Euryale has its six bite attacks mixed up in an Ex ability. This would mean you don't automatically get those attacks using MP1.

Right?


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Hahaha yeah I guess that would be a bit weird. A black market for component material monstrous body parts comes to mind. So one slain Deathsnatcher is cut up into a thousand tiny pieces to serve as Material Components.

And nice to know that at least RAW it should work.

What about the Euryale, do I get the six bite attacks? Because those are mixed up in a Extraordinary ability...


So yeah, I have posted about this character before in the past few days but I am working on a character with the ability to cast both MP1 and Enlarge Person.

If I am medium sized and I change into a medium size Deathsnatcher, can I then become a Large Deathsnatcher through Enlarge Person?

I am aware that sizes from polymorph spells don't stack. But this is slightly different....


Also, I found this shape which will give me 20 ft reach at level 5 and allows me to stick to sword and board. I only really need the reach for AoO anyway as my Standard Actions will be taken up by casting.
https://www.d20pfsrd.com/bestiary/monster-listings/monstrous-humanoids/roku rokubi


Thanks for the elaborate answers everyone. It seems like an item is right out because by the time I could afford it I will have access to spells that give me reach and lots of other goodies.

I am talking about making a CN Cleric of Baphomet, who grants his followers all of the Monstrous Physique spells.

I guess potions will be the way during the early levels.


Hi there,

I am wondering if I could cast Longarm on myself after casting Monstrous Physique?

The first one is just a plain Transmutation spell, whilst the second has the Transmutation [Polymorph] subtitle. I believe that means they can be used at the same time right? Same as Stone Fist for instance. Only Polymorph spells cancel each other out?

Also, how much would a magic item of Longarm cost? Maybe like continuous Bracers of Longarm. I come to 2000gp if I use this calculation: 1 (spell level) x 1 (caster level) x 2000 (use-activated / continuous item).

To say 'that seems a bit low for what it does' is the understatement of the century. Any idea how this could be priced?

Kind regards,
Bram


Name Violation wrote:
what about the spear dancing line of feats? will those help the idea?

As a reach cleric I am gonna be quite starved for feats, two-weapon fighting chain is not gonna work unfortunately. Also, most of my attacks should be happening through my AoO anyway, so TWF doesn't help there.


Quixote wrote:
zza ni wrote:
idk he didn't point out to his other given abilities beside the glaive...
Bram Hart wrote:
I chose Baphomet for flavor but also because he gives his Cleric followers every single Monstrous Physique spell available and has some cool Boons...
To the OP, I'm not sure I understand. What was your plan with Bladed Brush, exactly? The strategy you outlined world just fine without it.

I was going to invest quite a bit into that Glaive, using Holy Vindicator and some feats to make it sing. It would have been nice if I could use it to threaten the squares around me through this feat, but alas...


I was really wrecking my brain over how this would work.. turns out it doesn't!

Thanks for clearing this up folks!


In the Cleric guide by RPGBOT it says that you can combine Ecclistheurge and Seperatist. But they both alter the cleric's domain ability. How does this work? Could I for instance make a Varisian Pilgrim that is also an Ecclistheurge? Or a Theologian?


Argh. Why does PFSRD differ from Nethys? Baphomet has the Glaive as his favored weapon so I thought I was golden...

Edit: Never mind. PFSRD just doesn't give the full info. I get it now.


Bladed Brush description wrote:

Note: This is associated with a specific deity.

You know how to balance a polearm perfectly, striking with artful, yet deadly precision.

Prerequisite(s): Weapon Focus (glaive), must be a worshiper of the associated deity.

Benefit(s): You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a glaive sized for you, even though it isn’t a light weapon. When wielding a glaive, you can treat it as a one-handed piercing or slashing melee weapon and as if you were not making attacks with your off-hand for all feats and class abilities that require such a weapon (such as a duelist’s or swashbuckler’s precise strike).

As a move action, you can shorten your grip on the glaive, treating it as though it lacked the reach weapon property. You can adjust your grip to grant the weapon the reach property as a move action.

Emphasis mine.

So yeah. I'm working on a Reach Cleric of Baphomet and would like to use the Glaive, as its Baphomet's favored weapon. I found this feat, which seems like a great fit but I don't know if I could use it as a Str. based melee. It seems to me like it would.

I chose Baphomet for flavor but also because he gives his Cleric followers every single Monstrous Physique spell available and has some cool Boons. My aim is to cast my Monstrous Physique spell, get into position and either melee attack or cast and wait for AoO. Although most forms I am looking at have some kind of gore or bite, it would be pretty cool to use the Glaive to threaten if need be.

Kind regards,
Bram


I hope to have the experience of two Velociraptors on the prowl ^_^

Derklord, I would appreciate your input on my Shapechanging Cleric.


I guess Soulswitch doesnt work with an Animal Companion eh? it only mentions familiars. That would've made this build even more sick!!
I wonder why most classes get this apell though?

https://www.d20pfsrd.com/magic/all-spells/s/soulswitch


Aaah that makes more sense! Otherwise you'd get Beastshape II for hours a day instead of minutes....


avr wrote:

Checking now, mystic past life only uses the singular for the class you're adding the spells from. I've heard of it being just one class from others. Anyway hunter covers druid spells to L6 and ranger spells which should cover much of what you're interested in.

Yes I see what you mean now... and i checked out the Hunter class. Indeed it seems like a perfect fit.

Quote:

Jumping is not that big a deal. Even if you get +50 to dodge, rolling a 10 for a total of 60, that lets you high jump 60/4=15 feet. Compared to flight (including air walk) or climbing this is not very useful.

I was thinking more of how to get the flavor of a Raptor's pounce right. But you are correct that i shouldnt waste a one of my spells on that.

Quote:


Rods may be really tricky to get out and use when you're a velociraptor. Like other equipment they'll merge in to your body when you polymorph into an animal (which renders it useless), and even if you drop it before the polymorph you then have to pick up a 5 pound metal rod up with your foot to use it. It'd work IMO but it could reasonably add another round to cast each spell.

I dont know. I guess i will leave that part of the build open for now.

Quote:


GMF isn't necessary, OK. (Mass) Feather step might be handy if you're landbound and has a long enough duration to cast ahead of combat/polymorphing.

Eccli allows me to make my own magical Holy Symbol as if i had an item creation feat. I was thinking to make an Amulet of Mighty Strikes, in which case GMF is gonna come in handy. And yeah Feather Step seems like it might work well with this build.


I just noticed I wrote familiar instead of animal companion...


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Hi there,

I am looking at the Share Shape spell.

Spoiler:
School transmutation (polymorph); Level ranger 3, sorcerer/wizard 4, witch 4

CASTING

Casting Time 1 standard action

EFFECT

Duration 1 hour/level (D)

DESCRIPTION

This spell functions as beast shape II, but you may only assume the form of an animal of a type identical to your animal companion or familiar. If your familiar or companion is not an animal, this spell has no effect.


It mentions that the creature type needs to be the same as your Animal Companion or Familiar. Does that mean that if I take a Velociraptor familiar I could assume the form of a Megaraptor whilst using this spell? Or any other Large sized dinosaur?
Taking the interpretation even further, all dinosaurs are of the Animal type. Could I change into a Giant Vulture instead?


I also like being able to enjoy the early levels. I actually prefer it to having them be a drudge until mid/late levels. I don't think I will spend my precious Mythic Past Life slots on a fly spell. It doesn't jibe with the rest of the character I feel, I mean Velociraptors are great jumpers but being able to fly? Naaah.

About the spells: I get Greater Magic Fang from the Saurian domain, and thanks to Eccli I can cast it from my regular spell slots.

About casting in Raptor form, I have discussed this over at Giant in The Playground forums and they came up with the idea of using a rod of Still spell in combination with an item like the Ring of Eloquence and Eschew Materials feat. But they didn't seem to get too excited about Pathfinder stuff, which is why I came here.

Do you think I could cast if I was in Raptor form, grasping a Rod of Still Spell?

I also came across the Jump spell. Nice and low level, maxes out at 9th level with +30 to jump.

I am going to read up on Jump builds a bit :)

And are you sure its only one spell list and not all divine spells? I didn't catch that from the description.


@avr: I don't really have a campaign at the moment. This is more of a thought experiment to soothe the lack of DnD in my life :P

Though he is a bit of a hodgepodge in the beginning, he should start coming into his own around 5th level.
1st level Monk because of RP reasons, then after 4 levels of Cleric he gets his Raptor companion. If I take the Boon companion feat he'd turn Medium sized at level 7.
I want to take two levels of Master of Many Styles because there is two Styles that totally suit this guy. First I can meet the prereq's for and its Dragon Style, I could take that whenever. The second is taken at 1st and 2nd level of Monk, it is Janni Style and Janni Rush. The second feat allows me to do roll my damage twice if I make a jumping charge. And I get to make a long jump without a running start. Because the Raptor has a speed of 60 I get a +12 on my jump right out of the gate (And with Wisdom in the Flesh I get to add Wisdom to my Acrobatics, plus it becomes a class skill). Imagine a Raptor that has a +24 to jump at level 6 or 7! Makes me very happy :P

And my damage should be pretty phenomenal on those talons btw. For the Companion I have calculated the following: Starts with 1d8 > Animal Growth > 2d6 Strong Jaw > 2d8 > 4d6.
I am wondering how I can pull of taking the Evolved Companion feat and give him Improved Damage to make it 4d8! :D

@PCScipio: Yeah those two are now on my list. Though Longstrider could be made into a potion and be okay, Barkskin is definitely a great option because of how it scales with levels.

Evangelist gives me Fly though, and items are pretty common at a certain point. Though I agree it might be nice, I feel it would take away from the flavor a bit that I am going for.

Unless someone sees anything that goes straight against the rules I might start writing up that backstory...


Hi there,

so I have been thinking about a rather original Cleric build, one which I haven't really seen before. Though I could be wrong of course. I am not building this to be super powerful, it is mainly for fun. Though I think it should definitely be able to hold its own. The basic concept is this:

Monk 2 / Ecclistetheurge-Seperatist Cleric 8 / Evangelist 10 of Tsukiyo.

Eccli so I can prepare spells of my main domain in my regular spell slots, Seperatist so I can choose a domain that gives access to some cool shapechanging abilities. Monk because I don't get armor, and maybe for some cool Combat Styles. Evangelist for reasons mentioned below. Tsukiyo because I have a really cool backstory prepared and I wanted to be Lawful Good.

I went with the Saurian and Madness domains.
Saurian domain because I can get a Velociraptor for my Animal Companion (more on that later). When I was a wee kid I was OBSESSED with Jurassic Park and when I saw the Saurian domain it was just a solid YES. It has a nice spell list as well, Greater Magic Fang, Beast Shape and Shapechange? Yes please.

Madness domain because of the incredible 1st level ability to give enemies half your cleric level worth of penalty to Attack Rolls and Saves in exchange for an equal bonus to their skills. Evangelist of Tsukiyo has a second boon that allows me to give this debuff to a number of enemies within a 30 ft range. Did I mention that there is no save for this? I originally thought to make this a pure caster, focusing on Save or Suck whilst my Raptor does the fighting, but when I saw this domain I just knew it would be too overpowered.

Which brings me to the second part that really makes this build unique: Samsarans get to choose 1+Wis worth of spells from a similar list (Divine or Arcane, depending on your class). I ended up sorting through all the Ranger and Druid lists and ended up with these three spells I will take for sure:

-Share Shape (Level 3 Ranger spell that allows me to turn into a Raptor too for 1 hour per caster level!! Run around as a Raptor all day!)
-Animal Growth (Makes my Raptor large)
-Strong Jaw (Together with the Animal Growth, get 3 size increases on all Natural Weapons)

What I end up with is a decent caster with a Monk-ish flavor who can run around for hours a day with his fellow Velociraptor. Two Raptors on the hunt!
Then later on he can start turning into all kinds of bad-assery with Beast Shape III and to top it off there is Shapechange. I have a whole backstory prepared but I wanted to post this first to see if there is any gaping holes in my build.

TL;DR

If I start with 20 wisdom, I would have 6 spells to choose from. I might go lower and have a decent set of stats though. 18 Wisdom is expensive...

Anyways, I have some ideas about what to do with the other 2 or 3 spells. Acute Senses is a candidate and maybe Battlemind Link (if it wasn't worded so utterly weird).

What other spells would go well with this?

Kind regards,
Bram


Sysryke wrote:
[A mini guide to Cleric]

That was very helpful, thanks!


Hi there,

I recently discovered the Samsaran race and I am trying to do something original with their Mythic Past Life ability. I have wanted to play a cleric for a while but I don't really like the flavor of a goody-two-shoes-sword-and-board. So here is what I have come up with:

Samsaran Cleric / Feysworn of The Lantern King

I would take as many Cleric levels as needed and then start out on the Feysworn path. I'd get access to some pretty powerful 1/day spells early on (Polymorph Any Object at level 11 if I got the level progression right).

For domains I'm thinking Charm (Lust) and Madness. Charm gives me access to a bunch of useful Enchantment spells, Madness for the most powerful debuff in the game. I am considering to take Ecclesitheurge so I can cast Charm spells from my main spell slots, not just the domain slots. And I could switch the relatively s@%~ty spell list of Madness out for Trickery or Chaos.

Anyways, all of that is setting the ground work. Because what I would really love to do is make this an Enchantment/Compulsion focused character. Spell Focus and eventually Spell Perfection should beef up my DCs, combined with Vision of Madness I should be able to Charm / Dominate pretty much everyone. What I will be doing in combat I don't know yet, but if I do go Ecclesitheurge then I won't be allowed to wear armor so I need to work on that...

My Samsaran background allows me to choose a number of spells from any of the Divine caster spell lists. Lets say 5 or 6 spells (18-20 starting Wis).

For flavor and utility: Fey Form II (Druid)

My thought:
Dominate Person (Shaman)
Deep Slumber (Shaman)

What else?