So, I'm looking to create a antagonist for my campaign, and would like to base it off 4e's Warden class. The hard as a rock, nature transforming, difficult terrain tank. Thoughts on how to pull this off as closely to the abilities the 4e version has?
I've seen thoughts on making it based off of a Barbarian, and Druid. While those classes certainly share some of the traits the Warden has, I'm unsure how to really build it out and not feel like I'm missing something. As this is a likely antagonist for my players, I'm open to building it via classes, templates on existing monsters, class levels on monsters etc.
Thanks for your time.
Question for those more rule savvy than I.
1. If you cast summon monster (I-IX), and the creature picks up an item, would that item return with the summoned creature to its home plane once the spell duration ends? (I'm unsure on this one, I haven't found any rules pointing me one way or another)
2. Same scenario, except the creature is summoned via planar ally. (My thought is yes, due to the payment/bribe system in place)
3. Same scenario, except the create enters the material plane via gate. (My thought is yes, same as #2)
4. If you plane shift to a known entities location, hand over an item to it, then planar ally / somehow call it to the material, can it bring the item back with it? (My thought is yes, as you are face to face with the creature)
If there are other interesting ways for summoned / allied creatures to make off with things from the material plane, sing out. Much obliged.
Pretty simple question, prompted by an argument that has annoyed me far to much.
Q1: After a target has been scarred by the Witch (either willingly, or via touch attack), does the Witch need "Line of Effect" in order to hit the scarred target with its Hexes (say healing hexes, or misfortune) within the effects stated 1 mile range?
The effect of the hex specifically states, "The witch can use her hexes on the scarred target at a range of up to 1 mile". My view is that this is to allow a Witch to hex people they don't have LoE on, or LoS. They met LoE/LoS by putting the Hex on the target in the first place, now the effect happens regardless. The entire point of the Hex is to be able to Hex targets within 1 mile, not within LoE.
This hex curses a single target touched with horrible scars of the witch’s choosing, whether something as simple as a single letter on the target’s forehead or blotchy, burn-like scars on his body.
Effect: The target may make a Will save to resist this hex. These scars do not interfere with the target’s senses or prevent it from using abilities, but may affect social interactions. The witch can use her hexes on the scarred target at a range of up to 1 mile, and she is considered to have a body part from the target for the purpose of scrying and similar divination spells. They persist through disguises and shapechanging.
The witch can withdraw this hex from a target as a move action at any range. The number of supernatural scars the witch can maintain at once is equal to her Intelligence bonus; once she reaches this limit, she must remove the scar from a current victim in order to mark another. Effects that remove curses can remove the scar.
Witch, Scar Hex: Does the scar hex (page 81) have any effect on the target's Diplomacy or other social skills, or any other effects?
The hex needs some clarification and a little bump.
First, the sentence "These scars do not hinder the target's actions or abilities in any way" is there to indicate that you can't scar over a target's eyes to make them blind, ears to make them deaf, or mouth and nose to keep them from breathing. However, large, visible scars may have a positive or negative effect for the target, depending on who he's interacting with--a tribal culture may see scarification as the mark of a deadly warrior, while the upper echelons of a decadent urban nobility may see scars as a sign of childhood poverty or general thuggishness. Rather than trying to present a system of game mechanics for all these possibilities, the GM should use the Fiat Rule (Core Rulebook page 403) to modify Bluff, Disguise, Diplomacy, and Intimidate checks as appropriate for interactions with the scarred target.
Second, the scar is a magical curse, and it should persist through changing shapes (lycanthropic, the change shape monster ability, polymorph spells, and so on).
Third, the hex needs a range. Touching the target to scar it is thematically appropriate, so the witch has to make a melee touch attack.
Fourth, the hex could benefit from a mechanical boost. Therefore, scarring a creature with the hex has two benefits: the witch can use any of her hexes on that creature at a range of up to one mile, and the witch is considered to have a body part from the target for the purpose of scry and similar divinations.
The book will be updated with these changes, though the exact wording will depend on the space available when the page is typeset.
Update: Witch scar hex, page 81, add notes about skill modifiers, shapechanging persistence, melee touch attack, increased range for other hexes, and scrying boost.
I'm looking for some suggestions, comments etc., on my plan to limit full casters in my home brew game. I have a few ways I'm mulling around in my head and a few I would like to do, but won't due to group consensus.
Background: The campaign is a low magic game, with a heavy outdoor theme. (I'd have preferred to do e8, however the group decided they wanted a more traditional game.) Flight, teleports, scry/die etc., won't be a part of the game, either by the players or all but the most epic of villains. In addition to being low magic, it's narrative heavy, and sandbox enough that the players should feel free to do most anything. Each player has a backstory that's unique and being worked into the overriding story I'm telling.
Since I wanted to cut back on the magic, I thought it would be easier to just say no full casters. I was met with thumbs up from the group, with no one objecting. I'm fortunate in that the group I'm playing with is willing to try a different approach to the game. However, I had a death occur, and one of my players can't seem to find a character he really can get into. (He's now gone through 3 total characters, with a 4th on the way). As the game is very narrative heavy I want to ensure he can play something that sparks his imagination. Here is why I'm posting. I was asked if he could play a wildshaped focused Druid. I agreed, with the caveat that it would be on a reduced spell progression (like the Hunter from the ACG - caps at 6th level spells). I was met with an abandonment of the Druid idea, as he felt the spell progression change would make the Druid worthless. From my perspective - and granted that's knowing what's coming down the pipe, how the game world is and all that lovely GM stuff; is that the Druid would still have been extremely competitive. I find that in a game such as I'm running, a Druid has so many options that even with slower spell progression they have tons of tricks up their sleeves.
My question is, how badly do you feel the Druid would be with reduced casting, in a nature focused low magic campaign?
Thanks for your time.
So, I thought I'd try to come up with a fun sneaky character and could use some help with it.
My idea is a ranged stealther using a double barreled firearm, a cutpurse rogue and arcane trickster.
Why this odd combo? I want to shoot someone with a firearm (both barrels as they count as 1 attack vs. a single target), and proc "Stab and Grab" to steal things from them at range (holy symbols, spell comps, weapons etc). Arcane Trickster for the "Ranged Legerdemain" - placing exploding things, poisons etc on the target.
Entry into Arcane Trickster is through the newish SLA ruling and either a trait to give mage hand, or the rogue talent.
Class make ups:
Rogue/Ninja(Cutpurse)3, Gunslinger 5, Arcane Trickster 1. Probably Musket Master, though if there was a good pistol/sword Swashbuckler option I'd look at that.
(I haven't heard if applying archetypes from a parent class to one of the play test classes is legal or not. If so, Investigator or Slayer would be nice.)
5 Gunslinger gets me just about all I need feat wise and the +dex mod to damage for the firearms, so I'm not really sure how to finish this out. I was leaning toward full rogue/ninja, however I'm not sold on it yet. Fighter is tempting for the bonus feats and possible duelist gloves, but a caster or alchemist could be nice for some options aside from pew-pew.
Thoughts on how to finish this out?
Situation is as follows:
Witch level 10, beast bonded.
Twin Soul (Su)
At 10th-level, if the witch or her familiar is gravely injured or about to die, the soul of the dying one immediately transfers to the other’s body. The two souls share the surviving body peaceably, can communicate freely, and both retain their ability to think and reason. The host may allow the guest soul to take over the body temporarily or reclaim it as a move action. They can persist in this state indefinitely, or the guest can return to its own body (if available) by touch, transfer into a suitable vessel (such as a clone), or take over another body as if using magic jar (with no receptacle).
Witchs original body is reduced to -HP. It's not dead, but incapacitated.
My questions are:
1. What happens to the witch? Does the witch immediately return to the original body which is safe and sound? Does the witch get killed and no requires a raise dead?
Would a creature summoned with Planar Ally, or Lesser Planar Ally get the following?
Dark Tapestry Domain:
Hi PFCommunity. I was wondering if those of you that have had success in running higher tier PF games wouldn't mind offering some input on how you tamed the beast so to speak. My 20+ year history with gaming has never seen a high level game, most DND based games collapse by 12 or so due to combat getting so ridiculous (one shotting monsters, more attacks than a ninja movie could conceive, combat clunkiness exposed etc). I'm liking PF and would like to see a game advance into high levels while retaining some of what makes the lower level games so enjoyable. By that I mean credible threats to players and smooth combats.
Hello all, I have a question surrounding the use of prehensile hair, spell combat, spellstrike and using a shield. I'll copy / paste the appropriate rules at the end of my question for reference.
Magus has a sword equipped in its right hand and a shield equipped in its left hand (for sake of discussion, assume 0% ASF / 0 Armor Penalty on the shield). Our Magus then activates Prehensile Hair. As Prehensile Hair is listed as functioning as another limb with the dexterity of a human hand able to manipulate objects - can the magus cast all his spells through Prehensile Hair using Spell Combat / Spellstrike while gaining benefits of the equipped shield? Meaning for all intents and purposes, Prehensile Hair is acting like the left hand would without a shield equipped or Prehensile Hair activated. Thoughts?
Thanks for your time.