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Elemental Whispers Source Horror Adventures pg. 57 Element universal; Type utility (Su); Level 1; Burn 0

You form a friendship with a fragment of your element. The element speaks back to you empathically, like a familiar. Pick a type of creature usually allowed as a familiar when you gain this wild talent.

*You gain the Alertness feat and the special abilities granted by a familiar of that type. *

As a standard action, you can give the voice of the element the body of such a creature, using elemental matter of the appropriate element within 30 feet. As long as you concentrate, the familiar can take actions as a normal animal of its type, and it can move any distance away from you, though if it takes any damage or you cease concentrating, it returns to your mind. You lose Alertness while the familiar is manifested in this way. The familiar gains abilities as usual for a familiar of its type, though it never gains the ability to speak with animals of its kind.

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This ability is taken pretty much for wysps for their bonus to damage since kineticists don't get too many. So what are the special abilities granted?

I posted this on reddit and was told that with this ability, you gain the wysps abilities meaning that you would give yourself extra damage. Is this true? If so, then it opens up a good deal of things


Just like the title says, which one do you think is better? I'm going to list a couple pros and cons of each.

Weapon:
Pros:
-Don't have to pay for Enchantments
-Can choose which enchantments you want when the time comes
-The enhancement will last for the duration of the fight no matter what, even at 5th level (aka: 5 minutes)
-Can still improve your weapon independently with permanent enchantments (up to a +5)

Cons:
-Weapon Enchantments are not active all the time and need a standard action to activate
-Effects can expire
-Once called, it is active for the full duration and unless you run into another fight right away, you lose the effects on the next fight.
-Can not bypass +5 bonus if you have a permanent enchantment
-Does not improve action economy
-Does not grant flanking bonus
-Does not grant additional forms of movement

Mount:
Pros:
-Improve your action economy as it can attack on its own
-Can improve your mount with barding, wonderous items and enchantments
-Can grant additional forms of movement not previously available (teleportation [blink dog for a small character], burrowing [bullete], flying [pegasus or hippogriff]
-Grants bonus to flanking if in position
-Mount is always there with you in combat

Cons:
-Have to spend some upkeep money if your GM makes you keep track of those things (ex: feed, grooming, oil for barding, etc)
-If your mount is Large, most towns will not like having a creature that big walk through it
-Can be hard to manuever through a dungeon with a Large creature, especially with low ceilings or tight corridors.
-Do not get free weapon enchantments whenever you want

In my opinion, the mount is the clear winner as the bonuses given clearly outweigh the semi-spontaneous standard action ability of the weapon enchantment.

So what do you think? Which one wins out?


Let's take the tiger, everybodies favorite pouncing machine..

Animal: CR 4
AC 14
HP 45 (6d8+18)
2 claws +10 (1d8+6 plus grab), bite +9 (2d6+6 plus grab)
Stats:
STR: 23, DEX: 15, CON: 17, INT: 2, WIS: 12, CHA 6
Saves: Fort: 8, Ref: 7, Will 3

Animal Companion: Level 4
AC 13
HD d8
HP 36 (maxed out)
2 claws +3(BAB)+2(Str)=+5 (1d4+2), Bite +5 (1d6+2)
Stats:
STR: 14, DEX: 18, CON: 13, INT: 2, WIS: 16, CHA 10
Saves: Fort: 4, Ref: 1, Will: 4

As you can see, who would take the AC Tiger over the actual animal? The stats are generally worse, worse saves, worse strength, better dex, con, same int, better wis and cha. Even maxed out HP can't rival the average of the tiger.

Why is it sooo much weaker? Balance? Full caster plus an animal that actually does what it's supposed to? I guess so...

Just seems like it's better to try and adopt a tiger as a pet instead of having a stuffed animal as an animal companion. If your GM will let you have an actual tiger rather than the simple tiger then congratulations!


I have a player in a game right now who has a blackblade and it recently just came to "life" and gained it's ego and name.. Along with that are some goals of it's own but i'm still trying to iron those out.

What are some of your intelligent weapon/artifact goals?

World Domination? Genocide of a certain subtype? Bring in all comers!


Since I am playing a paladin in one game and have a paladin in another game I'm gm'ing, I'd like to know what exactly I'd be able to take. Is it anything that's remotely good or neutral? Anything that has legs or can fly? How general is it? How about an evil monster given the celestial template saying that the power of good can over come evil?

Stuff I've looked at:
-Druid list of animal companions since the mount goes off of that table but that was barely helpful.
-Monster Cohort list, this is helpful if only because it's a simple table that says the monsters name and the level that they are available.
-The Empyreal Knight paladin archetype has the Summon Monster I-IX list to pull creatures from and that's also helpful

Is that pretty much it besides looking through every single animal?

As an aside, if you've ever played a paladin, what have you had for a mount? I'd love to know!


Just seeing what people would think about switching the Antipaladin Fiendish Boon that gives fantastic bonuses for the crappy Paladin mount.

Paladin: @ 11th level, the mount gets the Celestial template and becomes a magical beasts for purposes of spell determination.

Antipaladin: @ 5th level, can summon a chaotic monster, evil monster or fiendish animal to permanently be in his service from the Summon Monster III list. Can change the summon upon leveling. The list increases every 2 levels (Summon IV @ 7th, V @ 9, etc)

@ 11th level, it gains the advanced template

@ 15th level, it gains SR 11+Antipaladin level

It's easy to see that the Antipaladin Fiendish Boon ability is far superior. Now for a paladin version of this, they wouldn't be deemed as slaves or servants, but helpers and assistants.

The Reflavored Paladin Boon would look like so:

@ 5th, you can summon a good creature, lawful creature or celestial animal to permanently be in his service from the Summon Monster III list leveling up the same as the Antipaladin way.

@ 11th, it gains the celestial template, if the creature already has the celestial template, then it also gains the advanced template (this may be too much as the Antipaladins monster doesn't gain the fiendish template if it already has the advanced template or at all actually)

@ 15th level, it gains SR 11+Paladin level since the paladin gets nothing here

Let me know what you think!


In the ARG it says you can make a humanoid with any subtype.. is it possible to make a Humanoid with a (Animal) subtype so they qualify as both animal & humanoid?

The reason I'm asking if it's possible is to take advantage of the spells that can only be cast on animals.

If not, is there any way to get the animal type? (druid does not seem to grant type via wildshape via beast shape)

Thanks in advance


We have a game of 3.5 that has been going for almost 2 years now. We have just done a reset on the game itself and are looking for committed players. THIS GAME IS NOT FOR 3.5 NEWBIES! We are using a homebrew mix of rules that can be found here: http://s9.zetaboards.com/Mayhem_Gaming/forum/3006052/

Currently we have an Aasamir Favoured Soul, an Irda Shadowcaster and a Warforged Fighter/Juggernaut....

We need a PC with fuctioning skills in trapfinding/disabling!

We are looking for one or two more people!

We use Pathfinder as are core rules set!

Contact me at fordowaith2005@gmail.com if you are interested.