Rakshasa

Darche Schneider's page

685 posts. Alias of Ævux.



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So reconfigure lets you replace a modification feat with another modification feat.. but at each level there is modification feats there is only one per innovation. Is this just future proof language for futures when they have more feats or is there some ability to use it?


Could the Poleiheira Adherent pilot with their ability, an airship? Or any other way to use the ability to telekinetically control a ship even if you're not on the seven seas?


Playing with a Gammaton Gunman character, in a game that is very gun focused.

And honestly, the Homebrew Archetype feels very weak but also is a bit confusing.

The main feature Hail of Bullets can't work with two-weapon fighting, rapid shot, many shot. Then it doesn't add Str bonus? Or is that really suppose to be dex bonus? Why does hail of bullets mention "even though it is a ranged weapon"

I suppose at level 7, we get a little more powerful in short bursts?

https://www.pathfindercommunity.net/classes/multiclass-archetypes/gunslinge r/grammaton-gunman-gunslingermonk


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Is there anyway of getting someone who is a bit blasty, skilled at talking and sneaking, and is a psychic caster?

By bit blasty, I'm not looking for maximized super duper fireballs of doom, but something that is a bit more contained Like little touch attack spells that deal damage.

My goal is to make a kitsune spell caster and kinda want to be able to cast while in fox form.

Mostly I wanna be able to do physic spell casting stuff but not be immediately screwed the moment I meet a zombie or something not weak against enchantment/illusion


Is it just me, or is this more of a suicidal ability? Like "Oh GM I'm tired of my character, please kill me now."

You go from moving 25 feet an action to moving 10 feet an action. I guess because of a conversion of matter, the fox form blows up like a balloon or something or gets really stumpy legs. To the point that normal foxes are running rings around you. Your fox familiar can move faster than you. Might as well just jump on it, command it, and you'd still move faster than if you tried to use your stumpy legs to get somewhere.

Your AC becomes 15+level. That could be an increase, at least until you you get expert in unarmored defense and or more than 3 dex.

Then you take more damage with every physical attack. Like the heck?

Like is there anything good about this spell that really justifies using it other than wanting to do a little roll on the ground? Cause sure, you've got +10 to stealth but with 10 movement, you're only going to be sneaking 5 feet at a time or nothing if that is difficult terrain you're trying to go through.


Trying to figure out the intrinsic nature of this particular feat collection.

Like if I'm carrying a spear, all my natural attacks get reach? So would I be unable then to use them close?
Or if I get a monk special quality weapon, can I use my natural attacks now in a flurry of blows and other monk features?
Would this also include things that are not actually special keyword qualities but special abilities of weapons themselves? Like syringe spear to inject stuff into enemies?


So the two classes can multiclass together, but according to the rules like features do not stack. So how does that work with versatile performance.


If you had a catapult and launched the rock at a swarm of fine creatures, does the stone do anything?

Similarly, bolder bullet, being shot at the swarm would it work at all?


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I'm currently looking at making a Medic Investigator

Background Barber
Methodology Forensic Medicine
Race: ??? (At the moment I have catfolk tiefling, but they're not really good for this stat wise, but I want something non-core. Just need to find the proper picture too)
Race feat: ??? (Originally had Tiefling Tail attack, but its bludgeoning)

First level feat: Known Weakness
Second level Feat : Medic Dedication
4th level feat: Scalpel's Point
6th level feat: Treat condition or Doctor's Visitation
8th level feat: What ever wasn't picked at 6th level
10th level feat: Suspect of Opportunity or holsitic Care
12th level feat: Whatever isn't chosen at 10th level
14th level feat: Strategic Bypass
16th level feat: Resuscitate
18th level feat: Trickster's Ace?
20th level feat: Everyone's a suspect

Skill feats
2: Continual Recovery
3*: Medical Research - if able to
4: Something to improve recall knowledge checks?

Trying to figure out what weapon to use though. Currently thinking shortbow as it improves my damage on crit hits and I can use it at range but within 30 feet.


Okay, trying to figure out how exactly to get this to go off so that you can use Devise a Stratagem as a free action.

Like if you're coming up against a boss enemy, sure. But like what about normal combat issues?


Currently thinking of some artificer things with a class that is specialized in the use and creation of magical items.

Wand Wielder would start off with some sort of cantrip wand or something that they get to set up at the start of their daily preparations. Nothing too amazing at the start. Later on a feat or function of the specialization would get the ability to use wands multiple times per day, initially starting with one that makes it so that on that flat check when using the wand a second time, there is a small chance of it neither breaking nor becoming destroyed. And if it does get destroyed, it helps them build a new wand to replace later.

"wonderous items" would start off with the ability to use those talisman items more often. Possibly functioning something similar to Alchemist's alchemy stuff. Might eventually go into using more magic items.

Battlesmith - would also have somethings for talismans but only the ones that do weapon/armor things really. Eventually gets good with magic weapons/armor.

Scroll would focus on tattoos early on.Eventually developing into the use of scrolls

Trapper of course would be the snare focused one.

I've spent most of the time though thinking mostly of a wand wielder.

Like the feat to be able to use wands multiple times per day would add your int modifier to the flat check. If you get above 20 the wand is neither destroyed or broken and can be used again. Possibly having a cap of up to +10 though most PCs do not seem to be able to get much higher than a +6 anyways.


So I'm currently looking at trying to break the whole teamwork feats with a ratfolk. I'm looking at the Majordomo Investigator currently on that regard as It would give me several team work feats, and several uses of the tactition abilities to use them.

I've also found the spell Shared Training though, which could work with playing something like the instructor wizard or something.

I do basically plan on being in melee either way, but in a pile of ratfolk.


Working on making a bard who's got a number of masterpieces. Namly Night Queen's Fury, and Vindictive Soliquey and I'm looking on ways to make them stick stronger beyond just more class levels and higher cha,

This is the character here https://www.myth-weavers.com/sheet.html#id=2134645


I'm looking to make a nine-tailed kitsune for a game, and with everything,I could have all nine tails by level 7.

Originally, I was looking to do a psychic caster, but if I went Nine Tailed Heir, its ninth level power would be useless.

So the question here is, what bloodline would be the best to combine with Nine-Tailed heir?


What are some ways of really improving this maneuver to absurdity?


As a rogue, say I picked up the kobold sorcerer bloodline through VMC or through the feats. IF I'm level 10, would I could as level 20 for the purposes of Trapsense?


Is it just me or does go seem a little wanting?

Like sure you can use your ability to act to impersonate but if someone asks you a simple question the fuse is foiled because you have to go have deciete to lie. Same with more powerful skill feats.


So Gunslinger has a feature called nimble, which every few levels you get an additional +1 Dodge AC

Kobold Gunslinger gets a FCB of +1/4 to the AC bonus of Nimble

But Nimble says it caps out a +5 at level 20 normally.

Does this cap apply to the kobold fcb as well, meaning that its basically useless after a few levels or does the kobold FCB apply after the cap allowing it to increase?


So Ricochet toss says it could work with an improvised weapon if you have throw anything. But how does ricochet toss work with improvised weapons when they're not aweapon group?


Okay Shikigami Manipulation gives my improvised weapon a +1 for every 4 caster levels the magic item has. So If I've got a book of lesser extend summoning, CL: 17, I'd have a +4 book.

Extemporanous Channeler then gives me the ability to spend one point of generic focus to give my improvised weapon a +1 for every so many points I've got in my body still. So say I can give it a +2 so far. (Level 7)

Now I could make the weapon a +5, which is easy enough. But I've got another +1. Do I just lose it or can I make my weapons a +5 Flaming book?

Either way (Either with less enchantment or yes it does stack there) Can I then further enhance it with Legacy Weapon?


So with elemental trap, it says that you can't use gather power to reduce the burn for the optional, but it doesn't say that your other ability, infusion specialization, can't reduce the burn.

Is there any reason raw it wouldn't?


So, I was looking at somethings with replacing the Psychic bloodline with the alternate capstone, Unique bloodline. One of the options I was looking at was Arcane bloodline, that has the third level power get replaced by the 20th level power at level twenty.

So I'm trying to figure out what happens with the third level power. Does it upgrade, disappear, or just stay the same?


So I'm working on something that uses Alchemist + Evangelist, and I ran into a slight issue with herolab. Namely I'd have figured that the Evangelist level from 2 and beyond would stack with alchemist for determining certain things, like your alchemist level for picking up discoveries. (It still lets me choose one every other level)

Right now I've got it at 4 alchemist 7 evangelist, but it only still counts me at a level 4 alchemist. Before I start slapping around herolab with code and adjustments, I want to check.. Is that how its suppose to be? Or should I be counted as a level 10 alchemist?


Does Animal Focus basically lock you out of any other spells abilities that are a polymorph effect?


So currently working on a Kobold sniper and I looked at what things could stack with the kobold's gunslinger archetype and saw Blatherskite, and at first I was like "Oh thats kinda cool." I said looking at the ability to hide.. but everything else was just terrible.

Its first level ability is "If you get missed by a ranged attack, you could jump in the way of the bullet instead to take damage and still provoke attacks of opportunity."
Yeah it does minimal damage, but I could take no damage instead.

Then the seventh level ability makes it so if you get hit by an affect, but pass the saving throw, you can instead let the affect hit you, so you can use an immediate action afterwards to give the enemy a loss to their dex. Yeah, I can pay a point of grit if I do get hit with one of those effects, but it still doesn't seem to be good enough.


Saw this spell, it seems weird.
Its like a gate spell, but sends people off to random places in the 1st world, and can remain open 1 level a round or with a proper check, you can make it last a few days.

So If I went and cast this spell, so it was laying on the ground.. How would they stop from getting gated to the other world?

It seems odd for a caster to use for themselves, or kinda op to use as a weapon.


Is there anyway to make a construct that is skilled at doing a specific job?


So assuming you do manage to get the mind reading unlock off.. Does your enemy get a saving throw?


I'm looking for feats/magic items that increase your ability to maintain a spell effect. In 3.5 there used to be a feat you could use to maintain a spell by making a massive concentration check and using a swift action.


I'm making a character who is really good with bluff (A Mesmerist) And I'm looking for all the different ways I could really buff that bluff.

I'm not just looking for ways to increase the numerical value, but ways to increase what I can do with it. Like Empty Threats allow me to do intimate checks with bluff.

Race wise, I'm already settled in for kitsune.


So.. you're a sorcerer with the ability to possess things, and you get your bloodline spells and such..

You get up to level 19, and get a pretty cool spell - Divided Mind, letting you cast two spells a round up to 5th level like you've got a free quicken spell going. You can make two will saves, two int checks..

Only problem. You hit level 20. You're now immune to Mind-affecting effects, which divided mind is, and you lose access to 2/9 bloodline spells

Am I reading that right?


So projectionists get Implant Consciousness ability that lets him use hypnotic stare and pyschic spells.
My question of course would be if I was to actually cast the spell, would the effect still work?


Would this combo work to keep a Kineticist going?

I figure it should work, but likely there is some little pesky detail that says no.


Got several questions about this..

1) Is it see through?
1a) if yes, Can you paint it?
1b) if no, can you make it look like a particular material?
2) If you make a statue of a rabbit out of it and a disintegrate spell hits a whisker does the entire structure just pop out of existence or does it just damage the whisker?
3) Can it make things like doors, chains and the like that would be used as part of the building?
3a) if no, can you attach real stuff in there then?


I've recently found out a ratstack, which allows you to have four ratfolk working together in a single 5ft square.

So I'm trying to get a group of ratfolk together that have a good access to teamwork feats and trying to figure out the right class for them.

Two are going to be tower shield users who use mobile bulark, and the other two sort of ranged and if possible, magical.


I'm reading this feat here.. and I can't for the life of me figure out what its trying to do.

prd wrote:
Whenever you use Duck and Cover, your ally has evasion or improved evasion, and your ally succeeds at its saving throw, half of the damage you would have taken is transferred to your ally. (This damage is not reduced by the ally's evasion or improved evasion.)

As written, it just kinda seems like a richard move here. You pick that up, and now they take half the damage all the time even when the succeed.

I think it is suppose to be something like

Whenever you use duck and cover, and your ally has evasion or improved evasion, and they succeed their saving throw, half the damage you take is transferred to them (This damage is not reduced by the ally's evasion or improved evasion.)


So if a witch has this ability.. do they pretty much have the ability to shrug off almost every fortitude save?

Cause that is what it seems to me..

Witch gets hit with Fort save effect, uses this ability to make another creature have to save vs the effect. If she succeeds, the other target takes -4 and if she fails, the other target has to save against the same effect twice.


I'm looking to see how much I can improve Fascinate for my idea of a new character. The character is a Super Villain who has a habit of monologing, only his monologs are filled with a ting of magic.

In the game I'm playing in, I don't have the ability to Multiclass but we are allowed to gestalt with another class.

At the moment I'm thinking Kobold Celebrity Bard | Mesmerist?
Going to be working to get these dancer anklets and a belt to add +2 to the DC of my Fascinate ability. Then a rod of beguiling to add +5 to my effective level.

Kobold adds +1/2 my level to fascinate. Which means every six levels I effect one more target and I get a higher DC to my ability.

I could circumvent the kobold by going Human with a racial heritage feat though.


Now if I use Restless Slumber on someone and they pass am I now unable to use Slumber on them, or vice versa?

If I am unable to use slumber/restless slumber because the other had failed, Then can I not use split Hex with Restless Slumber?


So the Harrow Mat has the following line

Quote:
When this mat is used to perform a harrowing (magical or not) over a grave or other burial site, the spirit of the interned body influences the harrowing; for each card drawn related to the past, the harrower can draw from the deck twice and choose which card to place.

So say for example, I'm doing Harrow or Greater Harrow, and I'm suppose to draw nine cards. Do I have the ability to draw twice each card from the deck? Or is it only specific cards or something?


Got a few questions here on this..

With the standard telekinetic blast
1) If I was to use an alchemist fire - what happens? Does the alchemist fire suddenly not do anything at all when its hurled this way because ...

2) Really big object is thrown. It does normal damage, but what happens with the object?

Foe Throw and kinetic wall. If I have an enemy on the otherside of the wall that I use foe throw on to make him a weapon, does he take damage from the wall? If he was on my side of the wall and I threw him at someone on the otherside of the wall?


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Currently working on a brewmaster when I realized something about brew potion. The only limitation on it is that the potion has to be able to target one or more creatures/objects.

There are two things you can make with brew potion as well, Potions and Oils. Potions being something internal and Oils being external.

So it seems to me that you could make an oil of Magic Missile which targets up to five creatures.

Where am I wrong though?


Was looking at the Monk of the empty hand, and looking to see if there was any archetype thta worked with it and so far the only one I think I see is oddly the Weapon Adept.

Now the Weapon Adept gets Perfect strike, and the MotEH treats all 2h weapons as equivalent of quarterstaffs, which makes me wonder if it would work there?


Been working on trying to make a character for a game who is something of a potion maker/occult object collector. I'm most likely going normal alchemy (Not class alchemist) and occultist. I noticed the Curator archetype that seems to be pretty good.

Likely I plan on taking Divination/Abjuration/?? as normal implements but then taking Illusion, enchantment, necromancy, and evocation as the relic ones.

None of the guides out there I've seen really talk about the curator though.


I'm currently working on a level 8 character who is based on my old 4e character, the Tea Cup Assassin.

In 4e the assassin class had an item called a Ki Focus that allowed him to switch his weapon out with any weapon he was prof with and give the new weapon his Ki Focus enchantment effects.

Pathfinder recently released a similar item, a set of gloves that gave whatever improvised weapon you're wielding the enchantment on the gloves. So the tea cup assassin can come about with that again now.

But thats only one part of it. The character was a changeling, so he often switched between different appearances though his default look was a catfolk appearance Which would be This here

I might have to drop the ability to shift appearances and use a magic item like a hat of disguise or something for that, as I want to keep the catfolk appearance.

Which comes around now to the next two aspects of him, which is his ability to teleport. Someone suggested that I use the Path of War, with the Veiled Moon, which does seem to mimic a lot of the assassin stuff from 4e.

Cause this character pretty much abused the teleport. In 3.5 he was a warlock with Flee the Scene and would abuse it even more. (Along with Flying at will with perfect maneuverability)

I'm trying to get a lot of the whimsical aspects of this character who could kill you with anything in the room. So I'm looking through the classes of PoW but cannot find anything that is a perfect fit. Nothing that I can see that uses Veiled Moon uses Cha as its initator stat.


So the new book Legacy of the First World came out recently. And in it, there is the Twinned Summoner, which basically allows you to summon an eidolon that looks like you.

The Eidolon gets all teamwork feats you have for free, and can have one item slot that doesn't count against your link. It also gets a heavy +16 to disguise itself as you.

So there is two of me now. I figure, lets push it further, and took Vomit Twin spell. Which would allow my Eidolon and myself to both throw up a copy of our selves.

Then for a magic item, Pick up the Decoy Ring. Now anytime we make a withdraw action or become helpless there is four more of us.

I've also picked up a familiar, Valet instead of Decoy. That way it has all the same teamwork feats I do again as well.

I could pick up a familiar for the Eidolon as well, and make it so it has a decoy familiar.. Which would let the familiar copy it, copying me.

My main issue though is unifying this in something that would actually be useful in game. I do have a particular trick with it, where Gem and Ini both carry around a wand to cast their magic. Only in Gem's case she doesn't use the magic from the wand. While Ini UMDs the wand and bluffs that its her own magic the whole time.

Gem the summoner and Ini the eidolon