The Mauler Familiar limits the familiar's Int as per below:
Familiar Folio wrote:
what happens if it uses a headband of intellect - would it have a 6+2=8 or would it be 6+2=6?
As the blast only has a range of 30', does that mean that you are essentially looking at 4pts of burn just for 30' of movement? I know Extended Range and Extreme Range can increase that 30' limitation, but as these are form infusions, you wouldn't be able to apply them if you are already applying Force Hook.
khadgar567 wrote:
my question was more in line of if there was (un)official rules on swapping out the class features where instead of a eidolon/companion/familiar/pet that would be gained they would gain a bonded mech. in my above example for the aegis, instead of a companion that would be swapped it would be the class's ability to gain an astral suit. the class would get the bonded mech feature instead of the suit. this was just similar thinking to the other archetype updates that the word document has in it.
I know homebrew rules are always available. but, what about adding options within the document for applying these rules to advanced core classes? a promethean alchemist - instead of a homunculus, it's a bonded mech.
Additionaly, to expand on the feats/modifications, what about any class that has inherent options like discoveries, talents, or revelations - could instead take modifications or a select available mech feats (cybernetic integration)
for those that still play with this, shouldn't the below: Superior Arcforged Armor- The mech increases its Hardness by 5. This stacks with the increase granted by the Advanced Armor Plating enhancement. The mech must have the Advanced Armor Plating enhancement and must be at least 13th level to take this enhancement. actually read: Superior Arcforged Armor- The mech increases its Hardness by 5. This stacks with the increase granted by the Arcforged Armor enhancement. The mech must have the Arcforged Armor enhancement and must be at least 13th level to take this enhancement.
Saethori wrote:
so, how is that sword any different than starting play with a homunculus from an archetype, then retraining to a different archetype? the homunculus is still there, the bond as the master is still there.
the only thing that changes is the archetype's level advancement/progression of the homunculus.
Lets take a different approach. If I were to take a level of wizard, and bond with a sword.
Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. No where in this description talks about the crafting of said masterwork item or the specifics on how to improve it. Now, lets say I retrain the whole level of wizard to fighter.
Or to link back to an earlier point, lets keep the wizard level.
it doesn't mean that the homunculus disappears. it still exists. and is still tied to you the same way that any other homunculus would be tied to you.
Bestiary wrote: "The person whose blood is used to form a homunculus's body becomes its master; it is possible for one person to give blood for the creation, another to sculpt the base material, and another to magically animate it as a minion for the one who provided the blood" when you retrain, you loose the ability for the homunculus to advance in level.
with all the ways to qualify for familiars, I'm not going to debate how one could qualify for improved familiar.
either way, at 7th level equivalent, the PC then takes improved familiar and gains access to the ability to choose a Homunculus.
Saethori wrote:
does that mean, that if I take a crafting feat, make a magic item, then retrain the feat into some other feat - I lose the magic item I just created?
ShieldLawrence wrote:
Except under Investigator, it states that the extracts are like the Alchemist's. and uses the same rules for governing them.
most people will say that your animal companion can not be your familiar.
the downside to that would be, your companion/familiar would be gimped on HP, since a familiar only gets half the master's HP.
Saethori wrote:
oh, good call! since the target is the rope, it would get the save, and since its an un-attended object it fails
Dave Justus wrote:
1. you absolutely can wear another creature. look at Cassisian or the Spirit Oni as just two examples.as the skin is considered a construct, you could also take a look at modifying it into Construct Armor All of that is not even dipping into the fact that intelligent items are considered constructs - which are creatures.
5. the spell already states that if it ends, the caster's consciousness automatically goes back to the body. so, your explanation is flawed from the description of the spell.
6. It wouldn't take much to keep casting the spell. At 5th level, it would last 5 hours, get an extend rod and it now lasts 10 hours. Cast the spell again before duration expires and get another 10 hours.
Murdock Mudeater wrote:
You wouldn't be wearing a dead PC. Skinsend allows you to animate your skin and travel as normal, the caster PC is very much alive. I am asking what the rules would be for wearing an animated skin sack.
As morbid as this sounds, I'm thinking of Silence of the Lambs or Men in Black, when the skin was worn like a body suit. with that in mind, here are some initial questions: 1. What are the rules if one PC wanted to wear the skin of the other? 2. Would this be a disguise? 3. If the PC was attacked while wearing the other PC, who would take the damage?
4. Could the PC that has this spell casted on them, put things inside their skin and carry it around like they were one big bag? 5. What happens if the PC's skin goes into an anti-magic area or gets dispel magic casted on them? 6. As your skin is now a construct, can you improve your construct skin following the standard modify construct rules?
Scenario: I have an animal companion where I have gained 4th level in the class that gave me the companion. the companion is now increased in size, plus I have trained it feats, tricks, and skills. in regards to the below situations, my question is what happens to the animal's size increase when: 1. I retrain from animal bond to something else 2. I gain a negative level, and am no longer 4th level 3. Dismiss the animal, letting it free 4. Cast awaken on the animal and it's no longer viable to be an animal companion thanks!
Skylancer4 wrote:
The biggest difference is our DM generally allows published work and very rarely allows house rules.
I am very passionate about this subject/line of progression, and I would love to see this project completed! I have been looking for ways to get a progressive rule set in place for a mech style suit/power armor that wasn't just an animated item in place for some time. Sure, everyone can house rule something, but it's always looked at as breaking/twisting the rules. It would be nice to have something published that can be referenced that is Pathfinder compatible. Please keep up the good work!!!
Lots of things that I love here and the ideas are amazing! However, I wanted to start with some of the concerns:
With that said here is my input on options/ideas for continuing to move this forward: For leveling purposes of the Mech - which many people have asked about or voiced concern on how it would level, take a look at a lot of the content that has already been published within the Pathfinder Realm: Synthesist Archetype for Summoner in Ultimate Magic
For Mech modifications, you could take a look at the evolutions that Eidolons choose from, or additions that your Astral Constructs get to choose when they are created.
Also, Sean Reynolds wrote something up for a robot variant of Summoner in his Robomancer guide.
I just GM'd this over the weekend, it didn't really end the way I thought it would go. in the 10min that the party had, they had already defeated tig0 with the help of the Azer, they removed the drives and were just trying to figure out what to do with the portals. during the first round of the fight with Jethzerai, one party member flew up, and used the combat maneuver - steal to take the remote.
without really knowing what the control device was, I didn't really see any reason the party couldn't do this.
Season 6 Scenario wrote: Master Smith’s Service: <...> You can cross this boon off your Chronicle sheet at the end of an adventure to repair one item as though you had cast make whole (CL 10th). Alternatively, if you also own the sword Gamin the Misforged, you may cross this boon off your Chronicle sheet and spend 5 Prestige Points to permanently remove the broken condition from that weapon. How is this any different than paying 60g to have the Make Whole spell casted on the sword for the same affect? Guide to PFS organized play, pg 23 wrote:
Core Rule book, pg 311 wrote: Make whole can fix destroyed magic items (at 0 hit points or less), and restores the magic properties of the item if your caster level is at least twice that of the item. Items with charges (such as wands) and single-use items (such as potions and scrolls) cannot be repaired in this way. When make whole is used on a construct creature, the spell bypasses any immunity to magic as if the spell did not allow spell resistance. Core Rule book, pg 312 wrote: Mending: This spell repairs damaged objects, restoring 1d4 hit points to the object. If the object has the broken condition, this condition is removed if the object is restored to at least half its original hit points. It's not destroyed, so you don't need the twice the caster level of the sword to remove the broken condition. Core Rule book, pg 174 wrote:
Core Rule book, pg 565 wrote: Broken: Items that have taken damage in excess of half their total hit points gain the broken condition, meaning they are less effective at their designated task. The broken condition has the following effects, depending upon the item. Intelligent items are no different than normal magic items. Which means a Make Whole, or Mend should work no problem. Core Rule book, pg 532 wrote: Magic items sometimes have intelligence of their own. So, why does this need to be a PP sink/waste of a boon to fix Gamin?
Bob Bob Bob wrote:
Deep breath. Keep calm, and chive on.
Gauss wrote:
allow me to correct the context of the sentence: Standard melee attack.as per charge rules:
CRB wrote:
Darksol the Painbringer wrote: I just noticed that Overrun, per RAW, doesn't work with a Charge, since it takes a Standard Action to perform an Overrun, which cannot be done with a Full-Round Action like Charge in the same turn. Except, the first line of Overrun talks about how you use it in a charge... Core Book, pg 201 wrote:
Mounted player has the Improved Overrun feat: Overrun wrote: Benefit: As a standard action, taken during your move or as part of a charge, you can attempt to overrun your target, moving through its square and the player's mount has pounce: Pounce wrote: When a creature with this special attack makes a charge, it can make a full attack (including rake attacks if the creature also has the rake ability) The way I read this, is that the player uses the full-round action to charge through an opponent's square, while the mount pounces the opponent after they are prone.
About Kran DeathsteelHit Dice: 3d6
Speed: 25' Battleaxe: +3 to hit; 1d8+1
Skills: Arcana +2, Insight +4, Intimidation +4, Perform +4, Perception +3 Feats: Durable Class Features: Sorcerous Origin (Stone Sorcery; Metal Magic, Stone's Durability), Font of Magic (SP: 3), Metamagic (Subtle Spell) Spells:
1: Compelled Duel, False Life, Thunderous Smite 2: Misty Step Background: Faction Agent (Stone Singers; Insight and Perception; Languages: Elven and Primordial) Equipment: Assuming none currently (Previously had Priest's outfit, Dungeoneer's Pack, Mason's Tools, Shield, Battleaxe, Warhammer, Throwing Hammer, and Handaxe). Backstory:
Kran Deathsteel was a proud member of the Deathsteel clan, known for their battleragers and berserkers and a fearlessness in battle that terrified their enemies. Unlike many of his brethren, Kran was a stone singer, an important position in the clan that spoke to the stone, drawing magic from it in times of need to strengthen the warriors of his clan in battle with the Elves, a race of cultists who worshipped terrible beings from a place known only as the far realm. These Elves sought to conquer all around them, using the odd powers of their racial pact with the dread beings to cast offensive magic. Magic that could attack others with the elements. Such magic was unnatural and immoral. Everyone knew some sort of magic, either minor or major, but to be able to harm others was forbidden by the gods. These Elves, however, had turned their backs on the gods. In the 84th year of his life, the Elven army came to his clans Kaer (or ancestral fortress), intent on wiping his noble clan from the annals of history. This was done because his older brother had spoke to the stone and had it guide him into the forest home of the Elves, where he stole inside their castle in the dead of night and killed one of their princes in single combat. His brother, knowing his life was forfeit, sang to the stone and caused the building to tumble down around him, destroying a swath of forest in the process. He had done this great deed because an treacherous Elven archer had murdered their father not two months hence. So it was that the Elves came in force, and the battle was joined. The Dwarves relied on siege engines and divination magic to accurately target command tents. The Elves relied on their blasphemous battle magic to assault the first gate repeatedly, until finally the stone could bear no more, and the Elves blasphemed again by stepping onto his clan's hallowed ground. For every Dwarf that died, a hundred Elves went to their fate, to make introductions for them to the Raven Queen. It mattered not, however, for the Elves seemed to have unlimited numbers, and so the Dwarves were slowly forced back, to the Second gate, which held for eleven days against intense and continual fire; an entire cadre of stone singers collapsed, pouring their life essence into repairing the walls. Their sacrifice was not in vein, however, as it allowed for an orderly evacuation to the Third Gate, which was held by veteran stone singers, battleragers, and priests of Moradin. Third Gate held for over a month, but was disabled by Dwarves who were weak willed and allowed Elven magic to control their bodies. They opened the gate, and the real battle began: the battle for Citadel Steel. It was during this battle that Kran found himself cut off from the front line, having sung to the stone and used it to empower his axe. In an instant, the corpses of a half-dozen elves littered the ground in front of him, and this forced the Elves to pause for just a moment, until the Elven warlock strode forward. He wore a medallion of bronze shaped into a baleful eye around his neck, and as he reached the front of the host he touched his amulet and began to speak in a tongue that seemed to radiate madness. Kran tried to charge, but felt his limbs pulled down by the stone around him. As he plodded forward, step by agonizing step, a circle began to form around him, a perfect black circle. He was a stone's throw away from the warlock when the circle snapped shut and Kran fell, roaring defiantly. As he fell, he took his axe, an artifact of his clan, and slammed it into the wall of the circle, trying to slow his fall. The axe began to melt, but it did bite the wall, and his descent slowed, until it finally stopped, leaving a jagged tear in the side of this place he found himself falling in. Nature, however, abhors a vacuum, and with a terrible rushing of air, Kran was pulled into the rift, spinning for what seemed both an eternity and an instant, before he crashed to the cold stone floor and was still. When he came to, a group of albino men were snapping the manacle on his left wrist shut and pulling him roughly to his feet.
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