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10 posts. Alias of Hazrond.



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Suppose you were given the option to start the game with any one item for free, regardless of level or price, with the caveat that it can't be a weapon or armor. What item would you pick and what kind of character would you build around it?


So I was a little disappointed that no such thread existed yet so I figured I might as well start it myself. Go ahead and post your statblocks and backstories for all the interesting starships you feel like sharing in this thread! Share and discuss your starship stats, build theory, fluff and so on. ^_^

Here's one i had in mind for a ship that the Starfinder society would use as an exploratory/research vessel, named after a Pre-Gap Deity of Travel and the Stars, it's equipped less as a warship and more to quickly outrun any pursuing enemies, but, in a pinch does have a bit of point defense to defend against torpedoes.

Starsong-Class Exploratory Vessel:
TIER 5
Medium Explorer
Speed 14 Maneuverability Good (turn 1) Drift 1
AC 14 TL 16
HP 65 DT - CT 13
Shields light shields 80 (forward 20, port 20, starboard 20, aft 20)
Attack (Forward) empty light mount
Attack (Port) empty light mount
Attack (Starboard) empty light mount
Attack (Turret) laser net (2d6)
Power Core Arcus Ultra (150 PCU)
Drift Engine Signal Basic (75 PCU min.)
Systems advanced long-range sensors (+4), Crew Quarters (Luxurious), Mk 4 armor, Mk 5 defenses, mk 2 duonode (tier 2 computer), security (biometric locks), countermeasures (lockout)
Expansion Bays life boats , medical bay , science lab , sealed environment chamber
Modifiers +2 to any 2 checks per round, +4 Computers, -1 Piloting
Crew Complement 1-6


So I've been getting super hyped for Starfinder after reading the books but to my dismay I haven't been able to find anyone willing to run in any of my circles, how would I go about looking around on here? This is pretty much my last hope for finding a Starfinder campaign at this point.


So I was toying around with making a Witchwyrd Mechanic and so for fun, I went and desconstructed the statblock for the Tetrad Caravel to see how good the drives were (since the stats weren't given to us directly) and what I learned was pretty shocking.

The "Proprietary Planar Aperture Drive" that the Witchwyrds use is kinda bonkers. Assuming that they took the maximum amount of available resources after everything else was number crunched (with a very minor amount of rounding to get aesthetically pleasing numbers) the stats for the Planar Aperture Drive come out to being:

Planar Aperture Drive
Drift Rating 2
PCU Cost: 90 (92 is what I got, but I rounded it for the sake of visual appeal)
BP Cost: 5 (for a Medium size ship)

Even assuming that this drive is only functional on Medium or smaller ships it's still incredibly powerful for its price, I can see why the Witchwyrds are so secretive about not letting other races get their hands on em. And that's not even including the fact that they have the ability to shift to any of the planes, rather than just the Drift.

What do you guys think of it?


Black Market Connections wrote:
You have contacts who can move goods of all manner discreetly and quietly just about anywhere to nearly any destination you can imagine. You can sell goods in any city for their usual price, even if the goods are illegal or too luxurious for the locals to afford. Additionally, for 10% more than the usual price, you can purchase goods to be delivered to a remote drop-off point (possibly near an adventure location) in the same Solar system as a familiar city. The delivery always takes at least as long as the journey between the city and the drop-off point—and usually longer.

The way this is worded, it seems to imply that you can sell it for full book price, rather than the (frankly pretty terrible) price of 10% value. Am i misreading this, or is this the intended benefit of the ability? (Given that, otherwise it's pretty weak since all you get is an amazon delivery service...)


So i am building a computers focused hacker mechanic with an Exocortex, and when i look at the Datajack augment, it seems useful but at the same time is it worth the cost for a 1st level character? For that matter do I even need it to use my Custom Rig?


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So as we go and look at the tech level of Starfinder i find one thing strange, given all the advances we've seen i find it strange that in some places the tech seems to have stepped backwards from the Numerian tech that likely formed a basis for most of Absalom Station's tech (and the golarion survivors as a whole). The most glaring example of this seems to be the AI, specifically, what Starfinder calls an AI seems much closer to what Mass Effect would call a VI, yet way back in the days of early Golarion we see truly sapient artificial AI (such as Hellion and Unity), as well as the tech to create sapient AI by uploading mental blueprints of creatures (such as Cassandalee). So why are Starfinder's AI so far behind in comparison? It's not like they got completely cut off from Numeria's tech when they were creating all of this stuff right?


So i was looking over the Shadow Caller archetype for the fetchling and i have to say i love the really cool alternate summoning list and would like to make the most of it if possible, so i was wondering if you think it would be possible to pair with the Master Summoner archetype since they possibly fall under that FAQ that says you can stack archetypes that alter the same class feature as long as it is altering different parts of the feature (like altering the bonus feat list and the bonus feat progression for instance)? And if it DOES work that way what would you suggest for it?

Currently i had an idea i thought that might be interesting for a Fetchling with Racial Heritage (Dhampir) really hamming up the Vampire angle, using Unsummoner and a Psychopomp eidolon, but its a bit feat strapped for the first few levels and there are alot of good summoning feats that could be used instead, what do you think?


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So my DM is running a fun prequel session for each player leading up to our Kingmaker campaign and my Swordlord Aspirant managed to win a duel against a few guards of an important Swordlord on technicality.

Long story short she ended up with a magical charm from a close friend that made her already somewhat odd Aldori Sword even more different, to the point of the fact that the GM says it needs to be named because it is a purely unique weapon on the face of Golarion.

Its a Masterwork Sawbacked Aldori Dueling Sword that has the Disarm feature. In addition, the magic charm causes it to deal 1 Sonic Damage with every hit and on a natural 20 attack roll i get a free disarm attempt against the target of the attack. The Sonic effect is only going to increase in strength over time and the weapon is eventually going to become a mythic artifact.


The setting is going to be Erf, from the Erfworld comic. I plan to have the party pop as a group of barbarians and make it sort of sandboxy my question is, what threats should i throw at them in a world of warring nations where the PCs are unaffiliated? What different ideas do you guys have? Is this a bad idea?


So i was looking at maybe making a Eldritch Scion Magus with the Draconic Bloodline, that would eventually go into Dragon Disciple, however one thing i always found interesting was the Outer Dragons and i remembered that the Outer Dragon Blood trait exists, do you think it would be worth trying to talk the DM into letting me use it the Bloodrager Bloodline? Also, do you have any opinions on the build idea in general?


So i recently saw the movie Zootopia, and it was great, and i fell in love with the character Nick Wilde, a fox with way too much bluff for his own good :P

So i felt a little inspired and i thought that maybe i could make something similar in Pathfinder for the next game i get into.

The basic concept mechanically is a Kitsune Mesmerist with Realistic Likeness and VMC Bard.

The fluff:
When he was young he showed an aptitude for Bardic Magic and began travelling Minkai, wherever he went he would heal the wounded and play his music on a family heirloom of an instrument, but inevitably eventually something valuable would disappear or someone would go missing and the villagers would blame the fox-man, forcing him to flee the town and move on to the next. Over time he began to grow more and more saddened by the villagers quickness to blame him for every problem that came their way, until one day he was cornered by a few bar patrons and beat up over supposedly stealing the leader's prized dagger. As the travelling minstrel lay bloodied on the ground he watched them snap his instrument to pieces before leaving him on the ground bruised and in pain. That was the day he decided that if the world saw him as a thief and a liar, it would be less work to stop trying to prove it wrong. Over time his musical magic began to slowly lose it's song and eventually lost all components whatsoever, manifesting from pure force of will. Meanwhile his tongue became ever sharper and his fingers lighter. Eventually he had overstayed his welcome in Minkai and chartered passage with a convoy over the Crown of the World into the continent of Avistan, a place ripe with opportunities for gain.

The character would be silver-tongued and light-fingered, a good person at heart but cynical and jaded enough that he is Neutral as opposed to full on Good.


So i have a thought, if you have a way of gaining an improved familiar WITHOUT using the feat (for PURELY example purposes i will mention Asmodean Advocate and the Pact Wizard) do they gain Speak with Animals of Its Kind to trade out with familiar archetypes, since if i read this correctly its the feat that takes that away?


So my group has houseruled that VMC sorcerer gets the bloodline arcana since they get the Bloodline class feature, this is just reference for what comes next

White Mage Arcanist VMC Sorcerer (Psychic Bloodline) with false focus

So to recap he:

  • Prepares Spells from a book like a Wizard
  • Casts them spontaneously like a Sorcerer
  • Can cure wounds like a Cleric
  • Can ignore armor like a divine caster
  • Ignores Focus components completely
  • Uses Thought and Emotion components like a Psychic
  • Casts spells mostly from those available to a Wizard or Sorcerer

Alternatively i could do an Unlettered Blood Arcanist with VMC cleric instead for a slightly different brand of confusion

Thoughts?


So i was thinking of making a Caligni Kineticist with the leadership feat and i am wondering, how exactly would one work the followers if you wanted a cabal of Dark Folk instead of the usual townsfolk or cultists? They have racial CR as opposed to class levels so it is slightly confusing


Ok so a level 20 psychic can make themselves into an AI, suppose a newly made AI Psychic decides it needs help, can said AI copy-paste themselves and effectively have two different versions of the psychic?

Iron Gods Spoilers Within:
there seems to be a precedent for it since Unity made a low power copy of himself that evolved into Hellion, but what would the result be from somebody who is decidedly less prideful and egotistical? Is it possible to have multiple versions of a person work together? Is it reasonable to share the same goals that the original had before copying? Would they likely have an existential crisis after their original goal is complete?


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ok, so i was reading Magic Jar and i had a question that isn't answered in the spell description, are you considered the body's creature type, since your in that body, or your original type, since its your mind? Suppose a human used magic jar to possess i dunno... a psuedodragon, does the person use the Dragon type of the body, or the Humanoid (Human) type of the mind?


ok so i had an idea, basically what brought it on was the fact that my GM ruled that VMC sorcerer gives the bloodline arcana so i was looking at various bloodlines that might go well with kineticist and found the Marid bloodline, which allows you to change your blast damage to cold, so then i had the idea of a creepy Blood Kineticist who switches his wracking blast to cold damage ("Can you feel your blood run cold?") and i searched for something to make it better (even if cold is commonly resisted), then i found Rime Spell, i immediately loved the idea of this character who freezes their blood and makes them unable to move but then i hit a problem, metamagic can only be applied to a spell-like if the spell-like hasn't gained any spell levels (since spell-likes dont use slots the same way) this led me to looking for a way to reduce it and i was left with only a few options, some of which are foggy rules-wise

  • Magical Lineage: Foggy on whether Kinetic Blast is a legal choice (spell-likes are considered spells but the thing that makes it iffy is since there is no "Kinetic Blast" spell on any list).
  • Spell Perfection: Legal but it is pretty late (Level 15... ouch) however it does at the very least allow me to throw around metamagic a bit more (And it boosts my weapon focus, for what that's worth).
  • Wayang Spellhunter: Super sketchy, has same complications as Magical Lineage in addition to the issue of Kinetic Blast's scaling level and the fact that it is a regional trait for the dragon empires.

So what are you guy's thoughts on the concept in general, as well as the rules behind it?


Suppose i could possibly convince a gm to allow an elemental (aether) bloodline sorcerer who shoots force attacks, should i? Is it worth losing some of the bloodline powers (though i could crossblood to replace them)? Is it even more powerful enough to warrant the maneuvering to talk the GM into it?


I am considering running a mythic campaign revolving around several artifact weapons of great power, i have a few ideas on what to do but im curious what other peopke would do for each. Assuming you had to stat out a Major Artifact weapon for each of the alignment axis (Good, Evil, Chaos, and Law) what would you do for it? Mind you these weapons are meant to be in the PCs hands eventually ;)


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So i was going through the Occult Adventures book and came across the Tome Eater archetype (the name is literal for those who might not have the book yet), i need to make a new character for a Reign of Winter game i play in and so i had the thought to make a Tome Eater Occultist who was a Goblin, goblins dont have a penalty to Int so it should be ok, for the character's personality i was kind of hoping to make something of a cross between a normal goblin, and Mordin Solus from mass effect. Basically make him brilliant (especially by goblin standards) but a slight bit crazy, and also have him speak very quickly. The main issue is that while i have a bit of an idea how to go about this i am also still a bit in the dark as to how i should prepare/get in character. Any ideas for him would be appreciated as well. ^_^


So i am a person who likes to use the very obscure dieties and demigods when i make a character, however when i go through and search for them i find that alot of ones that are demigods have a listed title but dont have the rest of the deific portfolio. For instance what if i wanted to make a character who didnt worship Pharasma, but instead worshipped the psychopomp usher Ceyanan, The Shepherd? Am i precluded from playing a divine caster? Am i able to be a cleric but have no domains or favored weapon? Do i pick domains from their "parent diety" Pharasma? Or do i pick domains that fit the god? I am hoping you guys could help clear this up for me. :)


So i have been reading over the updated Vigilante and thinking about running one, the only thing i am running into is that it seems a tad difficult to get ahold of a few of the social talents early on where they would be arguably more useful, i know there is not going to be an Extra Vigilante Talent feat due to them being more powerful than other talent-style class features but i am curious, is there any chance of an Extra Social Talent feat existing?


I am a rather huge fan of the Mass Effect games and have played a variety of the classes from them, but I am curious, exactly how would you build each of the classes in the pathfinder rules? I'll do a rundown of each incase anybody doesn't know them.

  • The Adept: The pure biotic specialist, I am guessing sorcerer with a complete focus on spells of the telekinetic and force varieties.
  • The Vanguard: A mixture combat/biotic class that is skilled with guns as well as biotics, possibly Magus with a dip in Spellslinger Wizard? I don't know how to go about this one. (Could also be a melee magus focusing on using Bladed Dash to close into melee distance)
  • The Soldier: Pure combat specialist, probably a Gunslinger with Master Craftsman for magical bullets.
  • The Infiltrator: A trickier one, is a Combat/Tech class that prefers long range weapons and uses a tactical invisibility cloak to move into position for attacks, sounds almost Rogueish to me, maybe a slayer or unchained rogue?
  • The Engineer: A class focused on using various abilities to cripple the enemy offense while bolstering his own with buffs, also can deploy a combat pet, sounds very wizardish to me, but there may well be other ways to do this one.
  • The Sentinel: Even more than the Engineer, uses a combination of technological attacks while sowing even more discord with biotic debuffs, instead of a familiar it has a suit of biotic barrier reinforced tech armor as its signature ability, this is another one I am unsure of how to convert.
Overall I'm not sure what would be good to mimic their specific abilities, I made a good few generalizations in my own ideas of how it could be done, what do you guys think? Any stupidly simple ideas I utterly missed?


So for a while I have had my eye on the Druid class, specifically the Leshy Warden archetype. So I was thinking of doing a Syrinx Leshy Warden VMC Witch because it boosts my Leshy while also giving me some hexes. The main problem is that while I can think of what Class/Race combo I wanna play I have no actual idea how to build a casting focused Druid and the class guides gave no assistance on this front. So I have a few questions

  • What stats should I use? High Wis is obvious but I'm not sure what else
  • What familiar archetype, if any, do you think would be most useful, Mauler maybe? I plan to stop him at Gourd Leshy and take stat boosts from there
  • Are there any incredibly glaring weaknesses that the Syrinx has?
  • Are casters heavily dependant on feats? Is VMC Witch a poor choice?
  • And lastly what other advice do you have on building a Druid focused on spell casting as opposed to wildshape?


Suppose that I want to play a rogue with the bomber talent as well as Alchemist levels, how do the damage dice between the two stack?


So i went and saw Jurassic World yyesterday and it was an awesome movie, and after seeing the ending i now havve a powerful urge to make a Hunter with three velociraptors as his animal companions. The velociraptors are easy, the book says to just use the Deinonychus statblock, but the main problem i ran into is that Using the Packmaster archetype i fear i may be spreading them too thin, so i ask you for assistance great and knowledgeable paizo forums, how can i get extra animal companion progressions that i can stack into my Packmaster levels? Preferably i would hope to get 3 full level progressions, but that i feel is a lofty goal, if you know how though i would love to hear it! :D


My friend is starting an Iron Gods game and i ended up with a fairly unimpressive statblock

14
15
14
12
11
13

I decided to play an Unchained Rogue and since the AP is so Firearm-heavy from what i heard i was hoping to do a Two-Weapon Fighting build using a Shortsword and a Tech Pistol of some variety, maybe sonic or something. I checked Rogue Eidolon's Guide to Rogues and so i think that this is a solid stat array after including my racial bonuses (Edit: Forgot to mention im playing an Android) (Am i wrong?)

Str 11
Dex 17
Con 14
Int 15
Wis 14
Cha 10

Now, what i need to know is what feats do i need to make this work. The Prereqs require TWF, Point Blank Shot, Rapid Shot, and Snap Shot, so those are a given, but what other feats will i need to make this build work and not die horribly?


Is it a bad idea for a Synthesist to take levels in evangelist? Is the loss of a level a big penalty compared to what you get?


Say I am a Sorcerer VMC Wizard, do I count as a wizard for feats that have requirements such as "Wizard level 5" like say, the Greater School Familiar feat?


I had an idea for a Sythesist UnSummoner using the Psychopomp type, and i was wondering what you guys thought about this archetype on the new summoner.


Me and a DM are arguing this, i am of the opinion that it is obviously a Spell-like Ability from the tag and text surrounding it, his argument against it is racial traits like Gnome Magic which state the abilities granted are "spell-like abilities" and that since Detect Evil doesn't have this wording it is not


So, i am playing a Wrath of the Righteous game and am set on playing a paladin, i really like the idea of a Sword and Board pally but i don't know how i could build it effectively, i have looked on a few guides but not seen much about it, so i am requesting advice on how to make this work. I am hoping to make him an effective melee combatant using a longsword and a shield.


So i am going to be playing in an interesting gestalt game soon, basic premise is that you are all wizards, pick one class to be the other half of your gestalt. Now, this was wonderful because it lets me play a concept i have been wanting to do for a while. A Spirit binder Wizard who summons powerful monsters for his dead brother to possess and live through via Conjuration School Familiar. So first idea for this was Master Summoner on the other side of the gestalt and use the eidolon as a power limiter (GM is wary of mass summoning). The GM expressed concern that if i "didn't use half my kit" i would be useless and so now i have come here to ask. How can i summon the strongest creatures possible with these 4 feats locked in.

1st School Familiar
3rd Summon Good Monster
5th Greater School Familiar
7th Improved Familiar

for more info, read the spoilers below

Houserules:
  • The wizard half of the gestalt uses the primary stat of the other class instead of Int for most uses (Dex or STR for a fighter, STR or Con for a barbarian, etc.)
  • the wizard half of the gestalt gets 4 extra bonus feats on top of normal bonus feats
  • Will be updated as more houserules are announced...

The Party So Far:
  • Synthesist Summoner (Claims he will never leave his bodysuit)
  • will be updated as others lock in their concepts...

Any advice on building a powerful monster summoner is appreciated, i can possibly swap out Summon Good Monster for Summon Neutral Monster, but other than that those feats are locked in. So any advice on what class would be better than a handicapped (i won't be flooding monsters unless the party is in danger of TPK) Master Summoner or how i should progress from 9th level onwards is greatly appreciated.


So i am building a Spirit Guide oracle for the Jade Regent adventure path, they are going to be very fire based and have the sun as a major part of their backstory, i have already locked in the race i want (though i will not say because the other players sometimes read the advice forum) and am now stuck with a decision. I have to pick a mystery, so far of the ones out there i find two that can potentially fit thematically, Solar, and Flame. Flame is very thematic and has alot of cool abilities but it also locks me out of the Flame spirit, since they both have alot of overlap. Solar is pretty interesting and has its own thematics to it that fit well enough with the theme, as well as giving me a plethora of spells to use. Both look fine but i am having a terribly hard time deciding, any advice would be appreciated. I am somewhat leaning towards Flame at the moment but not enough to get a decisive decision out of me. I would appreciate your thoughts on the two.


So i am playing the jade regent AP and as always i am paranoid about character death so i have a wonderful backup character in mind, a kami-blessed kitsune based around fire, the main issue i am running into is picking a class, both the Oracle and Shaman look good, Oracle has the Charisma synergy with the race, whereas the Shaman is something i have been wanting to play and also has its own interesting perks, the statblock i have to work with is as such (before racial mods, can be arranged however i like) 16, 16, 14, 14, 14, 13


so i am currently playing an Eldritch Scion magus (i am using destined bloodline, so i dont really need to ever use the crappy mystic focus) and am currently in a bit of a pickle, i have a pretty good set of armor for level 1 but because of my crappy Dex (11) i have a rather low AC of 14, as a melee character this is bad but so far it has been offset by my reach weapon being able to stabbity stab anything that comes close to death before i get hit, however as we just hit level 2 i am struck with a dilemma, i could take a level of Lore Oracle and fix that bby taking Sidestep Secret however i am unsure if that is a good idea, it will delay my damage progression a bit as i will have to reach level 3 before i can spellstrike and i am unable to spell combat because of the fact i am using a reach weapon. So it would delay me to level 3 before i can start smacking stuff with magic spellstrikes, however it would get me my Cha mod to both AC and Reflex, so i am well and truly stumped here, so i ask your advice paizo forums, Yay or Nay?


So i am making a character with some crafting capabilities and i was thinking some "goggles of detection" would be nice to have, essentially a pair of goggles that you put on and it gives you an entire array of detect spells with which my inquisitor can survey the area. Now, from what i read the grand total for such an item is 3000 GP for goggles of detection that have the alignment detections, as well as detect magic and detect undead. Am i misreading these rules? because this would be a very useful item for my inquisitor, later i plan to add in more detect spells like detect secret doors and such, so that the goggles pull up a small dossier on whoever i look at ("Neutral Evil, Currently under a charm effect, has a small metal object at their side, likely a dagger"). If i have misread somewhere and it is more than 3000 GP that sucks, but its good to know


So i am making a Souldrinker of Charon in the jade regent AP and i am conflicted on what class to use for my base, incase it matters the stats i got are as such before racial mods, i plan to use a Plumekith aasimar as my race if no better option presents itself

14 14 16 13 15 14

The party is level 1 bordering on level 2 atm so i doubt i will get to use this character soon but the plan is to go souldrinker using conductive weapons to deal negative levels while smacking them, i am currently debating whether i should go TWF or not (I am unsure if a single conductive weapon would be able to give multiple negative levels in a round on a full attack), however the main question i havve atm is what class i should be using for the base, i am currently thinking either an Inquisitor or a Warpriest because i would like to make use of the spellcasting boosts and i feel divine spellcasting is a good choice, however if there are any better choices i would love to hear them! :)


So I am making a very death focused warpriest of Charon and I was interested in the Possession Inquisition due to its tenth level ability ("I AM THE HAND OF DEATH IN THIS WORLD, DO YOU BELIEVE IT HAS SWAY OVER ME?!") and I now want this, is there any way to get that inquisition as a warpriest without multiclassing?


I am thinking of making a very death-centric character who will be taking the Souldrinker PRC and I was thinking of taking inquisitor or warpriest and I am curious, Charon and Pharasma seem to be relatively cordial and they share a domain (the river Styx runs through the Boneyard ending at Pharasma's spire) as well as both being death gods, both can have NE clerics, is there any passage in the rulebooks stating that a divine caster can have only one patron?


I am making a Shadow Caller summoner, this has an INSANE amount of work involved because you have to take the Shadow template and build a statblock for EVERY summon you plan to use, i do not have the time to do this so can you please tell me which summons i should bother statting out? i am using the Summon Neutral Monster feat to fill the list out a bit more and i am curious which summons i should bother statting out of the templated ones, this game is tomorrow evening so i would like an answer as fast as possible please, thank you in advance to all who help :)


So i had an interesting idea, a Bloodmarked Skinwalker Synthesist Witch with a Decoy Bat Familiar, at level one take the feat Bat Shape, and you can later pull a switcheroo with your familiar. Turning into bat shape while your familiar goes humanoid shape. For added fun when you get to the higher levels of synthesist you can absorb your bat into your bat form to get even more of the bat abilities (since the normal version only counts as beast shape II)


So, i just joined a silly game my friend is running that is going into mythic supposedly and each person in the party is getting an artifact, i am currently thinking about playing an Archaeologist bard but i am not sure which artifact i should choose.


So i have a silly campaign in progress i am joining that is going well into mythic from what the GM says and each player has gotten a sort of "custom tailored" artifact for their character to fit in the story, i was told to build a character of 5th level and find an artifact to run by him for the game, i was considering a bard, however, looking through the artifacts i can only find with any abilities for a bard, the Song of Extinction Bardic Masterpiece, and the Perfect Golden Lute. Now the lute i find a bit bland but i rather like the Song of Extinction, however, the masterpiece itself has some wording that confuses me.

Song of Extinction (Bardic Masterpiece):
Effect: The area within 100 feet of the performer begins quaking and moaning as if the earth itself were in pain. The affected area is treated as per the spell earthquake. In addition, all creatures in the area except for the performer must make DC 25 Reflex saves, as individual earthen maws open beneath each. Those who fail fall into a 100-foot-deep pit that quickly grinds shut, trapping them as if they were in the bury zone of an avalanche and trapped without air. If any living, sentient creature is killed by the Song of Extinction's effects, the performer ceases to age for 1 year.
Use: All of the performer's uses of bardic performance for that day.
Action: 5 full rounds.

I am unsure of how the cost of the ability works, does it not work if i have played a bardic performance that day? or does it just eat every remaining bardic performance round i have? i would hope it is the second because the first would make it unusable, but i am unsure, and that is why i came to ask here.


So i am building a summoner with a harrow spirit as his Eidolon, i was going to go Bipedal with him and most likely using a weapon, however, knowing this is a rather weak path for an eidolon i asked my DM if i could take the leadership feat and make my eidolon my cohort, i was given the go ahead and now i am wondering what i should actually do for its class levels, something with both magic and melee would be nice, possibly a Magus, or Inquisitor? i dont know, any thoughts or suggestions?

Edit: If possible i would love something with some divination-y abilities, to fit with the harrow flavor


So just about every time somebody takes the Leadership feat as a Wizard/Summoner i hear this question "Can i make my familiar/eidolon my cohort?" and while i know that RAW you are not able to designate them as such, i am curious, what are the implications and balance issues involved with allowing somebody to do so?

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