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So its a new campaign I am running and I was designing the BBEG as a male Witch/Warlock(?) who is a Gnome. However I really want to toy around with the idea of Murphy's Law for this Witch who is aptly named Murphy.

I got the basic hexs for this like Cackle, Misfortune, and Evil Eye. Murphy also has the spells Ill Omen and Pugwampi's Grace in his immediate repertoire.

For those unfamiliar with Murphy's Law, it simply goes Anything That Can Go Wrong, Will Go Wrong.


Lets say the pair is a Level 5 Monk (Vanilla) and a Level 5 Wizard. The Wizard casts Enlarge Person and wants to basically ride on the shoulders of the monk. It seems reasonable at first for a movement means for the Wizard as the monk has Evasion, Slowfall, Fast Movement, and High Jump by the time he reaches 5th.

Is it doable? Does the wizard recieve cover from the large monk he is riding? Does the Monk need to walk around with an exotic saddle just so the Wizard can sit on the Large Monk's shoulders?


OH GOODY! That will work just perfectly. Thank you very much meowstef.
:)

EDIT: Yes the build may seem cruel, but to be fair I have warned my players more than once that I don't pull my punches and the final fight will be an uphill battle.


I was wondering if there was anyway besides Spherewalker to turn into a swarm for my Osirian big bad who is meant to be the end boss in my little campaign.

Sample Version:
Aasimar (Native Outsider and Human)
sorcerer 15 (dual blooded, Stormborn and Undead) / Spherewalker 5.

STR: 7
DEX: 18
CON: 12
INT: 10
WIS: 13
CHA: 20

Traits: Freed Slave (+1 to Will saves), Deft Dodger (+1 Reflex Saves)
Feats: Improved Unarmed Strike, Deflect Arrows, Snatch Arrows, Iron Will
Special gear: Ring of Evasion.

Note to Self: Change the fluff from swarm of butterflies to swarm of scarabs

The reason why the sample version is so sparse is I don't want to give everything away in case a player stumbles upon this.


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YES!
This + People of the Sands = Great December!


Buoyancy (Ex): Upon entering this class, you become buoyant in water, giving you a +4 circumstance bonus on Swim checks. Additionally, your armor has been blessed by a cleric of Tem-Et-Nu, which means the armor check penalty for your armor is reduced by half. If you ever lose your armor, or if you want a new suit blessed, a cleric of Tem-Et-Nu can perform the ceremony to bless your armor at any temple devoted to your patron deity. The blessing is free of charge for scions.

[Changed the text from "which means the armor check penalty for your armor is not doubled for the purposes of Swim checks.". Seeing as how the original ruling is lost in the conversion process unless the rule is kept in a homebrewed game.]

Also the flashflood spell since the prestige class directly references it. The spell itself is very wordy but nothing out of the ordinary to allow it to become part of pathfinder.

Otherwise the prestige class is easily shiftable to pathfinder.


Both archetypes fit as the class stuff it replaces are not overlapping. However I just noticed that they both give a similar replacement class trait, that being Trapfinding.

At 1st Level wrote:

A crypt breaker adds 1/2 his level on Perception checks made to locate traps and to Disable Device checks (minimum +1). A crypt breaker can use Disable Device to disarm magic traps. When determining the ability of a crypt breaker to deal with locks or traps, treat his alchemist levels as rogue levels.

This ability replaces the Brew Potion bonus feat.

At 2nd Level wrote:

Starting at 2nd level, a trap breaker adds 1/2 his alchemist level on Perception checks made to locate traps and on Disable Device checks. A trap breaker can use Disable Device to disarm magic traps.

This ability replaces poison use and poison resistance +2.

So... would that mean they stack and would grant me say a +12 bonus to trapfinding at 12th level since they are both counting half my level which is normally just +6 at 1/2th of 12? Since usually Trapfinding from two different classes that grant it do stack.


Hopefully this means that kobolds will be playable in PFS very soon.


1. Yes. there are some hexes that have hexes with Conditional Restrictions instead of time based.
2. Yes. Things like constructs, undead, oozes, vermin cannot be affected by mind affecting things.
3. Most witch hexes have Time Restrictions.


Race: Half-Elf?
What you get instead of being human: Being both human and elf, Immunity to sleep.


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Here is Bob the Paladin. He worships the deity Aroden who has the domain Protection. Its not an evil act to destroy what threatens the society he protects.

Its the intent behind every action that can be weighed as good or evil. Which causes the typical B&W alignment system to become gray instead.

If the paladin believes he is doing this to better protect humanity and be a selfless shield for it, he is not being evil if he chooses to destroy the Assassin Vines or Giant Slugs.

One might retort with how unintelligent creatures also commit acts what intelligent creatures consider evil which can be seen as murder or thievery for instance. However then one must question if the hungry stray dog's actions are inherently "evil" because it stole the neighbors steak because it foraged for food by acting on its survival instincts.

So should a paladin steal food or commit murder just to survive? As long as it follows their code of conduct with good intention. After all a paladin who steals food or medicine could be stealing from the callous rich and giving to the poor who are suffering.

However it could be retorted that by stealing or killing evil doers your breaking the law yourself. If that is true then every paladin who ever killed anything is considered a lawbreaker who just committed what can be seen as an evil act who broke the law.

Which.... ...... .... .... is also why its a fantasy-based game where killing the baddies and looting them is not only expected but also celebrated and one should not fall into the Prisoner Dilemma trap.


What feats + traits grants stacking FR though? Not many.


You could in fact have such a familiar. You just wouldn't be able to polymorph into one. Like lets say its a Nosoi or a Shinkigami. Not once in the actual text does it state your familiar must be an animal for the Beast-Bonded archetype, just that you do in fact have a familiar for stuff like the cheeseball glory known as Twin Soul.

Enhanced Familiar will make it so if you crossclass as a witch your familiar is still pretty potent. Plus if you wanted to you could always throw in the Boon Companion feat so that your familiar always is treated effectively as +5 levels higher than it actually is (I.E: Four levels in witch and four in X + beast-bonded + boon companion = Level 9 Familiar even though you yourself are only effectively a level 4 witch)


Valet Familiar:
http://archivesofnethys.com/ArchetypeDisplay.aspx?FixedName=Valet

Pilferer Familiar:
http://archivesofnethys.com/ArchetypeDisplay.aspx?FixedName=Pilferer

Infiltrator Familiar:
http://archivesofnethys.com/ArchetypeDisplay.aspx?FixedName=Infiltrator%20% 28Familiar%29

Each one modifies a familiar so it can do something else. Whether or worse or good I won't say, but they do make a familiar unique from your regular kind.


I would say they don't stack. As if two archetypes modified the same thing, then they cannot be used together.


It is indeed a perplexing question because what Juju Tiki is referring to is the familiar ability: Speak with animals of its kind.

Speak with animals of its kind wrote:
If the master is 7th level or higher, a familiar can communicate with animals of approximately the same kind as itself (including dire varieties): bats with bats, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, monkeys with other simians, rats with rodents, toads with amphibians, and weasels with ermines and minks. Such communication is limited by the Intelligence of the conversing creatures.

Then if you get the Improved Familiar feat, you can wind up with as an example; an Imp (Devil), Sprite (Fae), Nosoi (Psychopomp), or even a Shinkigami (Kami).

None of the examples above and several others that can be gained from the Improved Familiar feat are not in fact an animal. As that is the point of Speak With Animals of its Kind.

However the familiar-tailored archetypes known as Valet, Pilferer, and Infiltrator each require to trade away the ability to Speak With Animals of its Kind and a few other things for different roles a familiar could serve. The archetypes can each be found in the PF companion book called Animal Archive.

However an Improved Familiar that is not an animal loses this ability.

Improved Familiar wrote:
Improved familiars otherwise use the rules for regular familiars, with two exceptions: if the creature's type is something other than animal, its type does not change; and improved familiars do not gain the ability to speak with other creatures of their kind (although many of them already have the ability to communicate).

Which means say you want a Imp Valet for your Chelaxian pathfinder, you cannot have it as the RAW rules for Improved Familiar directly conflict with the familiar archetypes.


So after factoring it in...

a 3rd level Ice Mage (2 Ice Witch/ 1 Sorcerer (Mixed Breed) has the potential to deal quite a bit wit ha couple of cheap spells.

Level 3:
Razzy
Chaotic Good Male Human Ulfen Witch (Winter) 2 / Sorcerer 1 (Dual Blooded Primal Elemental and White Dragon bloodlines)
STR: 7
DEX: 18
CON: 11
INT: 20
WIS: 7
CHA: 10

Homeland: Irrisen
Languages: Common, Skald, Hallit, Giant, Azlanti, Jistka, Thassilonian

Skills: Appraise +12, Craft (Charms) +10, Heal +4, Knowledge (Arcana) +11, Knowledge (History) +11, Knowledge (Nature) +11, Knowledge (Planes) +11, Spellcraft +11

Feats: Point Blank Shot, Additional Traits, Rime Spell (Metamagic Feat), Eschew Materials
Traits: Magical Lineage (Snowball), Gifted Adept (Snowball), Havoc of the Society (+1 force damage to spells), Volatile Conduit (1/day add +1d4 damage to elemental damage)

Cantrips: Ray of Frost, Read Magic, Detect Magic, Mage Hand
Level 1 Spells: Snowball
Hex: Frozen Caress
Familiar: Raven

Starting Equipment: Frost Ward Gel (150g), Cold Weather Outfit (FREE)

Ray of Frost: 1d3+3+1d4+2+1d4+2+1 = 9 cold and 1 force damage (MIN) or 18 cold and 1 force damage (MAX)
Snowball: 3d6+6+1d4+2+1d4+2+1 = 21 Cold and 1 Force damage(MIN) or 36 Cold and 1 Force damage(MAX), if the target fails a saving throw from the metamagic they are entangled for 1 round and if they fail their saving throw from the snowball itself they are staggered for 1 round.


This little idea has becoming quite fun.
I noticed when checking the other wildblooded options for the sorcerer that there is the Primal (Elemental) one which is effectively the same thing that the Draconic one gives. If stack able, that is possibly a +2 damage per die rolled. I don't see innately why they wouldn't stack since they are from two different bloodlines.

So right now there is the damage possibility of a Witch 1 (Winter)/ Sorcerer 1 (Primal Elemental + White Dragon)/ Rogue 1
who has Point Blank as a feat and is using a Frost Ward Gel as a focus. (1d3+3+1d4+2+1 = between a Min of 8 or Max of 13.)

At 3rd level with range touch with a level 0 cantrip called Ray of Frost.

Possible Weakness:
+0 BAB at Level 3 (I would argue that with making such a character, you just need to roll good enough to hit the touch AC consistently, which tends to be but not always lower than actual AC.)

prestige class)

Actually making your touch spells hit (Lots of DEX and bonuses to hit remedy it)

Late Game makes "Pea Shooter" damage irrelevant (Well its a good thing then that the makers of the Winter Witch prestige class thought of this as well and added the Hex Numbing Chill)

Numbing Chill wrote:
Whenever the winter witch casts a spell that deals cold damage, she can imbue the spell with a debilitating eldritch chill as a swift action. She chooses one of the spell’s targets or a creature within the spell effect. If that creature takes cold damage from the spell, it must also succeed at a Fortitude save or take 1d4 points of Dexterity damage and be staggered for 1 round. The creature need only make this saving throw once per spell, even if the spell deals damage multiple times. If the target saves successfully, it is immune to this hex for 1 day. This is a cold effect.

Plus there is also the possibility of taking the Elemental Focus and Greater Elemental Focus feats to make just in general all the cold spells you can cast have a higher DC.

EDIT: Nice catch on Arcane Trickster.


Quote:

Ray of Frost

School evocation [cold]; Level magus 0, sorcerer/wizard 0

Casting Time 1 standard action
Components V, S

Range close (25 ft. + 5 ft./2 levels)
Effect ray
Duration instantaneous
Saving Throw none; Spell Resistance yes

A ray of freezing air and ice projects from your pointing finger. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d3 points of cold damage.

Frost Ward Gel: Can act as a focus or material component for more damage, using it as a focus only adds +1 Damage but is more inexpensive in the long run.

Winter Witch's Frozen Caress hex: +1d4 cold damage added to a cold descriptor spell.

I'm curious how else to optimize a simple 1d3 damaging cantrip that currently is dealing on touch 1d3+1+1d4 which on even the lowest of rolls is still three cold damage per usage of the cantrip up to a maximum on the opposite end of the spectrum for eight cold damage.


Well I am off to go brew up a Barbarian with 20 CON/13 INT, Toughness and Fast Learner at 1st, Invigorating Rage at 3rd for more CON.


MrSin wrote:
Heymitch wrote:
MrSin wrote:
Not big on anything being inherently evil.
I'm pretty sure that alignment threads are inherently evil...
Burn it with fire? I think it has regeneration.

You may want to add acid as well in case fire doesn't prevent it from regenerating.


Lemeres that is because Dexterity in this case covers another important aspect of what it means to be a melee character. Normally Dexterity is the attribute of evading hits and aoes, the attribute of skills like stealth and fly. Yet it is rarely the source of hitting [u]and[/u] damage for a melee character that isn't using the Dervish Dance.

Spoiler:
One day I decided to create a monk as a simple idea of how high his damage and strength could get. I wound up making Jopo. A Tengu monk (master of many styles) 10, barbarian 2, alchemist 2 (Rage Chymist), rogue 3, druid 2 (Lion Shaman), Fighter 1. His only three stances were Dragon, Crane, and Tiger. He could go from 22 STR to 34 STR in a single round. Dragon style made it so his first unarmed strike always hit with for 1 & 1/2. Vital Strike or Tiger Style with Tiger Claws complemented it.

I could go on about what he could do with such a high strength but the point is: He had a low AC score because he was cheesed up to be this Tengu Monk who could deal only high damage. So although he had the potential to one shot the big bad he also was an easy target for any attack.

Which is why I have to say even I am envious of the Barbarian who can have a good ac and good damage without having to invest much into STR.


What Kazumetsa Raijin is saying is that once you reach Colossal in terms of size to figure out how much damage you deal and what is beyond that.

Honestly I got no idea for what comes after Colossal Damage.


The best term I can think of for how one is supposed to play a low wisdom character is how naive they are. The best way explained to me was that Intelligence was your book smarts and how things work according to theories. Your wisdom is the experience you have actually gained when dealing people, places, and things.


I would personally suggest you get a short or long bow or maybe perhaps a crossbow if you plan to stick with your 11/14/13/13/12/16 build for a druid.

I do actually get why the build looks not as optimized though then when compared to what one would expect out of a druid much less a Lion Shaman. Hes going for a prince whose only real qualties come from:
- He is a somebody unlike many who lived like street urchins, on rural farms, or a middle-lower or just middle class life.
- He chose a big and powerful lion who has the archetype bodyguard since he would rather not get his hands dirty since the prince doesn't appear to be much of a fighter himself.
- Detect Poison, Purify Food and Water, and Create Water all seem natural for a person who is of royal blood.

Unfortunately the prestige class that would perfectly go with this in PFS is Noble Scion and that works off getting more gold, using leadership which are seen as big no nos.

To me its really a tough choice to say keep or change what the character currently is as it is very atypical.


1) Can I still cast spells and use hexes while using my familiar as my new body?
2) If the answer to previous question is yes, then can I use familiar form to make my house cat familiar into a lion?


Step back, take a few deep breaths, and relax. When a player dies, especially as they progress ever higher into the levels, its to be expected. Its simply how the dice come down/luck/destiny/what-have-you.

How did the sorcerer react to being killed? Did they start crying, laugh it off, get angry, or simply seemed somewhat disappointed? If it was only somewhat disappointed or still acting like they are having fun its a good sign that they do not let their character's death impede the enjoyment of those around them.

Did the sorcerer ever once state something similar to you were being "unfair"? If not, its a good sign as the player accepts what happened and is "rolling with it".

I personally don't pull any punches for my players, but at the same time I will make sure too not pick on a character with all the monsters.


I think I am reading it right in that normally:
Intelligent weapons cannot be Axiomatic Anarchic Holy Unholy, because it would be like a person going insane because they have four alignments that have four separate combinations (LG, LE, CG, CE).

However is it even possible to get a Axiomatic Anarchic Holy Unholy weapon since each special ability is a +2 Bonus to the weapon and all four would be a +8 effective bonus to a weapon for the costs?


I think it would be cool to see races like Dhampir and Catfolk be more opened up to the public. I got a bunch of friends who loved playing Vampire: The Masquerade, and to a lesser extent Vampire: The Requiem. I would think if they could play a Dhampir they would have actually a rather fun time playing in Pathfinder Society as I can see opening up other races can cater to larger audiences who would feel more invested in the Pathfinder Society if they had to access to them. Plus its actually very fun to see what Class/Race combination a RP-heavy player is willing to come up with for a more enjoyable roleplaying experience.


Not a problem Cerberus Seven. Thank you and Indrajit for the answer to my question.


One of the players in my Play by Post game was wondering if it was legal in that using Enlarge Person while wielding a large scythe due to Titan Mauler would increase the weapons size to huge.

I was personally thinking it would since Enlarge Person does state:

Quote:
All equipment worn or carried by a creature is similarly enlarged by the spell. Melee weapons affected by this spell deal more damage (see Table: Medium/Large Weapon Damage).

Though I am not the most rules savvy person when it comes to this stuff and would appreciate a more knowledgable response than my own.


I have known a player who played a Half-Giant Paladin (Hospitaler and Oath of Charity) who acted cowardly but still provided some assistance to the party.

Maybe if your player could act as a distraction so that the creatures you throw at them want to go chase this guy for whatever reason you could think of. Perhaps the monsters see this summoner as a fine delicacy for their palettes or the scent the summoner gives off is strange but alluring to the monsters. Though I do recommend not to automatically do this when the encounter starts, but after a few rounds perhaps say the big bad tries to make its way towards the summoner and is ignoring the rest of the party. After all the big bad might see the summoner as a more worthy foe than the monkies in front of it. If three skeletons of the seven from the encounter start chasing after the summoner, he is effectivly doing his job while being a coward and running away. How about even something comical like the three harpies of this encounter decided to go after the summoner who probably has a high charisma score because he is attractive.

Try to make this summoner's choice of being a coward be better for the party than a hindrance. After all as a GM/DM you can always try to incorporate the random elements that a PC brings to the table without it being strictly the problem.


lol, advanced and young. That seems pretty good for a magus.

How about a Baba Yaga's Horseman of Black Night, is a Cavalier Fell Rider, and is a Hobgoblin.


Yep its a Mummy. Its got this big ol' diamond shaped crest on its chest with a big letter M on it, plus a red cape to go with it.

I originally was going to go with a Small Serpentine Eidolon but thought it might have not been strong enough for the party so I swapped for a tough mummy instead of a caster who basically looked like a mummified child version of Medusa.

Original Eidolon Evolution Build:

1 Points: Basic Magic (1),
2 Points: Undead Appearance (6), Minor Magic (4), Flight (Perfect) (4), Limbs (Arms) (2), Ability Score Increase (Charisma)
3 Points: Major Magic (5)
4 Points: Fast Healing 2 (6)

Basic Magic: Ray of Frost 1/Day
Minor Magic: Burning Hands 3/Day
Major Magic: Scorching Ray 3/Day


1) Are Slam Attacks considered unarmed strikes?

2) If I use the evolution Improved Damage on my Eidolon's Slam would it become a 1d10? If so and ts size got increased to large would the 1d10 become a 2d8?

Evolution Build:

1 Points: Slam, Improved Damage (Slam), Magic Attacks, Resistance (Fire)
2 Points: Undead Apearence (6), Flight (Perfect) (4), Grab (2)
3 Points: Damage Resistance (Evil) 10 (5)
4 Points: Fast Healing 4 (10)

Total Spent: 31*
*= +5 Evoltuion Points gained from five Extra Evolution feats.