Rich Diver

Captain Temπ Ænaut Fugit's page

130 posts. Organized Play character for Æthernaut.



Silver Crusade

Want to research interactions with races/archetypes/etc. and plan to do so starting at first level. Am curious if its okay to test with a race that I don't yet have a race boon for just yet. Is that okay?

Silver Crusade

1 person marked this as FAQ candidate.

This cybernetic upgrade reads as follows:

Wide-Spectrum Ocular Implant:
Price 2,825 Level 5
These cybernetic spheres replace your eyes entirely. You gain low- light vision, as well as the ability to see infrared and ultraviolet light. These enhancements grant you a +2 bonus to vision-based Perception checks and allow you to notice some things people who can see only the red-violet light spectrum can’t, including the lasers from darkvision capacitors (see page 209). This doesn’t grant you darkvision, but in darkness you can see significant sources of heat due to your infrared vision.

So suppose you have a race that has darkvision from the get-go. Does that mean that it loses darkvision to gain this new vision?

Often the first sentence of the paragraph is just fluff, but in this case I'm not so sure. Is there a precedent in SF for an item to also be a detriment?

Silver Crusade

There are, respectively, both a spell and an ability, which can enhance weapon damage output. Can these two be used on starship energy weapons?

I always like to see new ways to spice up starship combat.

Silver Crusade

I have a question about elemental commixture. This is what happened to us:

example:
My witch along with another player's commixed a flaming sphere with a cold descriptor'ed spell to get a steam effect. We wanted to make sure the target was blinded. It made its reflex save. I and the DM figured it still had to make the save versus being blinded. Then, another player convinced the DM of the general case should have negated the blinded fortitude check for any future attempts.

And here is the feat in question:

Elemental Commixture (Teamwork):
[Blood of the Elements pg. 28]
You can combine your elemental spells with those of your allies to produce entirely new and synergistic magical effects.
Prerequisites: Caster level 1st.

You and an ally within 30 feet who shares this feat can cast your spells together to create a more powerful, hybrid effect. Both spells must have an elemental descriptor (air, earth, fire, or water), or an energy descriptor that corresponds to one of the elements (acid [earth], cold [water], electricity [air], or fire [fire]) . Both spells must be at least 1st level, within 1 spell level of each other, and cast during the same initiative turn through the use of readied actions.
When the spells to be commixed are cast, one is designated as the primary spell (typically the higherlevel spell), while the other is the secondary spell. The primary spell must be an offensive spell that targets an area or one or more creatures. The secondary spell can be any spell with an appropriate descriptor. Neither spell can take more than a standard action to cast. The primary spell behaves as written (with the exception of the synergistic benefits that are described below). The secondary spell does not manifest any of its usual effects; instead, targeted creatures are affected by a secondary effect that is determined by the combination of the two spells’ descriptors.
Targeted creatures can attempt a saving throw against the primary spell as normal (assuming that a save is normally allowed), and then attempt a separate save against the secondary effect. The secondary effect’s save type is described in its listing, and its save DC is equal to the normal save DC of the primary or secondary spell, whichever is lower (or, if neither spell allows a saving throw, 10 + lowest spell’s level + spellcaster’s primary spellcasting ability score [Int, Wis, or Cha] modifier).
Commixed spells cannot be counterspelled normally. A creature with Improved Counterspell can counterspell commixed spells if both spells are correctly identified and both belong to the same school. Regardless, the secondary effects of two spells combined through Elemental Commixture cannot be counterspelled. Spell resistance still applies to the secondary effect, unless both of the commixed spells bypass spell resistance.
Synergistic Benefits: The primary spell’s save DC (if any) increases by 1. If either spell is normally modified by Spell Focus or Greater Spell Focus, the bonus to save DCs granted by those feats stacks with this increase. The caster of the primary spell also gains a +1 bonus on any caster level check made to overcome spell resistance.
Secondary Effects: While the secondary spell has no direct effect other than bolstering the effects of the primary spell, the combination of spells also creates a unique secondary effect depending on the elemental descriptors of the commixed spells. For the purpose of this secondary effect, the acid, cold, and electricity descriptors count as earth, water, and air descriptors, respectively. Commixed spells with the same elemental descriptors do not produce a secondary effect, though the primary spell still gains the synergistic benefits described above.

Dust (Air/Earth): Choked by dust, the targets must succeed at a Fortitude save or become staggered for 1 round plus 1 round per 5 caster levels of the secondary spell’s caster. Targeted spellcasters must succeed at a concentration check to cast spells (the DC is equal to the save DC). On a successful save, the targets are not staggered but must still attempt concentration checks.
Lava (Earth/Fire): The targets are splattered with bits of molten rock and take 1d6 points of fire damage. The targets must succeed at a Reflex save or catch fire (see Catching on Fire on page 444 of the Pathfinder RPG Core Rulebook).
Mud (Earth/Water): The targets must succeed at a Reflex save or fall prone and have their movement speeds cut in half (to a minimum speed of 5 feet) for 1 round plus 1 round per 5 caster levels of the secondary spell’s caster. On a successful save, the targets’ movement speeds are cut in half for 1 round.
Smoke (Air/Fire): The targets suffer smoke inhalation and must succeed at Fortitude saves or become nauseated for 1 round and blinded for 1d4 rounds. Success negates the nausea effect and reduces the blindness to 1 round. Creatures immune to fire are immune to the nausea effect.
Snow (Air/Water): The primary spell gains the cold descriptor if it doesn’t have that descriptor already, and half the damage dealt (if any) is cold damage. The targets must succeed at a Reflex save or fall prone.
Steam (Fire/Water): Damage caused by the primary spell (if any) is treated as nonlethal, untyped damage (neither cold nor fire damage) and is not affected by energy resistance or absorbed by protection from energy. The targets become blinded for 1d4 rounds unless they succeed at a Will save.

I have been told that the general rule in PF play is that a secondary effect (which another player referred to as a "rider" effect) is negated automatically if the primary effect is. But the description of this feat seems to be a specific case that overrides the general (at least to me.)

What are your thoughts?

Silver Crusade

I have a 2nd level Paladin. He could get an emissary bat familiar from his lawful good god, Kelinahat gained from the “Chosen One” archetype. The familiar can get access to the Espionage Subdomain.

Does that mean his bat detects as lawful good? After all, A paladin may accept only henchmen, followers, or cohorts who are lawful good.

Most of my confusion arises from trying to interpret the following archetype ability:

True Form (Ex):
At 7th level, a chosen one’s familiar reveals its true form, transforming into an outsider improved familiar that matches the chosen one’s patron’s alignment (typically an arbiter, a cassisian, a harbinger, or a silvanshee, but potentially any lawful neutral, lawful good, or neutral good outsider familiar depending on the patron). The familiar gains the change shape universal monster ability if it doesn’t already have it, which it can use at will to transform into its original form or back to its true form.

1. Here is a list of the Outsiders that fit into the criteria of "True Form" as well as their default alignment:

  • Archon (Lawful Good)
  • Angel (Neutral Good)
  • Agathion (Neutral Good)
  • Azata (Chaotic Good)
  • Kami (Lawful Neutral)
  • Other – a Celestial animal (Neutral Good?)
2. The god's, the familiar's, and/or the paladin's alignment...
With the conflicting rules, there are three interpretations:

  • Pick one of the above and switch its alignment to lawful good, because a familiar is also treated like a henchman/follower/cohort for alignment restriction.
  • Pick one of the above outsiders and switch its alignment to the one that matches the paladin's god
  • Restrict your familiar's options to the one(s) that have the god's alignment. (if this is the case, neutral good gods have the most options.)
Also if the familiar starts out as neutral, but becomes lawful good later, due to "improved familiar", then I should probably drop paladin before 7th level so that he doesn't detect as L/G and blow my cover.

Personally for my build, since he's trying to serve the god of intelligence gathering, he'd benefit the most if it turned into a Cassisian. Its got the ability to be a dog or a fish; which would be great for stakeouts. Additionally, it can erase it's own memories, making it easier to keep secrets to a need-to-know basis.

A runner-up, a lyrakien azata would be nice. Her high charisma or wisdom would make the “Deep cover” ability more usable. (Side question: Which attribute should be driving the familiar's domain ability?) I'd paint her wings black and light blue, matching Kelinahat's heraldry.

A lantern archon would also make for great flavor and its the same starting CR as the other lawful good archon (and I'd like to build a stained-glass bat miniature that actually glows), but not sure if the rules are permitting a lantern archon to be a familiar, since I exclusively play PFS.

The harbinger archon is not a great fit for this character concept. (...and its going to be damn hard to model.)

What's your take/advice?

Silver Crusade 1/5 5/5

I have a character who may (or may not) have been impacted by a recent FAQ.

FAQ wrote:

Some character options, such as the Racial Heritage feat from the Pathfinder Roleplaying Game: Advanced Player's Guide, allow characters to count as members of a different race. Can I use these options to count as a member of any race, or only races that are on the list of "always available" races in the Roleplaying Guild Guide?

Typically, you may only use these options to count as a member of a race in the "always available" list. However, if you have a boon that allows you to play as a member of another race, you may apply that boon to a character to unlock the ability to take that race's features with options like the Racial Heritage feat. For example, you could apply a ratfolk boon to a human character to allow that character to select ratfolk-restricted racial options with the Racial Heritage feat, as long as they do not depend up ratfolk-specific physical features. Refer to this FAQ regarding Additional Resources for more information.
Ultimate Campaign pg. 59 wrote:

Adopted

You were adopted and raised by someone not of your race, and raised in a society not your own. As a result, you picked up a race trait from your adoptive parents and society, and may immediately select a race trait from your adoptive parents’ race.

If my character was adopted by a Gillman, does that March 2017 FAQ also impact my character's original trait selection?

Silver Crusade

The 8th level Bloodrager bloodline power reads as follows:

  • Aberrant Fortitude (Su): At 8th level, you become immune to the sickened and nauseated conditions.

While the oracle's hunger curse reads:

  • Hunger: You gain none of the benefits from spells or magic items that provide nourishment, such as goodberry, heroes’ feast, or a ring of sustenance. You also gain a bite attack that deals an amount of piercing damage appropriate for your size (1d8 for a Large creature, 1d6 for Medium, 1d4 for Small) as a secondary natural attack. You begin each combat with the sickened condition until you deal damage with your bite attack...

(Both emphases are mine.)

Am I correct to assume that bloodrager's 'immunity' overcomes the condition portion of the oracle's curse?

Silver Crusade

UE pg. 138 wrote:

Corrosive

Aura moderate evocation CL 10th Slot weapon quality; Price +1 bonus; Weight —
Upon command, a corrosive weapon becomes slick with acid that deals an extra 1d6 points of acid damage on a successful hit. The acid does not harm the wielder. The effect remains until another command is given. (emphasis mine)

Does this mean that:

A) if you have a weapon that also has the flaming enhancement, activating its flaming property will deactivate its corrosive property.

-and/or-

B) Its possible to find a weapon that has been abandoned with the corrosive property left on.

Silver Crusade

I'm proposing a little competition. The objective is to build a 1st-level PFS-character who can get the highest bonus on (any) one skill check on her first adventure.
To make things easily comparable, one ability stat (your choice) can start at 14 and all others are 13 (before applying racial mods). Be sure to list what type of mod each one is.
If you'd like to play, please also include the following:


  • Feat(s) -
  • Trait(s) -
  • Racial bonuses -
  • Class bonuses -
  • Equipment bonus -
  • Any conditional particulars -
The writeup with the highest skill bonus wins bragging rights. Although highly situational, I think I can clear a +30. But, don't be dissuaded, I could be wrong. Let's see what you've got.

Silver Crusade

Since conicals are 3D shapes in reality, I would like to know which spaces above and below a cone (say burning hands) are also targeted.
Is the "M" in >>>this image depicting some possible interpretations of what spaces a conical template covers<<< targeted as well and why?

Please keep a running vote:
Flattened-Only: 0, X-Config: 0, 3-Space: 0

Silver Crusade

The spell areas image is the only place to start for cones, but when it comes to converting cones in to 3-D space restricted on a one inch grid, interpretations may vary.
Here's the two house-ruled approaches I know of:


    1. The first and easiest technique is to turn the template on its edge, to tell who is also caught above and below in the same cone. We'll call this technique the Cross-Configuration
    2. The other technique requires assuming that the cone not only reaches out fifteen feet, but it also is 15 ft in diameter at its maximum range. This infers which additional squares are also included. We'll call this technique the 3-Space inference.

I've attempted to represent both in this image, (with each approach building on the previous).
Unfortunately, both interpretations currently appear to be beyond the scope of the RAW.

To better see how this impacts play will requires a thought experiment:

Imagine, if you will, four subjects in combat:

  • Large Lion
  • Medium-sized medium flying higher than the head of his large lion lackey.
  • Small shaman standing on some stairs
  • Tiny triggered Grim Lantern dancing behind the shoulders of its shaman

Clearly, the shaman will be safe while the lion will be lit up, even if it's only partially protruding into the path (and therefore, I left the lion out of the picture.)
But what of the medium? Do the "corners" of the cubist's cone cause him too to combust?

I'd also like to get a consensus of which technique is preferred and why, so be sure to add your vote to the tally:
X-Config: 0, 3-Space: 1

Silver Crusade

I was e-listening to another players build for his Battle Host and it got me thinking:

Is it ever possible to get special material and/or magic armor for the Battle Host's armor?

...
Maybe that breaks down into multiple questions:

1) Is there any method to upgrade the material of an already-owned suit of armor?

2) If the character already has a suit of armor before multi-classing into Battle Host, can that armor become the implement?

And, as bonus questions:

3) Can vents be included in the item's design?

4) Can armor spikes be added at a later date?

5) Can the armor be consecrated?

6) Does the Battle Host have to be wearing the armor, or is it enough to have his armor "at hand" in order to trigger that implement?

Liberty's Edge

Currently I can think of a couple of ways in which a magic item can become possessed. And it made me think of magic items that have gained intelligent item status, in that they gain the ability to trigger their magic powers when they gain their sentience.

My question is, If a magic item has powers that can be activated, does the possessor of that object gain the ability to activate those powers?

Even though it feels right, I can't find a quantifiable justification one way or the other.

Liberty's Edge

The Occultist has access to an ability via the Necromancy implement called

Soulbound Puppet (Su):
As a full-round action, you can expend 1 point of mental focus to create a soulbound puppet from a bone, doll, or skull. If you use a bone or a skull, your power builds a Tiny or Small flesh puppet around it that vaguely resembles the original creature from which the bones were taken. If the implement is a doll, the doll comes to life. Treat this as a familiar, using your occultist level as your wizard level to determine its powers and abilities. By using a bone or skull from the appropriate creature or a doll shaped like that creature, you can select any of the familiar choices available to a wizard. You can instead use a humanoid bone, doll, or skull, to give the puppet the base statistics of a homunculus (Bestiary 176), but without a fly speed or the poison bite or telepathic link abilities. No matter the form, this creature is a construct with an alignment matching your own. You can have no more than one soulbound puppet active at any given time. The soulbound puppet remains animated for 10 minutes per occultist level you possess.

If the character is dual class with something that gives her a familiar, can she still make a temporary 2nd familiar with this focus power?

Liberty's Edge

I have a character concept and am looking for advice on how to make it work mechanically.

1) The Character never (or rarely) tells a lie, but people just never seem to believe him anyway.
2) He could be partially to blame. His dialog is packed full of mannerisms that could easily be interpreted as the 'tells' of liar. For instance, while talking he:

  • looks creatively inspired at inopportune moments
  • looks off in the 'wrong' direction
  • drops volume mid-sentance
  • winks after a statement
  • climbs in vocal pitch
  • tugs a collar or ear
  • drops eye contact
  • scuffs toe of shoe
  • breathes shallow
  • turns body away
  • begins to sweat
  • crosses fingers
  • covers eyes
  • gulps air
  • stutters
  • frowns
  • fidgets
  • panics
  • runs
3) He can't help it, he was born and raised in a pesh den, and so all his ques are off.

4) When he can help it, he figures "If you want to think I'm lying, you go right ahead, but if your actions are evil, well then, that's a different matter."

5) He could be a paladin and/or inquisitor, possibly of Torag or Sarenrae.

I figure the way to play it is to tell the DM something like:
My character says [something truthful], then he tries to appear that he's lying when he intentionally [does something from the above action list].

Mechanically, It should be the beguiler's bluff or secret message vs observer's sense motive.

---

I'd like to know what you think, what problems you might predict, and what mechanics might be beneficial to making this work cleanly.

Liberty's Edge

I'm looking at the Occultist's implements and am interested in seeing how they can grow mechanically in the game. Here is an interpretation of a step-by-step path:

1) Find (or purchase) an object that is one of the implement descriptions.

1a) It could also potentially be a Masterwork Tool and have those benefits, too.

2) If its broken, then mend it.

3) If it isn't already master crafted, then fix it with

Masterwork Transformation:
You convert a non-masterwork item into its masterwork equivalent. A normal sword becomes a masterwork sword, a suit of leather armor becomes a masterwork suit of leather armor, a set of thieves’ tools becomes masterwork thieves’ tools, and so on. If the target object has no masterwork equivalent, the spell has no effect. You can affect 50 pieces of ammunition as if they were one weapon. You decide if the object’s appearance changes to reflect this improved quality.

The material component for the spell is magical reagents worth the cost difference between a normal item and the equivalent masterwork item (typically 300 gp for a weapon, 150 gp for armor, or 50 gp for a tool). If an object has multiple masterwork options (such as a double weapon, or a spiked shield that could be made masterwork as a weapon or armor), you choose one option of the object to affect (though you can cast the spell again to affect another option).

4) Make it a magic item. (If in PFS pay the difference for the item. If not, then use the relevant craft skills to on it.)

Is it possible to have an item that is an implement, a MwTool, and a magic item all in one?

I'm currently interpreting the rules to mean that it can only be all three (in PFS) if the magical upgrade is not already to some name-listed object (because, basically, that is what this implement actually already is.)

For instance Deathwatch eyes + Aura goggles = 2015 gp & 1 lb = one's gradually-improving divination implement

Liberty's Edge 1/5 5/5

There is a creature from asian mythology that has always appealed to me; its the Foo Lion/Dog.

I would like to know the best way for me to make a Foo mount in PFS. My fist thought was to go with the Paladin class, but I am open to all suggestions. But its gotta be foo, and I gotta be able to ride it.

Suggestions?

Liberty's Edge

There is a spell called

Reinforce Armaments:
You reinforce a weapon or armor suit to give it a temporarily upgrade or mitigate the fragile quality. A suit of armor or weapon touched that has the fragile quality is not considered to have the fragile quality for the spell’s duration. Normal armor suits or weapons subjected to this spell instead gain the masterwork quality for the spell’s duration and their hardness is doubled. If this spell is cast on masterwork or magical armor or weapons, their hardness is doubled for the duration of the spell.

It doubles the hardness. Then there is an item called a

Fortifying Stone:
On command, this semiprecious stone adheres to an object weighing not more than 100 pounds. As long as it is attached, the stone increases the object’s hardness by 5, its break DC by 5, and its hit points by 20. Like temporary hit points, these additional hit points are lost first when the object the stone is protecting is damaged, and once they are exhausted, the fortifying stone is destroyed. However, unlike temporary hit points, they can be completely restored by repairing the fortifying stone via a single casting of a make whole spell. Any effect that breaks or destroys the protected object also destroys any attached fortifying stones.

which adds 5 to the hardness and is based on stoneskin.
If a (hardness 10) sword is applied both of these, does it's hardness become 30?

The Exchange

1 person marked this as a favorite.

I've been trying to make one of my animist's abilities usable in PFS for his next levels up.
its called

Dominate Spirit (Sp):
{ACG pg. 110, Anamist, a shaman Archetype} At 10th level, the animist can attempt to possess creatures or objects as magic jar or possess object. When the animist is attempting to possess the creature, his familiar acts as the jar and must be within 10 feet when the animist attempts to possess a creature. The animist’s soul can perceive his surroundings through the familiar’s senses, clearly evaluate potential targets for possession, and communicate with his familiar telepathically. The familiar retains its autonomy while alsoacting as the jar, and is not harmed by being used as a vessel for the animist’s soul. The animist can use this ability once per day at 10th level, plus an additional time per day every 4 levels thereafter. This ability replaces the hex gained at 10th level.

But, as you might expect, objects rarely pop up in game usable by this ability, So I figured he'll buy a suit of armor to lug around and posses it when he needs to, just so I can get an aesthetic I've been searching for for over a decade. (I even scratch built a sweet mini for it). And this works because

Possess Object:
{UM pg. 1} School necromancy; Level arcanist 5, sorcerer/wizard 5, witch 5 For Reference only
Casting Time 1 standard action
Components V, S, F (a gem or crystal worth at least 100 gp)
Range medium (100 ft. + 10 ft./level)
Target one object; see text
Duration 1 hour/level or until you return to your body
Saving Throw Will negates, see text; Spell Resistance yes
This spell functions as magic jar, except you transfer your mind to a single object, animating it as if using animate objects, except your mind controls the object as if it were your own body. You cannot speak or cast spells while possessing the object. Because your original body is effectively dead while under the effect of this spell, this temporarily suspends disease, poisons, and other afflictions affecting you.
allows the caster to animate an object just like the spell

Animate Objects:
Brd 6, Chaos 6, Clr 6
Transmutation
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: One Small object per caster level; see text
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
You imbue inanimate objects with mobility and a semblance of life. Each such animated object then immediately attacks whomever or whatever you initially designate.
An animated object can be of any nonmagical material. You may animate one Small or smaller object or an equivalent number of larger objects per caster level. A Medium object counts as two Small or smaller objects, a Large object as four, a Huge object as eight, a Gargantuan object as sixteen, and a Colossal object as thirty-two. You can change the designated target or targets as a move action, as if directing an active spell. This spell cannot animate objects carried or worn by a creature. Animate objects can be made permanent with a permanency spell.

while also acting like

Magic Jar:
{Core Rulebook pg. 309} School necromancy; Level alchemist 5, arcanist 5, investigator 5, sorcerer/wizard 5, summoner 4, witch 5 For Reference only
Casting Time 1 standard action
Components V, S, F (a gem or crystal worth at least 100 gp)
Range medium (100 ft. + 10 ft./level)
Target one creature
Duration 1 hour/level or until you return to your body
Saving Throw Will negates; see text; Spell Resistance yes
By casting magic jar, you place your soul in a gem or large crystal (known as the magic jar), leaving your body lifeless. Then you can attempt to take control of a nearby body, forcing its soul into the magic jar. You may move back to the jar (thereby returning the trapped soul to its body) and attempt to possess another body. The spell ends when you send your soul back to your own body, leaving the receptacle empty. To cast the spell, the magic jar must be within spell range and you must know where it is, though you do not need line of sight or line of effect to it. When you transfer your soul upon casting, your body is, as near as anyone can tell, dead.
While in the magic jar, you can sense and attack any life force within 10 feet per caster level (and on the same plane of existence). You do need line of effect from the jar to the creatures. You cannot determine the exact creature types or positions of these creatures. In a group of life forces, you can sense a difference of 4 or more HD between one creature and another and can determine whether a life force is powered by positive or negative energy. (Undead creatures are powered by negative energy. Only sentient undead creatures have, or are, souls.)
You could choose to take over either a stronger or a weaker creature, but which particular stronger or weaker creature you attempt to possess is determined randomly.
Attempting to possess a body is a full-round action. It is blocked by protection from evil or a similar ward. You possess the body and force the creature's soul into the magic jar unless the subject succeeds on a Will save. Failure to take over the host leaves your life force in the magic jar, and the target automatically succeeds on further saving throws if you attempt to possess its body again.
If you are successful, your life force occupies the host body, and the host's life force is imprisoned in the magic jar. You keep your Intelligence, Wisdom, Charisma, level, class, base attack bonus, base save bonuses, alignment, and mental abilities. The body retains its Strength, Dexterity, Constitution, hit points, natural abilities, and automatic abilities. A body with extra limbs does not allow you to make more attacks (or more advantageous two-weapon attacks) than normal. You can't choose to activate the body's extraordinary or supernatural abilities. The creature's spells and spell-like abilities do not stay with the body.
As a standard action, you can shift freely from a host to the magic jar if within range, sending the trapped soul back to its body. The spell ends when you shift from the jar to your own body.
If the host body is slain, you return to the magic jar, if within range, and the life force of the host departs (it is dead). If the host body is slain beyond the range of the spell, both you and the host die. Any life force with nowhere to go is treated as slain.
If the spell ends while you are in the magic jar, you return to your body (or die if your body is out of range or destroyed). If the spell ends while you are in a host, you return to your body (or die, if it is out of range of your current position), and the soul in the magic jar returns to its body (or dies if it is out of range). Destroying the receptacle ends the spell, and the spell can be dispelled at either the magic jar or the host's location.

Magic Jar has some versatility because it allows for some hopping between possessions.

Now the plot thickens with the release of Occult Adventures with its new spells,

Object Possession:
{OA p.178} School necromancy; Level medium 4, mesmerist 5, occultist 4, psychic 5, sorcerer/wizard 5, spiritualist 5, witch 5
Range close (25 ft. + 5 ft./2 levels)
Target unattended Large or smaller object (minimum Tiny) Duration 10 minutes/level (D)
This spell functions as lesser object possession, except as noted above. The possessed animated object has a number of Construction Points appropriate for its size (up to 3 CP for Large objects).
You can return your consciousness to your body as a standard action. On your next turn, you can attempt to possess a different object as a standard action instead of ending the spell.
Lesser Object Possession also adds: A possessed object becomes capable of animation, gaining the statistics of an animated object of its size (including 1 CP worth of abilities; Pathfinder RPG Bestiary 14). You can’t use any spells or other abilities while possessing an object.
A spiritual tether connects your body to the possessed object, in a manner similar to a silver cord (see page 244). If the possessed object and your body are ever farther than close range (25 ft. + 5 ft./2 levels) from one another, this tether breaks, returning your consciousness to your body.

and
Possession:
{AO p.40} School necromancy; Level medium 3, mesmerist 5, occultist 4, psychic 5, sorcerer/wizard 5, spiritualist 4, summoner 5, witch 5
Casting Time 1 standard action Components V, S
Range medium (100 ft. + 10 ft./level) Target one creature
Duration 1 hour/level (D)
Saving Throw Will negates; Spell Resistance yes
You attempt to possess a creature by projecting your soul into its body. The target creature must be within spell range and you must know where it is, though you do not need line of sight or line of effect to it. When you transfer your soul upon casting, your body appears to be dead. Failure to take over a host ends the spell.
If you are successful, your life force occupies the host body. The host’s soul is imprisoned with you, but can still use its own senses (though it can’t assert any influence or use even purely mental abilities). You can communicate telepathically with the host as if you shared a common language, but only with your consent. You keep your Intelligence, Wisdom, Charisma, level, class, base attack bonus, base save bonuses, alignment, and mental abilities. The body retains its Strength, Dexterity, Constitution, hit points, natural abilities, and automatic abilities. A body with extra limbs doesn’t allow you to make more attacks (or more advantageous two-weapon attacks) than normal. You can’t activate the body’s extraordinary or supernatural abilities, nor can you cast any of its spells or spell-like abilities.
As a standard action, you can shift freely back to your own body regardless of range, so long as it remains on the same plane. If the host’s body is killed, you return to your own body and the life force of the host departs (it is dead). If your body is slain, when the spell expires or the host’s body is killed, you are slain. It is possible to cast this spell on a new target from within another creature’s body; this resets the duration. You still return to your original body (not any intermediate body) when you take a standard action to do so or the spell’s duration expires. Returning to your body ends the spell. Creatures whose souls are their bodies, such as incorporeal undead and non-native outsiders, use the effects of greater possession instead.

which were followed with this side note about
Possession and magic jar:
{OA p.181} The old magic jar spell is unwieldy, particularly with respect to creatures like ghosts and shadow demons that don’t really use a jar at all. Consider replacing magic jar with the new possession spells for both spellcasters and monsters. Likewise, consider using spells based on possession rather than magic jar.

and later followed by a
Core Mechanic and Clarification:
{OA p.206} The possession spell contains the core mechanics for possession. The description of the magic jar spell states the possessing creature can use her “mental abilities,” and the possession spell works similarly. This term wasn’t previously defined, and has been a source of confusion in many games. The term “mental abilities” as used here refers to the following.
• The possessor uses her skill ranks, along with any feats the possessor has for which she still qualifies in the host’s body. The possessor doesn’t gain any of the host’s feats or skill ranks, but does apply bonuses and penalties associated with the host’s body. For example, when attempting Fly checks, a character who possessed a bird would use her own ranks in the Fly skill, but the bird’s Dexterity modifier and racial, size, and maneuverability bonuses.
• The possessor can use spells and spell-like abilities. Appropriate spell components and foci are still required for spells that call for them. Some spell-like abilities are racial in nature, but the soul’s essence temporarily instills the possessing creature’s quintessential nature into the host’s body. For instance, a shadow demon possessing a paladin can still use its racial spell-like abilities during that time.
• The possessor can use nonmagical and magical class abilities such as domain, hex, rage, and school powers. Supernatural abilities (with the exception of class abilities) are not considered mental abilities, as they generally rely upon a creature’s physical form. For example, a red dragon possessing a cleric of Iomedae could not use its breath weapon ability to breathe fire while inhabiting the cleric’s form. The GM can choose to make a specific exception if she believes an ability is solely mental in nature.

Finally, from all that, I've constructed the following list of conclusions based on the previous info.

    1. "Consider" in the side note means I can choose not to switch to the new spells for the animist's spell-like ability (which is also my preference). Then again, maybe that side note doesn't even pertain to this class ability.
    2. While the gnome animist is possessing the suit of armor, a ranger with a hatred of gnomes can now use her ability against the possessed construct. (This would also imply that holy water should burn a body possessed by a demon, but not the demon itself.)
    3. The clarification now makes the bonus HP from the gnome's Tribal Scars and Toughness feats carry over to the possessed armor.
    4. If a GM insists that, for the session, I respectively use Object Possession and Possession instead of Possess Object and Magic Jar, then the gnome loses the ability to use his hexes while possessing an object, but the hexes that were activated before the possession will run until their allotted time has elapsed.
    5. And the previously-mentioned substitutions would consequently allow an animist to possess a magic item

I'd like to know if you've reached the same conclusions. Thanks

The Exchange

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I'd like to inject a more "smart tactics" feel into the group I play with and came up with the following mundane item:

    Mwk-tool, Play List (+2 circumstance bonus to pass a secret message DC 15 Bluff & vs Sense Motive checks): This prismatic matrix has column headers of colors and row headers of numbers. By cross-referencing entries on the table, a teammate can holler out any of the one-hundred combinations and each other teammate can reference their own copy of the table to recall what is trying to be communicated. For example, “Gray Three” could mean “Keep distance and focus on range attacks”

I have plenty of empty spots and wanted to assess what characters often find themselves wanting to secretly communicate with their allies during your games. Here's what I've got so far.


  • Attack
  • Delay tactics
  • Make an exit/ withdraw
  • Have target come to us
  • Focus on Ranged tactics
  • Stealthy mode
  • Get item(s) from target
  • Sense what's motive?
  • Bluff
  • Parlay/Diplomacize
  • Intimidate
  • Impede target's movement/ Slow it
  • Where is the target located?
  • What's your Status?
  • Do we know what the target is?
  • Okay/Living
  • Not Okay/ Dead
  • Construct
  • Undead
  • Hiding
  • Incorporeal
  • Cloaked or Invisible
  • Expose Invisible opponent
  • How do you want target to be?
  • Suffering from a condition
  • Cursed
  • Disarmed
  • Flanked/flanking
  • Grappled
  • Blind/Deaf
  • Poisoned
  • Prone
  • Brighter Lighting needed
  • Darkness needed
  • Fatigued/Rest is needed
  • Spell requested?
  • Bull Strength
  • Bless
  • Blessing of Fervor
  • Fly
  • Giant Growth
  • Guidance
  • Haste
  • Need healing

So, let's here your suggestions.

Liberty's Edge

I play PFS exclusively. And the only time I've seen optimized small PCs is when they're riding on medium-sized mounts, I figure that their reduced movement speeds is the biggest deterrent to existence followed by how being small impacts grappling, bull-rushing, damage output due to strength, etc. Rhetorically speaking, what character build isn't made better by just switching the race to human and taking the additional feat?

So, character-flavor aside, my hope is to see this thread build into a list of great small PFS PCs, one's that can do what medium-sized PCs might "enviously look up to".

Liberty's Edge

Playtest document wrote:
For the purposes of meeting a qualification for a feat, class, or other ability, he is only eligible if both of his alignments meet the requirements.

This all-encompassing solution works for simplicity sake, but there are opportunities to turn this class restriction into appealing features. Here's four suggestion:

  • Imagine that a character has a feat that becomes dormant due to a restriction. It would be interesting if an alternate, non-combat feat could be used exclusively while in the "Social" persona, one that goes dormant when the "vigilante" persona is re-activated.
  • An improved familiar dropping back to its previous (non-improved) state would go a long way in helping the vigilante mask her identity.
  • If a zealot could successfully brandish the holy symbol of a deity that shared a domain (one that was still within the reach of the alignment switch), then it could help her maintain a facade. (It also embodies the dilemmas of a polytheistic lifestyle.)
  • An exceptional ability similar to modify memory, but usable only on one's self could be useful in deterring the truth from being plucked or cajoled out of her.
Naturally, each of these branches could be exceptions to the dual-personality class feature and be restricted by requiring new feats or by locking in a talent, or be part of an archetype, whichever seems the most mechanically balanced for each case.
I'd be interested in hearing any other suggestions.

Liberty's Edge 1/5 5/5

Question for PFS play.
Short of some weremolusk, the perks of these forms could be beneficial for a party. However...

Knowing that Lycanthropes are medium humanoids, does the shapechange hex (or any spell for that matter) allow one to change into a were-beast?

If so, can someone become infected with lycanthrope? Can they become an infector? Does the change (werebears excluded) lead to instant character retirement at the next full moon?

The Exchange

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The alternate title for this thread was going to be Possession is 9/10ths of the law!

Magic Jar and possess object both open up a world of thought-induced nosebleeds. Imagine if you will the following scenario:

A 6' tall male elf spellcaster successfully possesses a 5' tall male tiefling fighter and then gathers his spell components so that he can cast the following spells:

  • Shrink object and reduce person on his for-all-intents-and-purposes dead body
  • Alter self (to look less like a tiefling and more like a female gnome)
  • Enlarge Person on the newly possessed body
  • Paragon surge to gain the toughness feat
  • Dancing lantern
.
But before any of his spells can run out, he returns to his original body.

  • A. What size is the spell caster?
  • B. What size is the fighter?
  • C. Who does the lantern circle?
  • D. Which, if any, of these two men now appears to be female?
  • E. Who became more charismatic?
  • F. Who gained dexterity and toughness?
  • G. How small was the Elf's corpse just before he repossessed it?

The Exchange

Here are some questions to make your brain itch:

  • Is it possible to dual-wield lances (and steer with your knees)? If so, is there any benefit to damage output.
  • Since a lance can be wielded with one arm while mounted, does that mean one can increase the die type by wielding a large(r) lance two-handed?

The Exchange

For quite a while I've wanted to play a tank. And by tank, I don't mean some guy in armor, but the armored transport for some guy(s); one that would get monsters (& GMs alike) to scratch their heads in confusion. I play exclusively in PFS so that narrowed my options, but I think I have the build and the character ia already 2nd level. Here's the build:

Snuf Wheeler (& his wily sidekick, Squeeler)
Animal Spirit: Pig
Gnome Anamist (a Shaman Archetype), Lawful Nuetral
Racial traits: Obsessive {Profession (Drive)}, Gift of Tongues
Str13 Dex10 Con10 Int10 Wis16 Cha16
Traits: Magic is Life & Fate's Favored
Levels

    1st - Orisons, spirit:Lore=Monstrous Insight, spirit animal=pig, spirit magic
    2nd - Wrangle condition
    4th - Hex=Confusion curse, wandering spirit
    6th - Wandering hex=Eyes of Battle
    . . . + Favored Class: Extra hex = Shapeshift
    8th - Exorcism, spirit (greater)=Automatic Writing
    10th - Dominate spirit
    12th - Contact with the spirit world, Wandering spirit (greater)=Enemies' Bane
    . . . + Favored Class: Extra hex = Flight
Feats
    1st - Tribal Scars=Great Tusks
    3rd - Toughness
    5th - Power attack
    7th - Improved Familiar
    9th - Improved Overrun
    11th - Greater Overrun
(I've already earned a befitting improved familiar boon):
A raktavarna can take the shape of a handheld object. He'll be my periscope. I'll call him Stuf

All three Stat increases will be applied to my Intelligence so that I can get access to Make Whole and others via the Lore Spirit

The real fun begins after I've done my community service for the first nine levels. By then I've I purchased the following:

  • Large Steel Non-humanoid (w/ multiple legs) full-plate armor. 6,150gp
  • Safecamp Wagon 3,000gp (to carry the armor in during the off-hours)
  • One-way window 4,000gp (for the small rider in the lower torso to see out of the armor)
  • 8 magnets 4gp (to mount the mirror and periscope inside the armor)
  • Folding chair 2gp (for the small belly-rider to be more comfortable during transit)
  • Second-story harness 55gp (to hold another small rider in position at shoulder-level)
  • Periscope 20gp (for the 2nd-story rider to peer out the open helmet visor port)
  • Belt of Thunderous charging 10,000gp
  • Boots of the Mastadon 10,500gp
  • Silver Thorny Ioun Stone 8,000gp
  • The porter boon to carry a chest with my body in it. (during the 10 hrs that I'm possessing the armor).
Then I will switch to slow track and look for wizards and artifice clerics of small stature to haul around.
For narrow passageways, I can transform into a small (construct) animal. If I have a rider, I'll turn into a mecha riding dog.

Since I wont be able to cast spells while possessing a construct, I'll carry a braille bracelet so that I can spell (point) out a request to temporarily possess another PC to do repairs/buff/etc.

Feedback and advice are welcome.

The Exchange 1/5 5/5

I am exclusively a PFS player who recently purchased the pdf of Goblins of Glorion.
And as much as I crave the unobtainable opportunity to play a Goblin in PFS, I do understand that this is not a viable option, and that is beyond the fact that goblin boons are an extremely coveted but unobtainable commodity.

However, that shouldn't mean that I couldn't play some other permitted race with flavorings of goblin-ness. And yet the specific and unprecidented wording in the Additional resource file makes it sound as if there is nothing in this resource that the typical player can use in PFS. This all-encompassing verbiage could be interpreted to mean that the three spells and four magic items are also unusable by non-goblin PFS characters.

Given this along with my rather slim financial resources, I would like either for the wording to be corrected to fix this issue or that I get reimbursed for this now-made-useless resource.

Could somebody please direct me on how to get one of these two outcomes advanced?

Scarab Sages

Okay, so here is my newest character concept. Bizzzit has just turned 3rd level. I love him, but I'm afraid I got him caught in a crossfire due to a confusion (on my part) in the rules and the debates I see raging on the message boards. This ambiguity lies in whether Eldrich Heritage can get access to Wildborne bloodlines. I figured that the build, which follows, is the only way that one can get the bloodline dehydrating touch and water blast at the same time, since you can't directly get them at the same time through the cross-blooded route alone.

The concept I am attempting to make is a sorcerer dipped in gunslinger for one specific thematic reason and one reason only; that when he pulls the trigger, an opponent is blown across the room. Sounds simple enough...this is the mechanic I found that, potentially, works; here's the build so far:

Mysterious Stranger 1, Cross-blooded sorcerer (Abyssal/Aquatic) 2

Lvl Feats & Bloodline powers
01 Skill Focus (Swim)
02 Dehydrating touch (sp)
03 Eldrich Heritage (Seaborn)

Traits
Ascendant Recollection
Called

And when I get enough coin and prestige, I'll get a pistol enhanced with "Conductive" and "Spell storing". That way, if I managed to wound my target, I'll Water blast (sp) it or hydraulic Push it away from me.

I shouldn't even be asking yet, but If it doens't work, do I have any chance of rebuilding Bizzzit or is he to be gunned down in his prime?
I hope to hear that this is all PFS legit. Happy trails.

Liberty's Edge

Is it permitted in PFS to use crossblooded for two bloodlines that are associated to one another?

For example,

At the cost of a -2 to Will saves and one fewer spell per level, can a Sorcerer benefit from the following associated bloodline Arcanas?

Anarcic:
Whenever you fail a concentration check to cast a spell, a cantrip effect is created. Randomly determine one of your cantrips known (for example, if you know 6 cantrips, roll 1d6). There is a 50% chance this cantrip affects a target of your choice within 60 feet; otherwise it affects you.

Protean:
Bloodline Arcana: Your magic of creation and changing is hard to unravel. The DC to dispel transmutation or conjuration (creation) spells that you cast is increased by +4.

Liberty's Edge

I'm looking for some input on a new build I've thought of for Society Play. I was initially trying to build a cowboy, but am headed a new direction now. The premise is that he is a Chelaxian longshoreman that gets deputized.

Here's how I'm thinking I'll do the build:
½Orc: L/G str15 dex14 con14 int14 wis10 cha12

Alternate Racial Traits: Cavewight, Chain Fighter, Forest Walker, Sacred Tattoo

Traits: Rough and Ready, Wharf Rat‬

1 lvl Lore Warden (^Fighter: Weapon Focus: Spiked Chain)
1 lvl Tetori (^Monk: Improved Grapple)
2 lvls Musketeer (^Cavalier: Order of the Penitent)
- Tactician: Coordinated Maneuvers
8 lvls Skulking Slayer‬ (^½Orc Rogue)
- Minor Magic: Mend
- Major Magic: Animate Rope

Feats: Equipment Trick (Rope), Quick Draw, Throw Anything, Weapon Finesse, Serpent lash, Cornugon Shield

Pump Dex+2 & Str+1

I'm always interested to know if my understanding of the mechanics are working soundly.
Thanks in advance for the feedback.

Liberty's Edge 1/5 5/5

Its my understanding that some archetypes can be applies at the same time. And if one arch class modifies the base class and then the other deletes that ability, then so be it.

Is that true for the Elven Treesinger and Plains Druid?
If I'm right, then she can:
(1) Still turn into a plant, but she does so later in levels.
(2) Only apply the Animal affinity ability to plants (and to animals at a -4.

Is this correct?

I wonder what the most archetypes are that have been applied, all at once to the same class?

Liberty's Edge 1/5 5/5

Do half-blooded player races (e.g. half-elves and half-orcs) qualify for the race-specific archetypes of both of their parents? For example, can a half-Orc be either a Feral Child (Druid; Human) and/or a Dirty Fighter (Fighter; Orc)?

Liberty's Edge 1/5 5/5

I participate in Society play. I made a Elven Zen Archer, but kept getting overrun by attackers because our parties were minimal (no cover and no barbarian or burning hand ally to cut things short). So, I then took two levels in Treesinger so I could stand behind something. Now I'm beginning to look ahead, level-wise, to where I could grow. Then I saw Pirate's Swinging Reposition and thought that must be the most useless class ability ever for Society play-- Therefore, I must try to make it work! So here's my build:
4Lvls Zen Archer (Monk) [ZA], 6Lvls Treesinger (Druid)[TS], 2Lvls Pirate (Rogue)[Pi]

Lvl _ _Class _ _Stuff _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _Level Feats
1_ _ _1st ZA__Bonus feat (Point-blank shot), perfect shot___________Precise shot
2_ _ _1st TS__Plant bond, nature sense, orisons, green empathy
3_ _ _2nd TS__Woodland stride_______________________________Power Attack
4_ _ _3rd TS__Trackless step
5_ _ _4th TS __Resist nature's lure, wild shape (1/day)_____________Improved Bull Rush
6_ _ _2nd ZA__Bonus feat (Dodge), evasion
7_ _ _3rd ZA__Fast movement, zen archery, point-blank Master______Greater Bull rush
8_ _ _1st Pi___Sneak attack +1d6, Sea Legs
9_ _ _2nd Pi__Evasion, Swinging Reposition_____________________Lunge
10_ _4th ZA__Ki pool (magic), slow fall 20 ft.
11_ _5th TS__Wild shape (2/day)_____________________________Dragon Style
12_ _6th TS

Here's the description of Swinging Reposition: “Provided she is wearing light armor, when fighting in an environment where such structures exist, the rogue incorporates them into her Acrobatics checks by grabbing hold of the structure and swinging toward her opponent, making either a charge or a bull rush maneuver. Once she completes her attack or maneuver, she can reposition herself. Immediately after making the charge or bull rush, she can move 5 feet as a free action, even if the charge ends her turn. This movement does not provoke attacks of opportunity.”

Now let me see if these combos work. The following lists scenarios I'd like to determine whether they're Society compatible:

(a) The elf charges (10') up next to her large treeant companion. It has a knotted rope dangling from its branch. She grabs it swings in (i.e. uses lunge) and either kicks the opponent doing damage (Dragon style) or knocks him back (G. bull rush), swings back and lands 5' behind where the rope swing was initially dangling. Do the mechanics work out? And if so, what's the DC of the Acrobatics check? Heres a representation with miniatures. Just imagine the creeping vine and the puff ball are attacking the carnivorous flower ally. The large treeant ally has the rope swing, not its sapling.

(b) Am I correct in assuming that the rope doesn't even have to start in her hand, but that she could not be using a two-handed weapon during here charge/bull rush?

(c) What is the DC for the player who tries this and doesn't have Swinging Reposition?

Other questions that popped up (but wouldn't stop this build) are as follows:

(d) Does hydraulic Push combo with the Bull Rush feat tree?

(e) Does Summon Nature's Ally allow for plant versions (say, maybe, one of the four listed plant companions)?

(f) Does the race trait “open hand, open mind” require that the character be of human ethnicity (since its from the Humans of Golarion Companion, but doesn't list it as a prerequisite nor is it a selectable option on hero builder)?

(f) The Treesinger casts Greater Animal Aspect (Ape/Monkey) on the treeant who then tries to pick up a kobold. Can he succeed with branches for... well, limbs? and, if so, then how far will it be able to throw it and with what mods/target? What if the treeant is just going for distance and couldn't care less about accuracy. Am I right to assume that the thrower must be two size increments larger than the thrown object?

That's a lot. I'm looking forward to determining whether or not this girl gets to play on her swing set or just go home and let somebody else adventure, say a rope trick specialist. :)

Thanks for your council,

Liberty's Edge

I participate in Society play. I made a Elven Zen Archer, but kept getting overrun by attackers because our parties were minimal (no cover and no barbarian or burning hand ally to cut things short). So, I then took two levels in Treesinger so I could stand behind something. Now I'm beginning to look ahead, level-wise, to where I could grow. Then I saw Swinging Reposition and thought that must be the most useless class ability ever for Society play-- Therefore, I must try to make it work! So here's my build:
4Lvls Zen Archer (Monk) [ZA], 6Lvls Treesinger (Druid)[TS], 2Lvls Pirate (Rogue)[Pi]

Lvl _ _Class _ _Stuff _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _Level Feats
1_ _ _1st ZA__Bonus feat (Point-blank shot), perfect shot___________Precise shot
2_ _ _1st TS__Plant bond, nature sense, orisons, green empathy
3_ _ _2nd TS__Woodland stride_______________________________Power Attack
4_ _ _3rd TS__Trackless step
5_ _ _4th TS __Resist nature's lure, wild shape (1/day)_____________Improved Bull Rush
6_ _ _2nd ZA__Bonus feat (Dodge), evasion
7_ _ _3rd ZA__Fast movement, zen archery, point-blank Master______Greater Bull rush
8_ _ _1st Pi___Sneak attack +1d6, Sea Legs
9_ _ _2nd Pi__Evasion, Swinging Reposition_____________________Lunge
10_ _4th ZA__Ki pool (magic), slow fall 20 ft.
11_ _5th TS__Wild shape (2/day)_____________________________Dragon Style
12_ _6th TS

Here's the description of Swinging Reposition: “Provided she is wearing light armor, when fighting in an environment where such structures exist, the rogue incorporates them into her Acrobatics checks by grabbing hold of the structure and swinging toward her opponent, making either a charge or a bull rush maneuver. Once she completes her attack or maneuver, she can reposition herself. Immediately after making the charge or bull rush, she can move 5 feet as a free action, even if the charge ends her turn. This movement does not provoke attacks of opportunity.”

Now let me see if these combos work. The following lists scenarios I'd like to determine whether they're Society compatible:

(a) The elf charges (10') up next to her large treeant companion. It has a knotted rope dangling from its branch. She grabs it swings in (i.e. uses lunge) and either kicks the opponent doing damage (Dragon style) or knocks him back (G. bull rush), swings back and lands 5' behind where the rope swing was initially dangling. Do the mechanics work out? And if so, what's the DC of the Acrobatics check?

(b) Am I correct in assuming that the rope doesn't even have to start in her hand, but that she could not be using a two-handed weapon during here charge/bull rush?

(c) What is the DC for the player who tries this and doesn't have Swinging Reposition?

Other questions that popped up (but wouldn't stop this build) are as follows:

(d) Does hydraulic Push combo with the Bull Rush feat tree?

(e) Does Summon Nature's Ally allow for plant versions (say, maybe, one of the four listed plant companions)?

(f) Does the race trait “open hand, open mind” require that the character be of human ethnicity (since its from the Humans of Golarion Companion, but doesn't list it as a prerequisite nor is it a selectable option on hero builder)?

(f) The Treesinger casts Greater Animal Aspect (Ape/Monkey) on the treeant who then tries to pick up a kobold. Can he succeed with branches for... well, limbs? and, if so, then how far will it be able to throw it and with what mods/target? What if the treeant is just going for distance and couldn't care less about accuracy. Am I right to assume that the thrower must be two size increments larger than the thrown object?

That's a lot. I'm looking forward to determining whether or not this girl gets to play on her swing set or just go home and let somebody else adventure, say a rope trick specialist. :)

Thanks for your council,