Kazim

Dr. Hazard's page

31 posts. Alias of Itsgottabeodin.



Grand Lodge

A cool breeze wafts off the water as you debark from the ship that carried you across Lake Prophyria. Though night is falling the harbor is still abuzz with activity. Longshoremen rudely push past you on their way to unload the ship that had carried you. After a moment of standing on the pier waiting for your contact, a man comes to you dressed in a formal jacket. He bows to each and hands you a ticket. "Sirs and Madam. Your tickets to the Opera. When you are ready, I will lead you." He steps back to wait with an air of dignified boredom. As you place the ticket in your pocket, you find...
.

Thovar & Olomorn:



Marianna:

It isn’t every day that one receives an invitation to the Karcau Opera House, with the ticket prices being what they are—not to mention the cost of seats in a private box.

Grand Lodge

Welcome to the PFS OOC Hub.

Archives:
#9 The Crocodile King: OOC

Please everyone check in with your character. If everyone is ready by Tuesday, we will begin #47, The Darkest Vengeance!

Grand Lodge

The pathfinder society is seeking a new rogue, to aid in the exploration and discovery of artifacts of vast value and lasting importance.

We are looking for a new Pathfinder Society Character to help fill a slot in a rotating game here on the Paizo Boards. It is expected that the player chosen will eventually take their turn in GMing a module for the others in the rotation. I am set to GM the next module.

Currently, the party consists of:
Thovar Druskeden, a stout cleric of Abadar, (Qadira)
Olomorn Rubyax, bloodthirsty fighter, (Qadira)
Levistus, a Chelish sorcerer of Noble birth, (Taldor)
Tambric Delwain, a halfling summoner, (Andoran)
and Caelwyn, a foppish bard(thats me). (Taldor)

You may gaze upon our last adventure, and be astonished!

Applications will be closing on Friday. We are currently at level one, with most characters only having 1 mission (or 0) under their belt.

We think that a rogue might serve best in this brave company.

Thank you for your interest!

Grand Lodge

I hate to muddy the waters any further, but I haven't seen a post that really addresses this yet.

Trying out a level 1 Summoner (Biped with extra arms & claws (going for a "Vudrani" feel) who has 4 Claw attacks (all with a +5 bonus). I was making the fighter cry. So, this is meant to address those eidolon with 10 tentacle attacks(10 pts) or 6 arms with claws attached(biped only 6 pts! i.e. a level 4 summoner with 6 +7 to hit primary claw attacks).

Perhaps, in the interest of balance and sanity, an eidolon's attacks should not come with a set-piece descriptor of primary or secondary. Instead, an eidolon should be allowed only one or two(or one set in the case of claws/pincers/etc.) primary attacks. After those one(or two) slots are filled, an eidolon's attacks descend into the Secondary set. (a further extension of this could involve Tertiary, Quaternary, etc.) The player may choose which attacks fall into which slot, but a pair of claw/pincer attacks may never be split.

Another approach could be to imitate a PC's attack progression:
Removing the Multiattack feat for free (and perhaps disallowing the feat altogether).
2 attack "slots" at no penalty
2 attack slots at -5 penalty
2 attack slots at -10 penalty
All other attacks at -15 penalty
If the multiattack feat was allowed these could be reduced to -2/-7/-12

Perhaps an additional Evolution: (I don't like this idea so much)
1~2 - Gain an extra primary attack slot

Grand Lodge

These are just some ideas for future exploration.

Curse:
Troubled Mind: Your mind is not entirely your own. You take a -2 penalty on all Intelligence-based skill checks. Also, in any social situation there is a 10% chance you will do or say the complete opposite. In such a situation the DM will decide your characters actions but in general if you are attempting a certain check the DM may choose to substitute an opposite check (e.g. Intimidate for Diplomacy) or while warning party members the DM may tell them that there is no danger, or direct them towards such danger. You have one "Moment of Clarity" per day, you may "take 12" on any skill check, attack roll, or Will save even in combat. At 5th level add augury to your list of spells known. At 10th level add divination and true seeing to your list of spells known. At 15th level you gain one additional "Moment of Clarity" and you may instead "take 15."

Foci:

Feral
Deities: Erastil, Lashmatu, Gozreh
Class Skills: An oracle with the Feral focus adds Intimidate, Knowledge (nature), Perception, and Survival to her list of class skills.
Bonus Spells: Magic Fang (3rd), Bull's Strength (5th), Greater Magic Fang (7th), Freedom of Movement (9th), Animal Growth (11th), Beast Shape IV (13th), Regenerate (15th), Animal Shapes (17th), Shapechange (19th).

Revelations:

Feral Companion (Ex): You gain the fellowship of a feral animal companion. This ability functions like the druid animal companion ability, except that the oracle's effective druid level is equal to his oracle level – 4 and you may only choose from this list: badger, bird, boar, cat(small), wolf. The animal is entirely feral: you may never raise its intelligence through advancement and it can be taught only these tricks: attack, heel, and track. You may take this revelation starting at level 7.

Feral Bite (Ex): Whenever you use the Savage Claw ability to grow claws, you also gain a bite attack. This natural attack is made at your full base attack bonus adding 1–1/2 times your Strength modifier on damage rolls made with this bite. Upon reaching 11th level, this bite gains the grab ability (at a -4 penalty). You may only take this revelation if you have the Feral Claws revelation.

Savage Grappler (Ex): When performing a grapple, you treat your oracle level as your base attack bonus when determining your CMB. At 7th level, you gain the Improved Grapple feat. At 11th level, you gain the Greater Grapple feat. You do not need to meet the prerequisites to receive these feats.

Feral Claws (Ex): You may grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Each of these attacks deals 1d3 points of damage plus your Strength modifier (1d2 if you are Small). At 7th level, the damage increases by one step to 1d4 points of damage (1d3 if you are Small). At 11th level, these claws increase by another step to 1d6 (1d4 if you are Small). You can use your claws for a number of minutes per day equal to your oracle level. This duration does not need to be consecutive, but it must be spent in 1-minute increments.

Cheetah's Speed (Ex): Your base speed increases by 10 feet. At 5th level, you receive Nimble Moves as a bonus feat. At 10th level, your base speed increases by another 10 feet. You do not need to meet the prerequisites to receive the feat.

Rhino's Skin (Su): You can cause your skin to become thick and leathery and grant you a +2 natural armor bonus. At 7th level, and every four levels thereafter, this bonus increases by +1. At 13th level, this armor grants you DR 5/bludgeoning. You can use this armor for a number of minutes per day equal to your oracle level. This duration does not need to be consecutive, but it must be spent in 1-minute increments.

Hawk's Eye (Su): Whenever you roll a Perception check, you can roll twice and take either result. At 7th level, you gain low-light vision (or, if you already have low-light vision, the distance you can see in poor illumination doubles). At 11th level, you can roll a Perception check three times and take any one of the results. You may take this revelation starting at level 3.

Lion's Voice (Ex): As a standard action, you can unleash a mighty roar. Make an Intimidate check to demoralize all foes within 50 feet who can hear your roar. You can use this ability once per day, plus one additional time per day at 5th level and for every five levels thereafter.

Bull's Rage (Ex): You may fly into a rage as a free action granting a +4 morale bonus to Constitution and Strength, a +2 morale bonus on Will saves, and a -2 penalty to Armor Class. You may rage for a number of rounds per day equal to your Oracle level. This otherwise functions as the Barbarian's rage ability. If you have levels of Barbarian, the Oracle's rounds of rage stack with those granted by the Barbarian class. You may take this revelation starting at level 11.

Danger Sense (Su): Whenever you roll for initiative, you can roll twice and take either result. At 7th level, you can always act in the surprise round, but if you fail to notice the ambush, you act last, regardless of your initiative result (you act in the normal order in following rounds). At 11th level, you can roll for initiative three times and take any one of the results.

Final Revelation: Upon reaching 20th level you become a master of all that is untamed. You may speak with animals(undomesticated) at will. Animals will not attack you unless magically compelled to do so. You also add the Summon Nature's Ally spell to your spell list for each spell level.

Other Foci I have yet to flesh out:

Guile
Deities: Asmodeus, Calistria, Lashmatu
Class Skills: An oracle with the Guile focus adds Bluff, Disguise, Escape Artist, and Stealth to her list of class skills.
Revelations:

Battle Guile (Ex): Feint similar to Battle Oracle ability

Lore - Magic and Knowledge
Deities: Irori, Nethys
Class Skills: An oracle with the Lore focus adds Knowledge (arcana), and any three Knowledge skills to her list of class skills.
Revelations:

Arcane Bond: Familiar at Oracle level-4 or Bond of Books: cast any one arcane spell of your highest spell level-1 that is in a wizard's spell book that you are carrying. Must be level 7.

Lore into Craft: Craft Magic Item feats

Arcane Research: Add any arcane spell of level 5 or below to the list of spells that you can cast. At 15th level add an arcane spell of level 7 or below to your list. Must be level 11.

Passion
Deities: Calistria, Shelyn
Class Skills: An oracle with the Passion focus adds Bluff, Knowledge (nobility), and any two Perform Skills to her list of class skills.

Fortune?
Deities: Desna, Shelyn