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 Johann SharpeJohann Sharpe
Urban Sleuth (Local Dragons): Pick one of the questions above as your focus. Answers to these questions can be discovered at different points during Hell’s Rebels, but don’t expect to learn these answers any time soon! More important, your choice of focus grants you a +1 trait bonus in a particular Knowledge skill check associated with that focus (pick one of the two options provided below for your question). That Knowledge skill is always a class skill for you. Once per day, when you attempt a Knowledge skill check in either of the types associated with your focus, you can roll twice and take the better result as your actual result. Local Dragons: Knowledge (arcana) Zealous Striker: Your zeal is a danger to those of “lesser” faiths. While you have the destruction judgment active, you gain a +1 trait bonus on damage rolls when attacking a foe who can cast divine spells and worships a different deity than you. To Protest the Government: Thrune’s takeover of Kintargo is just that—a takeover. Despite the government’s claims that the new lord-mayor will only remain as long as the rebellions of the Glorious Reclamation to the distant southeast continue, you fear that Barzillai Thrune and martial law might be here to stay. The time is right to strike a blow against the oppression and to make the voice of the city heard, for if Kintargo’s citizens simply roll over and accept their new lives, restoring the city to its people will become nearly impossible. You’re planning on attending the Aria Park protest specifically because it’s the largest and most organized protest yet, and if there’s any chance to make your voice heard, it’s now! You gain a +2 bonus on all Bluff and Intimidate checks made during the protest itself. Judgement:Starting at 1st level, an inquisitor can pronounce judgment upon his foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made. At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If he is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until he can participate in the combat again. When the inquisitor uses this ability, he must select one type of judgment to make. As a swift action, she can change this judgment to another type. If the inquisitor is evil, he receives profane bonuses instead of sacred, as appropriate. Neutral inquisitors must select profane or sacred bonuses. Once made, this choice cannot be changed. Judgements:
Destruction: The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels he possesses.
Healing: The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels he possesses. Justice: This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels he possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits. Piercing: This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target’s spell resistance. This bonus increases by +1 for every three inquisitor levels he possesses. Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels he possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor. Purity[i]: The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons. [i]Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels he possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor’s. If he is neutral, the inquisitor does not receive this increase. Resistance: The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels he possesses. Smiting: This judgment bathes the inquisitor’s weapons in a divine light. The inquisitor’s weapons count as magic for the purposes of bypassing damage reduction. At 6th level, the inquisitor’s weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor’s alignments. If the inquisitor is neutral, he does not receive this bonus. At 10th level, the inquisitor’s weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness). Monster Lore: The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures. Stern Gaze: Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1). Backstory:
The son of a priest of Iomedae and a silver miner, Johann Sharpe was a spoiled and wicked youth. Forced to get a job in the mine to learn humility, one day his tunnel collapsed and trapped him in the Darklands, where he was found half-dead and starving by a Kobold cleric of Apsu, who saved his life and taught him the ways of the Wayfinder.
The man spent years studying beneath him, choosing to focus his faith on the inquisitor's path and hunt down the wicked dragons that would bring chaos to Golarion. When Johann finished his training and emerged to the surface above, much had changed; his old mine was long abandoned and his parents were dead. After mourning their loss,
|
