Paladin

Feejan Baulns's page

8 posts. Alias of Reksew_Trebla.



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Like, Monkey Swarm is a thing. Can I apply Foo Creature to it? If yes, can I apply the upgraded version, Imperial Foo Creature (found at the bottom of the regular version's page) to said Monkey Swarm?

Can I make a Monkey Swarm be the animal of an Animal Lord or a Lycanthrope? Or could I make it the base creature (not base animal) for Lycanthropic Creature? Probably easier to confirm, but back to Lycanthropic Creature, could I make a Sprite Swarm be the base creature, and the base animal be a Monkey Swarm?

Bonus question: Can I apply Giant to a size Tiny Swarm?

I know that is a lot of questions, I just have a lot of ideas, and want to know if there is any rules at all for this before I throw something like one of these at a group of players. Any help would be appreciated.


Tsukumogami

So normally I'd say yes and yes. You just apply the Construct only templates first, and apply the Tsukumogami template before Undead templates.

But the problem I'm having is the lore, which should affect RAI. While Tsukumogami is applied to Animated Objects as an acquired template, this is only because regular objects don't have a stat block as creatures. The actual lore is that Tsukumogami used to be regular objects, not Animated Objects.

Since they technically were never a Construct to begin with, only being one for the purposes of applying the template, this would suggest you could not apply Construct only templates.

For a similar reason, I am unsure if they could become undead. While you could say they are now Outsiders (kami, native), the living part is strictly the kami part, as without it, they are just regular, impossible to be undead, objects.

I know RAW this template stacking works, it's just the RAI for the lore that I am unsure about.


Temporal Accelerator

What I mean is it hastens how soon you die of old age, without actually aging you, by shortening your maximum lifespan. This should mean even the artifact Sun Orchid Elixir won't save you if you keep using the T.A., so is there anyway to get around this?

Would making it where you are immortal (aging wise) make you immune to dying prematurely, or would you still die when your maximum lifespan is equal to or less than your current age? For example, if you wore the artifact Icecrown of Irrisen, putting it on when you are 20 years old, and then decrease your maximum lifespan to 20 or less through the T.A., would you die or not?

If you still die, then is there any way to increase your maximum lifespan, and/or make it so you can't die of old age, preferably without becoming evil, so not being undead if it can be avoided?


Ring of Lifebleed, Ring of Resumption, Ring of Regeneration

Would you wear a Ring of Lifebleed...

Question 1: if it was also a Ring of Resumption?

Question 2: if it was also a Ring of Regeneration?

Question 3: if it was also a Ring of Resumption and a Ring of Regeneration?

For me, it'd have to also be a Ring of Regeneration, though I wouldn't need the Resumption part if it wasn't included.


The Forever Undead and his Soul Tether:
The Forever Undead is a Mythic Lich, Psychic Lich, Graveknight combo. Their Mythic Phylactery, Memoir, and Graveknight Armor are all one and the same, known as the Soul Tether. They have 20 levels in a single psychic spellcasting class (not necessarily in the Psychic class). They will take the Alternate Capstone "With This Sword", with the Soul Tether being the focus of this augmentation.

The Soul Tether is Armageddon Plate, except the base armor is changed from Full Plate to Powered Armor which is a Technology Artifact.

The Soul Tether counts as a Magic Minor Artifact twice (once from Mythic Phylactery and once from With This Sword), so it will have two destruction conditions that have to be met at the same time to destroy it. However, as a Memoir, if it gets destroyed while the Astral Legend survives, the Memoir (and thus the Soul Tether as a whole) will reform in 1d10 days at a site central to The Forever Undead's history.

Problem and Possible Solution:
Now there is one problem with this combo. Due to the price of Armageddon Plate, along with the theoretically high price of the Powered Armor (it is an Artifact, so no price listed, but it has a LOT of different tech items integrated into it, so it has to have a high price just from the items that are a part of it that do have listed prices), it will be the only item The Forever Undead has, like at all.

The reason for this is Mythic Lich (which includes the +2 CR from the base Lich template) is +7 CR when at a full MR 10 (which it is here), Psychic Lich is +2 CR, Graveknight is +2 CR, and a level 20 NPC with PC Class Levels, but NPC Wealth, is CR 19.

That is a grand total of CR 30 exactly.

159,000 gp (NPC Wealth at level 20 for the Medium XP Track) +100,000 gp (With This Sword) is about what I'd estimate the full price of The Soul Tether would be, probably falling short though.

Even if using the Fast XP Track, the NPC Wealth for level 20 is only 201,000, which again, with the 100,000 gp from With This Sword, is probably spot on for only having the Soul Tether and nothing else.

I do have a possible solution, but it is not the best. The Degenerate Template (-4 to all Ability Scores, minimum Scores of 1) is a -1 CR template, to counteract the +1 CR of having PC Wealth instead of NPC Wealth, thus allowing The Forever Undead to have more items than just the Soul Tether, while still being CR 30.

I could also just make him CR 31, calculating the Total XP for CR 31 from the fact that 2 creatures of the same CR are supposed to have the same XP as their individual CR +2. (So take the CR 29 Total XP and multiply it by 2).

But I can not in good faith make a CR 31 or higher enemy for a relatively standard game (I mean, it is going to be Mythic, since a Mythic Phylactery can only be harmed by Mythic sources, and the goal is to do the impossible and kill this thing, but still). The only real homebrew I'm using here is stacking all 3 templates (technically 4 since Mythic Lich includes the base Lich template as well), since technically, once you go to apply the second type of Undead template, the base creature is already undead and no longer living, thus not a valid creature type for the templates that say they can be placed only on living creature, as well as the Armageddon Plate Powered Armor combo. But other than that, everything technically is in order.

If you read to this point, I'm sorry for the colossal length of this post. Thank you for reading it though. How would you change this up to work better, whether making it weaker, making it stronger, or any other changes you might make?


Tulpa

So this is really three questions, but each extra question only is relevant if the previous question's answer is "yes".

1: Could a character have a Tulpa of a Heavy Horse, which among other things, is a horse with the Advanced Template?

2: If yes, can a character have a Guardian Spirit Tulpa, applying the Guardian Spirit template first, then the Tulpa template, meaning the base creature for the Tulpa is a Guardian Spirit?

3: If yes, would they get to choose which spell level the "Guardian Spirit" is "conjured" by, assuming the Tulpa is intentionally created?


So if you must know, the inspiration for this is the Stone Mask from The Legend of Zelda: Majora's Mask.

A basic description for its powers is that it makes the wearer as uninteresting as a basic rock in a field of rocks. You are very much still visible though, as some creatures (minibosses and bosses) can still see you, with the Gerudo Pirate minibosses claiming something along the lines of the mask being impressive, but it won't work on them, suggesting they can easily make their Will Save to disbelieve the illusion, due to being powerful enough to count as a miniboss.

Now I don't want to make the mask necessarily. I just like the concept of not actually being invisible, but people THINK you are invisible.

This means it wouldn't be a glamer spell like the normal Invisibility spell, as you aren't actually invisible.

Is there any way to do this? I'd also accept the ability having an HD limit, like how the Sleep spell does, if there is a way to do that instead.


False Teeth

I want them to explode after moving, like Joker's from Batman: Arkham Asylum, when you play as him.

I don't necessarily want to actually play as Joker though, as I'd need access to guns, even if I'd only ever plan on firing one bullet per combat, as playable Joker in the challenge maps of Arkham Asylum only has a single bullet for his gun, which I can represent by using a Legacy Arrow (in the form of a Bullet) from the Scaling Items of Pathfinder Unchained, which stop working for some time after being fired, explaining why I only have the one shot.

But anyways, exploding teeth. Is this possible? Maybe a Delayed Blast Fireball would work, placing the bead inside the Clockwork Teeth, but that would technically be a house rule, or alternatively, would have a 25% chance of detonating prematurely, per the rule of picking up the bead and throwing it if it hasn't exploded yet.


Look up the "Infinite Sword Glitch" in The Legend of Zelda: Ocarina of Time, and its sequel, Majora's Mask.

I want to do that basically. Obviously not at the same intensity (its called "Infinite" because while it obviously has a hard technological limit, it is such a high number, that nothing survives more than a moment getting hit by it, so may as well be infinite), but something like that is what I want to do.

I'm willing to consider GM only options, as I sometimes am the GM, but would prefer if this could be done by someone of the good alignment, and thus by a player character.

Also, if Mythic can do this, I'd like to know about it, even if I most likely won't get the chance to do it, just to know my options in the event I do get to play in a Mythic game.


This is purely for fun, of course, as Pathfinder is a game, not real life (even with the fact that World War I Earth exists in Pathfinder).

I discovered a possible way to break physics yesterday, but it is next to impossible to pull off.

For the Drawbacks options of Cursed Items, one of them says "Temperature around item is 10° F cooler than normal."

Well if the temperature is -459.67° F to -450.67° F, then having such an item would break physics. Because that would make it less than 0° Kelvin, which is scientifically impossible.

Anyways, are there other ways to break physics?


So I'm looking at the Protection From Chaos/Evil/Good/Law spells, and they say they create a barrier that is 1 foot from the creature you cast it on. A Sprite Familiar (but possibly other Diminutive/Fine sized Familiars) are approximately proportional to humans in terms of shape and size, and since they are only 9 inches tall, this means they are definitely less than a foot thick, so if they were in their master's pocket when he casts this spell on himself, what would happen?

I'm going to list more specific questions now, like what happens if an evil summoned creature tries to attack the Sprite when they are inside the barrier of a Protection From Evil spell cast on their master?

Technically, the spell is only supposed to work on the creature it was cast on, but the barrier flat out prevents an evil summoned creature from passing it, unless the master attacks the summoned creature or tries to force the barrier on it, in which case it becomes immune to the barrier.

Okay, maybe that is an obvious one. I would rule on the spot that the Sprite is protected. But now let's say the Sprite shoots their bow at the e.s.c. (evil summoned creature), while benefiting from the barrier. Let's also say the master has NOT attacked the e.s.c. nor tried to force the barrier on it. Does the barrier still work against the e.s.c.?

Another angle, if the barrier protects the Sprite from an e.s.c. despite being cast on the master, do the other protections of the barrier work on the Sprite while they are within the barrier?

I've never had a player, myself included, try this, so I've never had to think about this possibility, but I was looking at spells while considering having a Sprite Familiar, or maybe Guardian Spirit Sprite instead, decided to look at the Protection From Alignment spells, since I often forget exactly what they do, and that's when I thought up of this conundrum.


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Vindictive Bastard, Sin Monk, Channeler of the Unknown, Planar Extremist, Heretic, Ronin.

Before I start, this is something that I don't think I'll ever get around to using, but I already put in a lot of work just to make it work with the rules, including the story for how this happens, so I am sharing this with all of you in the hopes that someone can make use of it.

If you haven't noticed the theme, it's basically a lack of commitment to your classes. The first four are archetypes that (I think) require you to start as an actual member of the actual class (though you can have archetypes as normal), and when you become an ex class member, you can immediately switch to the ex class archetype.

The fifth archetype can be taken right from the beginning, but, with GM permission, can be swapped to if you become an ex inquisitor.

The last one, the cavalier/samurai one is just a bonus, since you never become an ex cavalier/samurai, but follows the same theme since you become an ex order member.

As for how this would work, it would work like this, levelwise:

1: Paladin

2: Monk

3: Cleric of LG Deity

4: Inquisitor of LG Deity

5: Switch to NG, Druid, Ex Paladin/Monk-> Vindictive Bastard Paladin and Sin Monk.

6: Cavalier/Samurai. Order doesn't matter, but in the interest of keeping with the theme, you'll have to make use of/follow the order for at least one battle, if not a whole level. At this level or next switch to Ronin.

7: Which class gets the level doesn't matter much. Become CG, Ex Cleric/Inquisitor/Druid-> Channeler of the Unknown Cleric, Heretic Inquisitor, and Planar Extremist Druid. If not already a Ronin, switch to it this level.

Proceed with taking levels with what fits best for this monstrosity.

In a gestalt game, it would look something like this:

1: Paladin//Monk

2: Cleric of LG Deity//Inquisitor of LG Deity

3: NG, Druid (Change Paladin to Vindictive Bastard)//Cavalier or Samurai (Change Monk to Sin Monk). This level or next become Ronin.

4: CG, which class gets the level doesn't matter much (Switch Druid to Planar Extremist/Switch Cleric to Channeler of the Unknown)//which class gets the level doesn't matter much (Switch Inquisitor to Heretic/if not already, switch Order to Ronin).

Proceed with what works best.

Now before I continue, I know that is a sudden shift from Lawful to Chaotic, especially if Fast Level up XP is used, but it doesn't have to be quite that fast. There are plenty of levels that can be used as filler levels where no change in alignment occurs to make it more smooth of a transition.

I also know this is spread thin, but whatever.

For some actual story of how this could work:

Start off as LG Paladin. You strongly believe in the good of people, but also the authority of people. You then start disciplining yourself to better help people. You are now also a Monk. You are so much in love with your Deity's teachings, as they align with your beliefs, that you learn how to benefit from them, in various ways. You are now a Cleric and Inquisitor.

But then, disaster strikes. You are rudely awoken to the harsh reality of people being more inclined to evil than good. Whether this is true or not is irrelevent, as you've seen some bad stuff. Maybe you took a trip to Cheliax. Maybe you saw a cult legally sacrifice a small child because they were a slave the cult purchased, and you were nearly deemed a criminal for trying to stop them. Whatever this rude awakening is doesn't matter. You switch to NG.

You are now a Vindictive Bastard, and you give up your self discipline in your anger, making you also a Sin Monk. You turn to nature, as nature is not evil, due to not having people. You are a Druid.

You also find some somewhat like minded people and join their order. You are a Cavalier or Samurai.

However, your troubles don't end here. You soon learn that just because nature is primarily filled with animals and plants, doesn't mean intelligent life doesn't live in it. In fact, you come upon the most important realization: Nature created people. You are repulsed by this fact, and turn to the planes. You switch to CG. You are now a Planar Extremist.

But in doing so, you fall out of favor with your Deity. While you continue to pray, they don't answer you. But something has been watching you. Something else grants you powers now. You are now a Channeler of the Unknown.

You mistake this as your Deity answering you, so with your new teachings, you become a heretic of your old faith. You are now a Heretic.

You also get into a disagreement with your order, and decide to forge your own path instead of binding yourself to a specific group. After all, you have learned that the authority of people is illegitimate. You are now a Ronin.

Anyways, I hope someone can find some use of this. You don't have to use all 6 classes for this, I just wanted to be extra when I was coming up with this. Thanks for reading all that.


Broken Soul Template

So a Regenerate spell from a level 13 Cleric should in theory fix their body, but can you help them out reasonably sooner than level 13?

Just writing a character's backstory, and they will have a missing wife or maybe daughter who ends up as one of these, so I was wondering how quickly they could fix her once they are reunited.


Green Whispers

So it says "contact with either metal (iron and steel) deals 1d3 points of damage each round". If I had this Unique Patron, would I be safe and avoid the damage if I wore gloves so that I didn't directly touch iron or steel, or would it still affect me?

The reason I'm asking is stupid, but I'm imagining myself gaining Pathfinder levels, and I'm trying to find something nature related that also gives a Familiar, since I love my cat and would want her to benefit from this too, while also wanting to protect nature (I'm imagining that I am gifted this power by nature), so I saw this, but then, I don't know if I'd be willing to give up ever holding steel. Iron is okay, since it is uncommon for things to be made of pure iron in modern days, but a significant amount of things are made of steel in modern Earth, so if I can never hold those things again, I'll have to find a different option than this.

Thank you in advance for the help.


Hear me out. I'm writing this from memory, as I don't have the book with me right now, but there is a rule that outranks even the authority of the GM. Since Rule 0 is meant to be the one rule above them all, this means this rule I am about to remind you of would actually be Rule 0.

That rule, is the rule that determines the GM's role in the game, and thus who even gets to be the GM. Again, I'm writing this from memory, but the text says something like this: It is the GM's responsibility to keep a balance of fair but also fun in the game.

So yeah, if the GM is not being fair or fun, technically, they are breaking the rules, as this rule outranks even the GM, as it determines who gets to even be the GM.

EDIT: In case it wasn't obvious, I'm just venting about the abysmally bad GM I just dealt with. Literally killed the party with "rocks fall, everyone dies," just because my character had a Ring of Sustenance, and didn't need more than 2 hours of sleep, preventing the party from having all of their gear stolen in their sleep.


Green Knight Fluff Description wrote:
Some knights serve nature itself and can be found protecting unspoiled natural places or serving fey beings.
Order of the Green Edicts wrote:
The cavalier knows his place in the natural order and strives to defend the balance of nature. He must be willing to allow nature to take its course, and he must stop all those who would do harm to its delicate balance. He will not tolerate aberrant creatures, undead, or the irresponsible and greedy consumption of natural resources. He may be farsighted and seek to establish agreements that lead to lasting protection of the natural world, but resorts to violence if it is the most effective way to enforce such protection.
Order of the Blossom Edicts wrote:
The cavalier cannot refuse a fey’s request for aid unless it will interfere with his existing duties, or he believes the fey seeks to directly oppose his other aims and goals. He must strive to prevent gates to the First World from being exploited or corrupted. If the cavalier encounters blighted fey or other corrupted fey, he must strive to destroy them.

If you look at the fluff description for Green Knight it says they protect natural places OR serve fey being.

If you look at the Edicts of OotG, it says you protect nature.

If you look at the Edicts of OotB, it says you serve fey.

OotB already existed when the Green Knight Archetype was created, so you can't say it just didn't exist yet, because it did. Yet Green Knight only allows you to have the OotG.

Is this an oversight that has been addressed, or am I being dumb?


I'm looking at Green Knight (Cavalier Archetype), and I'm pretty sure it replaces and alters more class features of Cavalier than Samurai does, yet Samurai is the Alternate Class and Green Knight is only an Archetype.

Anyways, are there any other Archetypes like this?


Amalya

She is CG, a Druid, and not a Planar Extremist Druid.

I know it makes perfect sense from an in-universe perspective, but from a mechanical rules perspective, this shouldn't be possible.

However, I do not own Fey Revisited, the book she was published in, so maybe they addressed this in that book. Would someone please let me know what I'm missing?


So in my epic level advice thread, I have something going on for a Kasatha with 6 arms (two of which are Vestigial Arms), but he keeps replacing limbs with prosthetics.

I want to streamline this for a PC, so I am requesting help on that.

Here are all the options so far:

Magus (Jistkan Artificer). They get a Golem Arm to replace an arm.

Brawler (Constructed Pugilist). They get a Constructed Limb to fit over their arm, with the fluff saying the preexisting arm is deformed from being a mutant of some sort. Could just refluff this as being a whole replacement arm.

Clockwork Prothesis. For replacing the remaining arms and for the legs.

Clockwork Arm. A different option for replacing an arm.

Vestigial Arm Alchemist Discovery. Gives extra arms to mess with.

Wizard Hook. Is a magical version of a Hook Hand. Can replace a lost hand with it.

Hand's Detachment. Allows a hand to be removed while still benefiting from it. Could keep it always detached and put something on the arm in its place.

Maniac Hand. Replacement hand. Probably don't want this unless it is an evil campaign, but it is an option.

Nargrym's Steel Hand. Replacement hand. Probably won't get access to it though, since it is an artifact.

Cybertech. Has many replacement options, like arms and legs, as well as other things that can be added to the body, but most likely won't get access to any of it, due to being technology, but is an option.

Arms of the Iron God. Replacement for arms, shoulders, and much of the spine. Most likely won't get it as they are a technology artifact.

Okay, I think that is all my options. There are also mundane Prosthetics, False Teeth, and Peg Legs, but I don't think there would be any reason to get them when I have magical (and maybe technological) options.


The Story of "Let Me Solo Her" Explained.

Also in a catchy rap.

Just curious how would you build this. My first thought was Monk, to get high AC without armor, but katanas aren't Monk weapons. Even then, you need Uncanny Dodge, which Monks don't get.

Edit: I got some info on his katanas. One does bleed damage, the other does cold damage. Fortunately, that is very easy in Pathfinder. +1 Wounding Katana and +1 Frost Katana.


So I don't remember if I posted it here, on r/Pathfinder_RPG, or if I never got around to posting it, but an idea I had was Gestalt, but both sides are the same class but different archetypes. You can multiclass, but both sides have to multiclass into the same class as well, also having different archetypes.

Basically, getting you the ability to combine archetype abilities that aren't normally available at the same time.

But that could in theory get way out of hand. So a different idea I had was Bonded Archetype.

Basically, you choose one archetype of a class, and you get it without replacing the class features it normally replaces, and any class feature that gets altered doesn't prevent you from replacing it or altering it further with a different archetype.

Some things to note: if you've ever played a Sorcerer that was both Crossblooded and Wildblooded, you technically played this in a way, as they can't stack under RAW, due to both altering Bloodline.

If the BA (Bonded Archetype since I'm not typing that out anymore) alters a class feature by replacing part of it but not all of it, you get the lost parts back, but if it alters it by placing a restriction on it, such as limiting which Witch Patrons you can take, you still have to follow that limitation, even if you choose a normal archetype that also limits it.

For example, you could play with Seasonal Witch as your BA, and then take Winter Witch as an archetype. You would have to follow the Patron restrictions of both archetypes, which means you would have to choose the Winter Patron, as it is the only option both archetypes share.

If Seasonal Witch did not have Winter as an option, then you would not be able to combine it with Winter Witch, as you would not be able to satisfy the Patron restrictions of both archetypes.

The Prestige Class Archetypes should be considered by the GMs if they should be allowed to be a BA, as thematically, you will want to get your BA at level 1, and since you can't take a prestige class at level 1, they may not be appropriate choices for your game. Further considerations are whether or not this is given for free, or if you have to take a feat for a BA.

Anyways, let me know what you think of this.


So this is for a self run game. Meaning I, the GM, am the sole player, and am just running encounters for fun. I am using the limited first party rules for epic level for this, so please don't try saying this is homebrew (although I do have two homebrew archetypes of Mystic Theurge included as bonus options).

I'm using the charts for class features for any class and prestige class as hard limits on levels in a single class, though I'll still stack levels for class features going beyond a total of 20, per the rules I linked. Meaning normal classes can go to a max of level 20, while most prestige classes can go to a max of 10 (there are some prestige classes that have less than a full 10 levels to them listed in the summary chart thing, and would have the max level there as their max for for this). This is also not exactly a house rule, because the epic level rules I linked suggest this as a possible way to do epic level. However, all that said, if this really would work better in Homebrew and House Rules forum, then go ahead and move it there. I just figured since for the most part, I'm using first party rules, it would be allowed in the Advice forum.

Anyways, with that taken care of, let's move on to what I have so far:

Magus 20/Eldritch Knight 10
Bloodrager 20/Eldritch Knight 10
Witch (Winter Witch) 20/Winter Witch 10
Sorcerer 20/Dragon Disciple 10
Bloodrager 20/Dragon Disciple 10
Fighter (Aldori Defender) 20/Aldori Swordlord 10
Arcane Spellcaster 10/Divine Spellcaster 10/Mystic Theurge 10
Barbarian 10/Oracle 10/Rage Prophet 10
Alchemist 20/Master Chymist 10
Alchemist 7/Vigilante (Brute) 13/Master Chymist 10
Sorcerer (Dragon Drinker) 20/Bloatmage 10

In addition, the Mystic Theurge prestige class is so barebones, that you can easily create two archetypes for it: Mystic Theurge (Arcane+Psychic) and Mystic Theurge (Divine+Psychic). Replace either all mentions of Arcane or Divine spellcasting with Psychic Spellcasting. If Arcane+Psychic, replace the Knowledge (religion) requirement with 3 ranks in a skill with an Occult Skill Unlock (besides Knowledge (arcana)), and if Divine+Psychic, replace Knowledge (arcana) requirement with 3 ranks in any skill that has an Occult Skill Unlock (including Knowledge (arcana). Also, replace the same class skill in both versions with your choice of one of the skills that has an Occult Skill Unlock.

With that, I have two more options:

Arcane Spellcaster 10/Psychic Spellcaster 10/Mystic Theurge (Arcane+Psychic) 10
Divine Spellcaster 10/Psychic Spellcaster 10/Mystic Theurge (Divine+Psychic) 10

So, are there any other good ideas for level 30 characters?


Doesn't have to be sprites per say, just a flying swarm since they occupy the entire cube instead of just the square. The reason I bring this up is because you can't do anything to time stopped creatures, including moving them. If you have no more spells or abilities you can use to change your size nor teleport, are you forced to be stuck in the middle of the swarm, because moving out of it would move individual members of the flying swarm in the process, which isn't possible per the rules of time stop?


I saw an interesting video going over the best responses for this in a reddit post, but I wanted to see how your PCs would have handled it.

For me, my first PC would handle it well. This would have helped her out tremendously early on, as her good friend died early in the campaign, causing her to shift from NG to true N as she just sort of shut down (more to that was that the friend died when my PC ran from a fear effect, so she blamed herself). I planned on her becoming NG again as she opens up again, but that got delayed to nearly the end of the AP, because her childhood friend (a PC turned NPC) died.

My second PC would have not been good for this. I joined the game midway, and was handed the role of the beloved Kobold NPC that everyone loved. But nobody decided to fill me the player in on what had happened so far, so I just said he hit his head next combat and forgot a bunch of stuff. As a Kobold, who was really not adjusted to civilized life, he would not know the first thing about taking care of an orphan girl. He also had a Drake Companion, and I don't think the drake would have played nice with the girl.

What about your PCs?


Guardian Familiar (Su):
A character with a Guardian Spirit who can acquire an Improved Familiar can make their Guardian Spirit their Familiar, improving it first as a Familiar, then as a Guardian Spirit. This capstone is available to any character with both an Improved Familiar and a Guardian Spirit.

For context, I was going to buff the Adventure Path Reign of Winter so the PCs would end at level 20, so I could make Queen Elvanna a Witch (Winter Witch) 20/Winter Witch 10, using the limited rules for Epic Level, which means she would now get an Alternate Capstone.

Unfortunately, I never got to do this, so I decided to share the Alternate Capstone I made here, so hopefully somebody can make use of it.

Further information on how I was going to use this. I was going to give her a Small Ice Elemental as both a Guardian Spirit and Improved Familiar. She would have it called, not summoned, since she needs her Familiar already with her to prepare spells every day.

I just thought it would be a neat Alternate Capstone for her, to have this really op Ice Elemental. It would look pretty weak too, since it is a Small Ice Elemental, so that could catch the players off guard if they tried to target her Familiar first for whatever reason.


What "Florida Man" style headlines could you make off of your games?

I jokingly said there was a newspaper for a place called Flure E Da, and a player wants to buy a subscription to it.


He gets so good at being both a Samurai and Ninja, that I almost want to try him in a Gestalt game, but then again, he didn't start off as a Ninja, and was probably many levels of Samurai already due to how high ranked his legal guardian was growing up (more important people typically got trained better in the past).

So which should I try for him? I already have a basic idea of what I should build for him. I'm making him an Order of the Shield Samurai. For Ninja, I haven't looked it over in several years, but I have a basic idea of what I want. Jin technically wasn't a standard Ninja, rather more likely the first Ninja (Ninja didn't actually exist yet), so I just have to get stereotypical Ninja stuff, and nothing too over-the-top.

Anyways, let me know your opinions on the question "To Gestalt, or not to Gestalt?"


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Mine is the Anhana. In regards to the lore surrounding them, they remind me a lot of the Kokiri from The Legend of Zelda: Ocarina of Time, and I adore that race.

What about you?


Fortifying Stone

So if you are confused by my question, I mean the general social meaning of a semi-precious stone. Like some stones are thought to be calming, some thought to bring good luck, and so on.

What semi-precious stone would be best to represent a Fortifying Stone?

It has to be semi-precious, not precious, because the description of Fortifying Stones says that's what they are.


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So instead of trading feats at levels 3, 7, 11, 15, and 19, and getting your VMC abilities at those same levels, you would instead trade feats at levels 1, 5, 9, 13, and 17, and get the abilities at those levels.

Anything that is gained with an effective class level less than character level would have an added text of "(minimum level 1)", for obvious reasons.

Anything that was already gained at 1st level is obviously still gained at 1st level, but otherwise, this means you get your VMC 2 levels early.

I know some options are trash, even if only because they are gained so late, so with this change, it might mitigate some of that.

And yes, the good options would be better, but this could make it where you don't have to exclusively take the good options, if you take this at all that is.

Obviously in the hands of a munchkiner, this could be bad, but just talk things out with your group ahead of time to have an understanding not to abuse this.

So would this be balanced?


I'm thinking some kind of combo of Monk and Barbarian, which I will explain how below.

So normally, you won't have a Rage as a Monk. Monk's need to be lawful, but Barbarians need to be nonlawful.

However, there are a few workarounds.

VMC Monk and VMC Barbarian do not have alignment restrictions. This means you can be both, one being the main class, the other being the VMC.

Bloodrager and Skald do not have alignment restrictions, thus can work with a regular multiclass with Monk.

Martial Artist archetype of Monk does not need to be lawful, thus can Multiclass with Barbarian.

There is also the issue of whether to choose Barbarian or Unchained Barbarian, if you are taking actual levels of Barbarian, rather than VMC Barbarian.

Now if it matters, I like flavoring Rage, Greater Rage, and Mighty Rage as Super Saiyan 1-3 (from Dragon Ball Z), and Tireless Rage combined with Moment of Clarity Rage Power, the feat Mad Magic, and Rage Cycling, makes the training Goku and Gohan did to be in full control with Super Saiyan, like they are when in base form.

HOWEVER, I am not specifically making a Dragon Ball character. Just pointing out that that is how I like to flavor Rage.

I just like the idea of a raging Ki user fighting with their fists.


Bonus: Which Alternate Capstone would you choose, since you can get one even if the class you took 20 levels in doesn't have one to trade?

For me, it'd have to be Oracle. I'd choose the Consumed Curse, so I can go at least 15 days without food and water, though probably less because that's just how long I can go before suffering physical damage from not eating/drinking. Still, the money I'll save from not having to buy as much food and water will be tremendous.

And being able to resist poisons and diseases by rolling twice and taking the better result, when we are living in a pandemic, would be amazing.

Life Mystery would be pretty good, and hopefully I can help my mom out with some of the Revelations, or maybe with them and feats enhancing them.

For the Alternate Capstone, I'd select "With This Sword", and have the item be the bracelet my mom made me. Since it is now an artifact, I can wear it at all times without fear of it breaking (it has broken before), and I can give it 100,000 gp worth of healing based spells to go with my healing theme from the Life Mystery.


I want to make a healing/sun's warmth/high positivity character. Sarenrae was the obvious choice for deity, which is why I think the prestige class Dawnflower Anchorite would work. Blossoming Light is very thematic for the starting class before multiclassing into the prestige class, but I want to know if there are better options for this.

In addition, if there is a way for me to become sunlight, or something like that, I'd like to hear it.

Thanks in advance for any help with this.


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As far as I know, you can only offer your own soul, as that is all they care about, but it is about as much a common trope to sell your first born child to a devil. In addition, the devil should know what you care about most, or will care about the most, but don't know it. Imagine selling your future pet's soul, because right now you are an ahole, but in the future, you'll become a good person.

In fact, that same devil comes to claim the pet's soul, but when you object, they say something like "perhaps you have something of equal, or perhaps more value to offer in place of this soul", hinting that they want your soul instead. It is the long con, but they most likely get your soul in the end, even though that wasn't the original deal.

Basically, I'm wanting lore on what exactly you can realistically offer a devil for a contract of some sort.


So I want the identities to be clearly different, so having a mechanical application beyond the Disguise skill. Also, I don't want any magic (items or spells) that could have a theoretically infinite number of distinct identities.

Also, they don't necessarily need protection from Divination effects, so they don't have to have the protection of Vigilante's Dual Identity.

So to give an idea of what I would consider unique identities, here are some examples:

Carl the "Human" and Billy Bob the "Werewolf". He in actuality is a Skinwalker, who tries to keep his "Human" and "Werewolf" identities separate.

If you give him levels in Vigilante, you now have:

Carl the "Human" (Social Identity), Billy Bob the "Werewolf" (same Social Identity as Carl for Divination), Nightman the "Human" (Vigilante Identity), and Vicious Wolf the "Werewolf" (same Vigilante Identity as Nightman for Divination).

What are my options for expanding this? I want to blindside a group of friends by having them meet all the identities separately, only to discover it was all Carl* all along.

*Carl is just a placeholder name. I kinda want to name the character Dio, because of the meme, but I haven't actually watched JoJo's Bizare Adventure yet, so I probably wouldn't do it justice.


For me, it'd have to be:

Human-Bane Merciful Sapping Furyborn AoMF

+4 Staunching Invulnerability BoA.

Taking 5 less damage and removing the biggest source of damage (up to 4 points) in real life, which is bleed damage (most slashing and piercing wounds in real life inflict bleed damage automatically, and significant bludgeoning wounds in real life can also inflict internal bleed damage).

In addition, Human-Bane is because I could never bring myself to hurt an animal, so something more universal would be inferior to Human-Bane, Merciful is so I never accidentally inflict lethal damage once I become good enough at fighting, Sapping is so I can inflict extra nonlethal damage, and Furyborn is so I can still get up to a +5 (+7 vs humans) enhancement bonus on my attacks.

What about you? What would you put on these items if you had them in real life?


Full disclosure, this is for Glinda the Good Witch of the South, from Oz The Great and Powerful, BUT BEFORE YOU MOVE THIS, it was never explained what her protection did, just that it would protect Oz, so I'm simply looking to see my possible options.

Prefer to be usable by Witches, particularly a Bonded Witch if it matters (Bonded Item is a Wand), but I can add extra stuff to her if needed, since she is a spellcaster somewhat by blood (father was the previous Wizard/King of Emerald City), so Sorcerer would not be out of the question (plus she is also called a Sorceress, more than Witch, in the books).

However, if it is a spell that simply is not on the Witch spell list, then there are rules for researching spells to add them to different spell lists. I don't want to do the option for straight up creating completely new spells, as I have a problem balancing homebrew, but spell research to add a spell to a different class's spell list is perfectly fine with me.

In addition, I'd prefer if the method of touch is either a kiss, or not stated (so I can fluff it as a kiss).

I appreciate any help with this.


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You are allowed Variant Multiclassing. Magus is treated as a Hybrid class of Wizard and Fighter, because let's be real, it's basically the precursor of the Hybrid classes.

Which class shines the most at level 20 with these rules?


I'm thinking maybe an alchemist, as he clearly isn't a wizard, just posing as one, and the alchemical gear of an alchemist can simulate that. While I do recognize it would be easier to be an actual wizard and fluff that you are merely posing as one, it kind of goes against the intent of the character.

But I don't have anything specific so far. So how would you build him?


Exactly as it says on the title. No spoilers for the actual adventure paths this appears in, please, as I still plan to play them (or in the case of Rise, replay so I can finish it) sooner or later.


She is made of china, and thus fragile (I'm thinking vulnerability to physical damage, or maybe just takes something like 1d6 extra damage from physical damage if vulnerability is too steep of a weakness).

She requires sleep (actually went to bed and had Oz tuck her in), but does not need to breath (was able to walk through a field of flowers whose pollen makes you sleep when breathed).

I don't know if she needs to eat or drink, as I wasn't paying close attention to the remains of her house when she was introduced, but I'm going to assume she does not need to do so.

She is Tiny, maybe even Diminutive (smaller than a monkey with wings, will probably just do Tiny to prevent being too weak, cause balance, though I may bump her up to Small, since she seemed to be a young child, thus making her age appropriate would be about a size category increase if her species grows similarly to halflings).

Give her a hidden compartment that has a high DC to find. It will only be able to hold something around a size appropriate dagger or shortsword (she literally pulled a size appropriate knife out of nowhere (camera angle and her being partially behind Oz made it impossible for us to see where she pulled it from), and there was no indication she had one prior to this). This may be a class thing, but she talked like it was normal for everyone in her town, before it was destroyed of course, so I'm assuming it is a species thing. ("Where'd you even get a knife?" "I'm made of china. I have to be ready to defend myself.")

She is good at earning sympathy. While part of it was genuine, the speed at which she got over her crying from Oz trying to send her to Emerald City alone, after he agreed to let her tag along, was too fast for it to be completely normal. So a bonus at Diplomacy and/or Bluff would probably be in play. She is also too young for it to be straight up a class thing. Rather, it was like a societal defense mechanism that her species developed to protect themselves, due to how fragile and weak they are.

Glue (amd presumably other bonding agents) will act like a Make Whole spell (when she was introduced, her legs had been broken off. Oz glued them back on, and she was able to control them well enough to still move her feet).

So with all that said, which would be the better base creature to modify?


So I had a few ideas for how to do this.

1: Tulpas. But I'd have to make a list of what is and isn't allowed, so that would be tedious.

2: Unfettered Eidolons. Players get to create their own personal living powers, and they just linger around them.

3: Gestalt Summoner. One side of the Gestalt is Summoner (maybe Unchained Summoner), you cannot multiclass that side, and you cannot take an archetype that replaces the Eidolon. This gives you a regular Eidolon, as opposed to the Unfettered Eidolon of idea 2.

4: Race Builder. Similar to the Unfettered Eidolon idea, just let the players make an extra character, with whatever they want from the Race Builder, within limits of course. Might want to either make them have either the main PC, or living power, only use NPC classes, instead of PC classes, or maybe make it where the PC becomes Gestalt with the build of their living power, for as long as it is alive.

5: Tulpa of an Unfettered Eidolon or Race Builder creation. This one makes those two ideas easier to manage with "dying" and coming back, but prevents any sort of permanent consequences for their living power dying.

6: Tulpa of a regular Eidolon (or Unchained Eidolon). This is an easier way to do the Gestalt Summoner idea, since you won't have to make a full Gestalt for the Eidolon.

Which of these ideas sounds best? Perhaps you have a better idea? Anyways, any advice would be appreciated.


So basically, the Lycanthrope template, or maybe one of its variants, but there is no Human or Hybrid/Animal forms, only Hybrid or Animal.

I guess they wouldn't gain the Shapechanger subtype, since they no longer shapechange, and wouldn't gain Change Shape either.


So a Shaman gets a Spirit Animal, which is a slightly more exotic version of a Familiar. The Nature Spirit of the Shaman class, at level 16, turns the Familiar into an Animal Companion, except they keep the Intelligence progression and Special Abilities of a Familiar. This means they can keep most Familiar archetypes as an Animal Companion, including Elemental Familiar.

As an Animal Companion, they qualify for the Elemental Companion archetype, and neither it nor Elemental Familiar say they have to be the same element as each other.

Next comes the feat Genie-Touched Companion, which lets a Horse AC count as a Genie-Touched Horse, and get the abilities of one. They are pretty much elemental based, and neither it nor the Elemental Companion/Familiar archetypes say they have to match elements.

That's 3 out of 4 of the major elements all stacked on the same creature, as a player, not GM. Is there any way to get the 4th element on this critter without using GM options?

Any help would be most appreciated.


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Because of the extremely high amount of RP, instead of 5 Traits per Racial Trait Category, it will have 16. A member of this race will, at 20th level, count as 10 CR higher than normal, so with PC WBL, will be CR 30.

I got this CR by following the pattern for the increase to Average Party Level, based off of what the Average Race Points is. Following the pattern, it would be +10 to level at levels 16-20, when you have 140 RP.

Basically, I want to create a CR 30 entity, that is built somewhat similarly to the PCs (so no templates and no Mythic, and no full homebrew), to be the final boss of the campaign, but due to the sheer number of RP, I am crippled with decision paralysis, and was wondering if you all could help guide me with ideas of what I should build.


Don’t move this to Conversions, please. I don’t want to recreate them exactly, just have builds inspired by the concepts.

So the 4 Elemental types in Adventure Time, in no particular order, are Ice, Fire, Candy, and Slime. Yeah, don’t ask. Okay, fine, the answer is that AT is a kid friendly cartoon parody of games like D&D, emphasis on the parody.

Anyways, I already have some ideas, especially for Ice and Candy, but I haven’t perfected anything.

Ice: Most likely a Winter Witch 10/Winter Witch 10 (no I did not make a mistake in typing, there is a Winter Witch prestige class, and it has a prerequisite of the Winter Witch archetype of Witch). However, I can see dips into certain other classes, like maybe Sorcerer or Oracle, being useful, and that is only the classes.

Probably either an Ice Elemental as the base creature, some sort of Fey with the Winter Fey template, or pretty much anything that can reasonably use spellcasting with the Boreal template. Might go as far as to use a non Fey with the Winter Fey template, through first making them into a Fey with the Fey Creature template.

Candy: Anything relating to consumable stuff, like spells that imbue food and water with magical properties, maybe Dragon Drinker Sorcerer 10/Bloatmage 10.

I am almost certain that the Ghoran race would be the base creature, as they are literally food that evolved into people.

Slime: I have no idea, other than maybe an Apallie as the base creature. The Slime Elemental was the most innocent of them all imo, so I think it would fit. Just have no clue what to do about making it stronger.

Fire: A Fire Elemental, with Kineticist levels? The Fire Elemental was on the lesser end of magic, outside of her species of course, choosing to do simple blasts of fire, which she likely could already do because she was born a Fire Person, it’s just she was supercharged in fire power compared to a normal Fire Person, so I think Kineticist would work well.

Might instead do an Element-Infused Creature (Fire) templated creature of some sort, or a Fiery template creature, but still probably sticking with Kineticist. I’m also tempted to use a Phoenix, but they are so high in CR already, that I wouldn’t be able to as neatly customize them with class levels.

Actually, a Yhohm could work in place of a Phoenix, since they are believed to be fragments of a Phoenix’s soul from the self resurrection process, that gets reincarnated as an Outsider (Tiny sized, CR 4 instead of bloody CR 15).

Anyways, any ideas you could give me would be really appreciated.