Cyro Valithum's page

* Pathfinder Society GM. 8 posts. No reviews. No lists. No wishlists. 10 Organized Play characters.


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Can kobolds of some kind be found in Apsu's realm, The Immortal Ambulatory? and what are Apsu's petitioners like?

Making an Aasimar Kobold for 2e and got me thinking about such things. Plus just one of my favorite deities that I constantly want to know more about.


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What's Abadar's stance on squirrels?


Wonderstell wrote:

I strongly recommend the Friendly Switch feat to help with awkward situations that can happen with a larger companion.

Narrow passageways will no longer be a strategic nightmare, and you will always be able to reach an enemy no matter how your allies are positioned.
But while it can be used to quickly get squishies out of danger, I bet most martials would be pissed to get carried out of full-attack range, so I'd be careful with how I use it.

Definitely will keep that feat in mind even if I don't use it on this character. I see a lot of potential in it. Probably will though, getting bottle necked happens pretty often. If two people had this they could just swap, attack, swap, attack.


zza ni wrote:

pfs legal ideas?

if you can play an aasimar (or human with the planer heritage feat keyed to aasimar)then picking celestial servant will grant your companion the celestial template which will grant it dark vision, dr, energy resistances, sr and smite evil. depend on it's hd.

i always thought that aasimar got the better deal then their dark cousins the tiefling for 3 reasons.
-this feat which the tieflings don't have a fiendish version of.
-the fact they don't have an attribute penalty (aasiamr get +2 to two attributes with no -2 to a different while tieflings get +2,+2 -2).
- and the fact daylight (aasimar's sla) is 3rd level spell while darkness is 2nd so in a light\darkness contest the aasimar's sla stright out beat the tiefling's.

Yeah PFS legal ideas.

That's a great feat and I was planning on going half-elf for the character so I can fit it in. It'll take up a couple feats, but it seems well worth it flavor wise as well as effectiveness. aasiamr do seem to have better benefits than tieflings which is kinda sad.


I'm making a apsu worshiping hunter for PFS that is going to be bodyguarding and supporting her companion. Probably taking a trex or triceratops as the companion. The basic idea is the companion is more of the main focus than her when it comes to feats, spells, and gear. I stumbled upon the pre errata of this feat.
(This is the current legal version)
Spirit's Gift
Source Advanced Class Guide pg. 157
You commune with a spirit of your choice, and it grants your animal companion or familiar a boon.

Prerequisites: Animal companion class feature or familiar class feature.

Benefit: At the start of the day, you can choose to commune with a single shaman spirit. (Although a shaman would need an hour of preparation, this takes you no time.) Once during the next 24 hours, you can spend a standard action to grant your animal companion or familiar that shaman spirit’s spirit animal ability for 1 minute per level in the class that grants your animal companion or familiar.

I love the opions for this except the DR/5 adamantine (which is probably the main reason it was nerfed) I find that a little too good and don't plan to use it.

So I want to know if there's a way to reuse a once a day feat, Spirit's Gift in particular. Additionally if anyone knows any good or cool PFS legal feats for the character or companion, spells, classes, items, etc. to help beef up or add utility or even just are intresting for animal companions please let me know.


I figure this is probably a long shot but going to give it a try anyways since I've wanted to play a kobold since before I started playing. Sorry in advance if the gap from what I have to what I want is offensive.

Have:
Research specialist x2
Spirit of the Shadow lodge x1
On-the-job-training x1
Xenophobia x1

Want:
Kobold race Boon


I figured it wouldn't work out. Thanks for the swift answers.


I was wondering if it would be pfs legal to swap out the bloodrager's rage for the UC Barbarian's seeing as they are so similar and that unchained was made for conveniences sake.

Bloodrager

Bloodrage (Su): The bloodrager’s source of internal power grants him the ability to bloodrage. At 1st level, a bloodrager can bloodrage for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can bloodrage for 2 additional rounds per day. Temporary increases to Constitution (such as those gained from bloodraging or spells like bear’s endurance) don’t increase the total number of rounds that a bloodrager can bloodrage per day. The total number of rounds of bloodrage per day is renewed after resting for 8 hours, although these hours need not be consecutive.

A bloodrager can enter a bloodrage as a free action. While in a bloodrage, a bloodrager gains a +4 morale bonus to his Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, he takes a –2 penalty to Armor Class. The increase to Constitution grants the bloodrager 2 hit points per Hit Die, but these disappear when the bloodrage ends and are not lost first like temporary hit points. While bloodraging, a bloodrager cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

A bloodrager can end his bloodrage as a free action. When the bloodrage ends, he’s fatigued for a number of rounds equal to twice the number of rounds spent in the bloodrage. A bloodrager cannot enter a new bloodrage while fatigued or exhausted, but can otherwise enter bloodrage multiple times during a single encounter or combat. If a bloodrager falls unconscious, his bloodrage immediately ends, placing him in peril of death.

Bloodrage counts as the barbarian’s rage class feature for the purpose of feat prerequisites, feat abilities, magic item abilities, and spell effects.

Unchained Barbarian

Rage (Ex): A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. At 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. For each level after 1st she possesses, the barbarian can rage for 2 additional rounds per day. Temporary increases to Constitution, such as that gained from bear’s endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter a rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours need not be consecutive.

While in a rage, a barbarian gains a +2 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws. In addition, she takes a –2 penalty to Armor Class. She also gains 2 temporary hit points per Hit Die. These temporary hit points are lost first when a character takes damage, disappear when the rage ends, and are not replenished if the barbarian enters a rage again within 1 minute of her previous rage. While in a rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skill (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration (such as spellcasting).

A barbarian can end her rage as a free action, and is fatigued for 1 minute after a rage ends. A barbarian can’t enter a new rage while fatigued or exhausted, but can otherwise enter a rage multiple times per day. If a barbarian falls unconscious, her rage immediately ends.