Celestial_Chameleon's page

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OK so, a DM I have is starting a new campaign after our 3 year long one ended a few weeks ago. He wants us to use the race builder and create a non standard race, as in, not humanoid. Now this poses a problem for the simple fact that most racial archetypes require a humanoid sub-type to qualify for.

I can't seem to find any rules for it, but is there anything stopping a Plant type creature, from getting the Elf sub-type? Normally I think those sub-types are for humanoid only right? I wanted to make an offshoot of the Elven race that embraced druidism so much that they became plant creatures, but retained their Elven heritage, thus the Elf sub-type. Would this break anything in a dramatic way? My DM will most likely let me do the combo, but I wanted the opinions of the community at large on the matter. Thank you in advance. ^_^

PS: I hope this is posted in the right area. If not let me know XD


Hey folks. I am curious, is there any class or archetype that focuses on building its own armour and weapons? I am thinking something like the artificer from 3.5 but that it gets bonuses for using the arms and armours it creates. I just have this idea for a character that is supposed to be the best at making swords or armour, similar to how Hitori Hanzo was a legendary sword smith in the kill bill series. Just looking to get bonuses for using his own stuff.

If you know of any races/classes/feats or traits that would give bonuses like this or allow for some pretty nifty crafting bonuses that would be swell. I am going to keep perusing the SRD until I find something or reach the end of the internet. XD


Hey folks.

At some point or another I remember seeing a trait somewhere that increased the benefit you get from a morale bonus by 1. For instance, if you had a morale bonus of +2 to strength based checks, it would instead be +3 with this trait. I cannot for the life of me remember what it is called or where it is from, or even if I am just going absolutely crazy and just thought it up. Any help in finding this trait or proving my insanity would be much appreciated.


Hey guys, I am going to be joining a campaign that one of my friends is running and I decided to roll a ninja. I am very smitten with Monk/ninja/rogue so I decided to try and play a monk/rogue hybrid and settled on the ninja as it had a lot of the features from both that I liked. The general Idea is to make a ninja that uses unarmed attacks and relies on avoiding attacks in melee and following up with a counter attack, thus the snake style chain. The build will also focus a bit on poisoning, hence Addar Strike. This is the first 10 levels of progression I have thought of. It isn't meant to be super optomized.

Human

Str 10
Dex 16(lv 4 and 8 stat bumps here)
Con 14
Int 10
Wis 14
Cha 14

Feats:

1:Improved Unarmed
1H:Addar Strike
2(Combat Trick): Weapon Finesse
3: Snake Style
5:Skill Focus[Sense Motive]
6(Style Master Trick): Snake Sidewind
7: Bleeding Attack
9: Snake Fangs

Ninja Tricks:

2:Combat trick for weapon finesse
4:Shadow Clone
6:Style Master trick for snake sidewind
8:Pressure Points
10:Unarmed Combat Mastery

Since ninja gets a lot of skills natively, the character will play as a skill monkey for the most part. During combat the main tactic is to pop shadow clones to increase the chance of an enemy missing me. The focus is more so debilitating poisons, flanking, and pressure points with sneak attacks. The shadow clones will help with snake fangs later, and Addar strike effectively doubles the doses of poisons I buy/make. The build doesn't revolve around invisibility like most ninja builds I see. More or less a ninja you cant touch, but in plain sight. As for skills, I take what I need to meet pre-reqs and then have plenty of left overs for many other skills. If I really needed more skills I could use the favored class bonus for it, but I think HP would be prefered as dancing around in melee even with clones is risky stuff.

As for items, the important ones I can see would be Monk's Robes, Stat boosting Items, Necklace of Mighty Fists, Headband of ninjutsu, other defensive items etc.

Do you guys think this build will be able to perform well enough to contribute a half decent amount to my party, or is it absolute garbage? Suggestions would be swell. :)


1 person marked this as FAQ candidate.

Ok it is 3:30 in the morning and I am at work and quite tired lol. I have tried looking through the forums to find the answer to my question, but have come up empty. Can the animal companion archetypes introduced in the animal archive be applied to the plant companions that a treesinger has? I mean looking at it I don't see any glaringly obvious balance issues.

I'm asking as there are people that will argue that "Except for the companion being a creature of the plant type, drawn from the list below, this ability otherwise works like the standard druid's animal companion ability." does not mean it is an animal companion and only acts like one, therefore trumping some rules that would effect an AC, like my question etc.(I have a few in my group that like to argue things like this until they are blue in the face)

Any help on the matter would be swell. Cheers! =)


OK. So I tried looking for the answer through the search feature, but all I got was a flood of "trading X race boon for Y race boon" threads.

My question is, can other boons be traded? For instance, My friend just got the boon for being able to use an axe beak as a cav/ranger/samurai/non druid etc. He has no use for it and wants to give it away to me. Is it legal to do so? Seems like racial boon trading is legal. Does it extend to non race boons?


So I had a character on the go before for PFS, but due to bad book keeping on my part I have decided to just make a new character instead of trying to solve the massive head ache of paperwork I would need to do to fix the old one. Was just wondering if I could get some imput from you guys to see how well the build will work thematically as well as mechanically.

Human Enlightened Philosopher Oracle
Nature Mystery
Lame curse

Str 10
Dex 10
Con 14
Int 14
Wis 14
Cha 16

Revelations:
1st - Bonded Mount[Horse with totem guide animal archetype]
3rd - Nature's Whispers

Feats:
H.Bonus - Huntsmaster[Horse]
1st - Skill focus(knowlege[Nature])
3rd - Eldritch Heritage(arcane)[Chose Familiar]

Bonded Mount Feats:
Stable Gallop
Narrow Frame

The Idea is to make a support based healer/buffer with good mobility due to riding around on a mount. Once 3rd level rolls around I would be getting a thrush familiar for delivering touch spells(cure spells mostly). Flavor wise, he is a wizend old mage who doesn't focus on the big flashy explosions of the younger generation. Instead he focuses on subtle yet effective spells(buffs/support). Think of Gandalf from LoTR if he could cast healing spells etc. As for his reason for joining up with the society, he has waited a long while and has decided that one of the best ways to learn more about the world is to actually traverse it. So he joined up to adventure across the land, learning new secrets about the world and its denizens.

I only went to level 3 so far. Would you have any suggestions for the current build and perhaps afterwards? I think he will be fun to play as is, but learning what others have done is also great. =)


Is there anything in the rules preventing me from making my buddy a red panda instead of a black and white one? Same stats just a different color and slightly different shape that doesnt affect any mechanics. The red panda fits the color/theme im going for on my mad dog barbarian. If this is acceptable, would it work in pfs as well?


1 person marked this as FAQ candidate. 1 person marked this as a favorite.

So I was tossing around the idea of creating a character themed around gambling, but never has "weapons" on him. It struck me that unlike normal weapons, improvised ones don't seem to scale well. Eg: very unlikely to find a +2 flaming speed chair leg in a random dungeon. So I got to thinking. How can I make them temporarily better? Enter the Magus.

Here is where my real questions start.

1: Can a magus use his arcane pool to enchant an improvised weapon he just picked up?

2: If #1 is true, how would that work with a deck of cards? Would I enchant the deck and then each of the 52 cards would count as a thrown weapon? Making it so that for the fight I can toss +1 flaming cards etc.

3: If #2 works, what would be the action to "draw" a card? I'd assume free as you would hold the deck of cards in your hand, and throw with the other. Drawn like ammunition essentially.

Any help on the matter would be primo. Just hoping I can make something like this work because it would be crazy fun to play a gambling mage that can make a card explode in your face.


7 people marked this as FAQ candidate. 1 person marked this as a favorite.

Ok so after searching a million times, I have come to the conclusion that shamans and druids in general for that matter, are ok to use the young and giant templates to create different sized animals for wild shape as long as the DM is ok with the idea. As that is just for regular home games, figured I would post here to see if a ruling for pfs can be achieved as there is no official ruling on it yet.

Can druids waive the no template restriction from polymorph rules so as to wild shape into a young or giant version of an animal? This would only be an exception to the rules for wildshape only, and would only allow young and giant templates. Other relevant restrictions such as those in beast shape 1-3 would still have to be obeyed. Meaning no gargantuan wild shapes etc.

As one of the class features for the eagle shaman is impossible due to current rules, this official ruling would allow them access to the class feature they were printed with. Specifically the ability to wild shape into a roc.


I have been combing through the boards regarding this question. The only thing I could find was a post commented on by the guy who wrote the druid section of the apg.

The question on whether you can apply the young/giant templates to an animal to change its size with regards to the beast shape 1-3 lineup, popped up in the thread I was reading.

Jason Nelson(writer I was talking about) said that by RaW the rules state that you can't apply templates to an animal with regards to polymorphing into said modified animal. He then went on to say that it would not be to terribly game breaking to allow those templates to be applied to animals with regards to wildshape so as to give druids more options.

Link to the thread in question:

http://paizo.com/threads/rzs2l5il?APG-Druid-Shaman-Wildshaping-Modifiers-Wh at#38

The reason I ask is because I have a friend that I will be playing pfs with regularly and she loves the idea of turning into a huge version of the Megaloceros, but there are no "huge" version of said animal. Thus the need to create one.

Is the template restriction on wildshape possible to be waived in this instance so she could wildshape into a huge megaloceros in the pfs setting?

Any help on the matter would be greatly appreciated. And heck, if this is valid for pfs I might even try out wild shape as it does sound fun.


Ok so, pretty new to PFS. Played regular pathfinder before. Love the game. I have a nasty habit of making odd combos for flavor/theme/rp reasons. I understand that the rules in PFS are slightly different to keep things in check. So I figured I would ask if the combo I wanted to use was possible.

Aasimar has a racial trait replacement that lets them count as a human for feat acquisition etc. Human has the Racial heritage feat so it can count as another race for feat acquisition, archetype use, spells that effect them, etc. The first part of the question would be if it is possible to take that combo and take elf for racial heritage, thus allowing me to count as an Aasimar, human, and elf(allowing me to take Treesinger druid[elf archetype])

If the first part is allowed, my second question would be if the Aasimar celestial servant feat would work on the plant companion that Treesinger druids get. I am only wondering as the one line in the plant companion class feature says this:

"Except for the companion being a creature of the plant type, drawn from the list below, this ability otherwise works like the standard druid's animal companion ability."

Basically I am trying to make a celestial plant themed druid. its terribly convoluted, but if this combo would work, it would be an interesting pet to have. Any help would be much appreciated.