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Pizza Lord wrote:

Just reading the text Melkiador quoted, it looks like it's independent of the barbarian. For mechanics purposes, the GM likely decides based on available targets and chooses one adjacent at the start of the barbarian's turn. If none, then a target at the end of their turn if they moved adjacent. I probably wouldn't have the spirits otherwise 'delaying' or 'holding' their attack off turn (if another attacker runs up or runs past) like it was a readied action or something (if I did, I would then feel obligated to give the spirits their own initiative to 'reset' their attack before they could attack again, and that kind of method tends to lead to forgetting about them or their action).

In other words, it doesn't require an action by the barbarian for them to attack, but unless there's other wording in the class feature not quoted, they don't choose the target or when it happens, but they can influence it (by only standing adjacent to the desired enemy or holding or delaying their action or rage).

Well there is atleast a FAQ for the targeting part.

Quote:

Barbarian, Lesser Spirit Totem: Who decides who the spirits attack, and what effects affect the spirits?

The barbarian decides who the spirits attack each round. The spirits are not affected by effects that aid their attacks or damage (such as bardic performance or bless) or penalize their attacks or damage (such as bane or darkness). The spirits always strike from your direction. They do not get flanking bonuses or help a combatant get one.

So what im getting is it doesnt take an action, happens 1/round. But it seems like the timing of when the attack can happen is ambiguous.


Is an action needed to make the Lesser Spirit Totem attack while raging? Does it need to be part of a Full attack or Attack Action, or is it entirely independent of any actions on your turn?


So I have a character that uses Blood Frenzy Style, and its kinda cool with Blood Frenzy Strike and Assault.
But it bugs me that I have to wait for something to hurt me before I can start using it, so I'm wondering what the best way to deal a small amount of damage to oneself is.

Assume I don't have an Ally to poke me, though I might be able to get a familiar.


This is a guide covering the Spirit Dancer and Rivethun Spirit Channeler Medium archetypes.

This is my first guide, and I had been itching to make it for a while, as these two Spirit Dancing archetypes play quite differently from the base class and the other Medium archetypes, and when I first started playing one it was very overwhelming.

I went perhaps a bit overboard for an archetype guide, so maybe this can also act as an Introduction to the Medium as a whole, but that wasn't really my intention.

Dancing with the Spirits


Looking at the Haunted Heroes Handbook and found the Channel Spirit feat, made me wonder at how this line works exactly:"you can’t use this feat and act as a vessel for a second spirit simultaneously"

While presumably normal Medium channeling has you acting as a vessel, does Spirit Dancing* also count as being used as a vessel or can they be used together?

My thought is that unlike a normal medium, Spirit Dancer doesnt seem to specifically say that you call a spirit actually into yourself, just that you gain abilities as if you had.
And if you dont have a spirit in you, then maybe you aren't acting as a 'vessel' and can use Channel Spirit.

*Spirit Dancer ability specifically
(Rivethun Spirit Channeler works just differently enough to have a clear answer here)

Also any idea what the NPC statblock is like when it possesses you afterwords? Presumably it has its own skills/class levels.


1 person marked this as FAQ candidate.
Calth wrote:
You can but overall you are better off swapping a bloodline feat rather than a general feat for the mutation, especially a general feat that has a feat tax prerequisite.

Usually yes, in this case my archetype gives skill focus for free and alters bonus feats. But I suppose for most its just an oddity rather than useful.


So while messing around with my Id Bloodrager and lamenting my inability to get a Bloodline Mutation I came across an interesting question when i looked at the Eldritch heritage line of feats.

Is there any reason why a Bloodrager or Sorcerer that takes Eldritch Heritage cant trade away the power given for a bloodline mutation?


So if I'm reading this right, I think using Bracers of Celestial Intervention with this Prestige class would be very powerful.

Getting nine smite evils to sacrifice in order to get Summon Monster 9 should be very doable.

And it may even be powerful enough to justify increasing the amount of Ki you aim to generate, so as to make a summoner Paladin of sorts.


I have a few questions on how the Eldritch Guardian familiars interact with Tower Shields while using Mobile Fortress (the second feat in the Mobile Bulwark Style chain)

Basic set up is get a monkey familiar, grab Mobile Bulwark Style and Mobile Fortress. Hand two tower shields to monkey and get it to set up the tower shields to protect allies.

1. Do you need Tower Shield proficiency to set up a tower shield?
Does Mobile Bulwark styles wording override it if yes?

2. Can a monkey set up a tower shield (or Improved Familiar, assuming Gm allowance or multiclassed to get Caster Level)

3. Can a tiny familiar set up a tower shield (or two) inside an ally's square. (Or a Tiny character if you don't think familiars can)

4. Would doing the above protect the ally with Mobile Fortress?

5. If 4 is yes, what about using duplicate familiar so as to protect all four edges. Or two Tiny sized characters (or even four) setting up a defensive box with this.

6. Can a tower shield be planted so as to protect the ceiling or floor of your square?

For the game I'm planning this character for, I only really want 1 and 2. Perhaps with Mauler if the GM doesnt like Tiny defense.
But I am curious if the RAW allows this strange tiny bulwark.

More Bulwark Style general question

7. Does Mobile Bulwark override Tower Shield when it comes to protecting from spells
"While using this style, you can use a tower shield to grant you total cover along one edge of your space as a move action."
As long as you use the Move action, and not the Tower Shield ability.


For the initial 2011 question: Maybe Butterfly Swords would work as you get them in pairs. No Bastard sword or Kukri, but it might be something going for them.


Spirit Dancer Medium can achieve this.

Champion (aka melee)is the easiest spirit to build around, but you can also access the Heirophant and Archmage spirits for spellcasting and you have your own 1-4 psychic spelllist thats got some pretty decent buffs on it (Haste at 2nd, Truesight at 4)

You can't do all three in combat until lvl15ish. But if you want longterm Arcane/Divine Buffs it works quite well. Also lets you access more situational spells if needed.
And it technically gets 9th level spells.

Also isnt too MAD as all casting is CHR based.

Halfling Medium is the best for the favored class bonus, but I guess others wouldnt be too bad.


The Evangelist Twin Fang ability that Erastil gives says that it creates an exact double of your animal companion.
Is this sufficient for it to benefit from Hunter Tactics?
What about Animal Focus?

While I'm at it, does it create temporary copies of any equipment worn, such as barding or Amulets of Mighty fists?

This if for naturally a Hunter/Evangelist.


Whats the downside to the Packmaster Archytpe? As far as I can tell if you chose to only have one AC it would be identical to the normal version.
Also boon companion could be used with the Packmaster archytpe, multiple times even. Sure it would drop in power late game, but early to mid having multiple near full strength animal companions that cooperate with each other for Teamwork benefits seems scary.

The animal companion feats look nice, Animal Soul, the Evolve one, and the Shaman one.

I kinda want to play the hunter because it actually gets to use teamwork feats without depending on anyone else, that's an advantage it has over other classes.


Looking at things that Mythic Paragon benefits and the wording of Spell Parry has left me unsure.
If I take parry spell at 3rd tier with Mythic Paragon would I be able to deflect up to 5th lvl spells? Or just 3rd lvl?