JacT's page
Organized Play Member. 15 posts. No reviews. No lists. No wishlists. 1 Organized Play character.
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avr wrote: Anthropomorphic Animal is on the hunter list, albeit as a 3rd level spell. You'd need to convince the GM that you're close enough to being an animal for it to work (or make a variant), technically you're a magical beast now that you're awakened. This sounds workable, and the GMs accept variants on spells to let me switch expecting being cast as a human to being cast from an animal, or if it fits into my backstory/personality. My Warcat has deep respect for Humans and Elvs since they saved him from being enslaved by Orcs.
I'll lose my claw attacks to use this, but it might be acceptable, since last battle I had no way to attack a flying enemy, and there have been a few other times where I've been useless.
avr wrote: Monstrous Extremities could make one of your legs a tentacle, which should be able to grasp things. 3rd level but not on your list though. This sounded good until I got to this in the description
"The subject cannot hold a weapon or use any item that would ordinarily fit into the slot of the changed extremity."
avr wrote: Phantom Limb does everything you could want but it is 5th-6th level & only available to users of occult magic. This is exactly what I'm looking for! It should be fine to make a wondrous item out of this, I just need to find a way to make it affordable.
CBDunkerson wrote: See if your GM(s) allow the Mage Hand cantrip, possibly with you also putting a paw on the 'hand held' item, to qualify as you 'holding' the item. I was thinking of this earlier, but you have to concentrate for mage hand to work, meaning you can't cast another spell.
Valandil Ancalime wrote: You should be able to use scrolls, just roll it out on a surface. Assuming you can read.
Could you hold a rod/wand using 2 hands?
What size is a Warcat? I originally thought house cat. But the Noble Tiger levels probably means medium to large size.
I can read a scroll just fine, but I'll need someone else to get it out of the scroll case and roll it in front of me. That might be fine in some situations, but usually not in battle :(
For the wand/rod, I don't think I could point it at something properly for ranged spells. I do think this will work for some spells, but I still need to get someone to take it out of the bag for me...
I'm following the Nobel Tiger class/race rules (since it was already somewhat balanced for play with humanoids), so I'm fully grown at large.
Scott Wilhelm wrote:
How about a 1 level dip? Take a level in Witch. There is a Hex called Prehensile Hair, and there is the Archetype called White Haired Witch.
This is very interesting, I think a 1 level dip is also a bit steeper than I was hoping for, but my character is built around flavor not Min/Maxing for damage, so I could probably convince myself to go for this.
Scott Wilhelm wrote: There is also the Tentacle Cloak. This is also pretty interesting. It'll be affordable in a couple of levels, and I can probably live with the 1 minute per day limit.
Thanks Everyone!

I'm playing as an Awakened Warcat Feral Hunter (3 levels of Noble Tiger from Noble Wild, and 3 levels of Feral Hunter).
I know that Noble Wild has rules to replace Wands, Rods, and Scrolls, but my group rotates GMs and I'm the only PC that is playing as an animal, so to prevent complicating the GMs job I'm not using most of the new rules/features that NW introduces (especially in regards to magic)... I'm casting magic using the same rules as the human players.
As such, I'm running into a couple of problems
1) I can hold a wand/rod in my mouth, but I can't speak at the same time to use them properly, nor can I hold the wand/rod in my paws.
2) I don't have an easy equipping myself with items, nor pulling items out of a bag during battle.
Whatever we come up with, I'll need to convince the group that it'll work, so I can't use my Tail to hold the items, because Cats don't have prehensile tails.
I know alchemists can grow an arm, but a two level dip is a bit steep. If there's a reasonable feat or spell I could turn into a wondrous item, that would be great. If there's another feasible method, that would be great too.
Btw, I'm primarily a melee fighter, but I'm also the party's only real magic user.

Avoron - I've looked at that, buy I'm not sure how to change the monster into a balanced PC.
Cuup -
1 - 2x the price for armor seems reasonable. In "The Noble Wild", the Lions and Tigers don't get Natural Armor (not until level 5 when they grow to a large size, which is a +2). I could look at the RP prices and exchange something for a +1 NA, that might be worth it (and Warcats are actually more of an Armadillo that furry).
2 - Deeds are a new feature added to "The Noble Wild", there isn't a link, so you'll need to have the book to really understand it.
3 - I've been wearing something like a Doggy coat, where I can put my head into it to put it on, and step on it and pull my head out to take it off. The coat has pockets to carry smallish items, though it's not as good as a backpack. I'm thinking of getting a little wagon that I can pull, and I can slip my head in to put it on, though I won't bring it into dungeons.
Cussune - A mummified hand will work for me, and the potion sponges sounds cool (we're actually starting out in a port town, so that's not unreasonable to buy).
Thanks guys,
I'm still concerned about the Deeds balance if there's anyone that's played Noble Wild before.

Hi,
I'm planning on playing a Noble Warcat that will take levels in Feral Hunter (I'll be following the Tiger species stat block, since there is no Warcat the book). My goal will be to collect lots of money so I can hire Druids to Awaken every Warcat that I come across and rescue from the evil Orcs.
Level 1 (20 point buy)
Size: Small
Str: 16
Dex: 16 (+4 Tiger, +2 Noble Great Cat lvl 1)
Con: 12
Int: 12 (it should be noted that there will be a Paladin with Int 5 in the party)
Wis: 18 (+2 Tiger)
Cha: 7
Feats: Multiattack
HP: 9
AC: 14 (+3 from Dex +1 from size)
Bite: +3 Attack, 1d4+3 Damage
2x Claw: +1 Attack, 1d3+1 Damage (+1 from half Str)
Since I'll be the only Noble Animal (and the only player/gm that will be following the Noble Wild rulebook), my biggest concern is that I'm properly balanced compared to the human characters (if I'm too weak I'll die in battle, and if I'm too strong the GM will smite me).
1 - Am I way too weak? My AC is less than that of my Wizard character when he was at level 1. When I do a full attack, my damage will average that of a 1d10+5 (should all of my attacks hit), but for a standard action attack I'll only be doing a 1d4+3, which is far weaker than the Paladin that do a 1d10+Str as a standard action.
2 - I'm concerned that Deeds cost XP to gain them... nothing else in pathfinder does this (which was a design decision), so this seems like it was unchanged when being brought over from D&D 3.5. I've read in the forums that when converting spells from 3.5 to Pathfinder, I should just take the XP value and x5gp. For a level 1 Deed that would be 625gp, which could get me a +1 AC or +1 Enchantment to my bite.
Is that the conversion I should use? I could go out and kill a CR 1/3 enemy to gain back that XP spent for a level 1 Deed, but 625gp is over half of the gold I'll earn on the way to level 2, so in that comparison it seems a bit steep.
3 - What about drinking potions and the such? If I need to drink a potion while in battle, it might be tough to get someone to pour it down my throat. My GM doesn't think an animal with Int 12 could physically open the potion with his claws/mouth and then proceed drink the potion (I think it'd take a full round to do that, but he's not buying it). Is there an ability or magic item that I could get to help with this? I know there's Grant Hands, but the Paladin will have to get to level 9 before he can cast it, and I'm not expecting to ever run into other Noble Animals that could give it to me as a Boon.
Your input is appreciated.
Well, that makes me sad, thanks though.
Maybe I'll use a normal whip and just do nonlethal damage until level 3 (my original plan before I discovered the Scorpion Whip). Having Slashing Grace to boost nonlethal damage seems a bit silly, maybe I'll get Enforcer instead at level 1, and go for Slashing Grace at level 5.

These are both part of the Kensai class, so I can get Whip Mastery at level 3.
Weapon and Armor Proficiency
"A kensai is proficient in simple weapons and in a single martial or exotic melee weapon of his choice. A kensai is not proficient with armor or shields and suffers normal arcane spell failure chance when casting magus spells while armored."
Weapon Focus (Ex)
"At 1st level, a kensai gains Weapon Focus with his chosen weapon as a bonus feat."
As far as I can tell, a Scorpion Whip is treated as a Whip, so that should work (it's a bit confusing looking at all of the boards as there were two versions of Scorpion Whip), but I can be entirely wrong about that.
As for the issue with Slashing Grace and Spell Combat, I think I'm fine with that. Spell Combat will work with Trips and Disarms (I can cast True Strike for a +20 to hit).
I imagine I might end up in the situation when I might need to carry an unconscious ally, or something else heavy, so I'll save up to get the Muleback Coords to help with lifting, and I'll get a Belt of Dex+Str as soon as possible.
Overall, I'm not trying to be OP, but instead I'm going for flavorful, and hoping I'm not too weak. Most of the other players I'll be playing with are rather causal, and won't be spending much time, if any, planning outside of the sessions. Because of that, they'll be a bit underwhelming in terms of power, and I don't want to completely overshadow them, hence I'm going with a debuffer to help their characters seem stronger in battle.

Here's my character concept:
A Bladebound Kensai Kitsune that uses a Scorpion Whip as it's Black Blade. With the Kensai Weapon Focus and the Kitsune alternate racial feature Natural Finesse, I'll be able to use Slashing Grace at level 1, and I'll get a +4 (from Dex of 19) to hit, damage, trip, and disarm with the Scorpion Whip, and I'll do all of that with a 15ft reach. I won't threaten with the Scorpion Whip until level 7, but I can use the Cestus to get AoO and help Flank (should I ever get into that unfortunate situation).
I was thinking I'll be CN, and was kicked out of my home due to a prank going to far and accidentally killing people. And I was given a LN Intelligent Scorpion Whip for the purpose of leading me to my redemption (my GM will allow it to be intelligent at level 1 if I don't treat it as magical or MW, since it makes good story, and he'll allow it to be a different alignment than my character even though the Black Blade is supposed to be the same alignment).
Stats (20 Point buy, Kitsune gets -2 Str, +2 Dex, +2 Cha):
5 Str (7 - 2)
19 Dex (17 + 2)
12 Con
17 Int
8 Wis
10 Cha (8 + 2)
I was originally going to make a Bladed Scarf Dancer, but I've since decided to go with a Kensai that acts as a Scarf Dancer (and considers his Scorpion Whip to be a Bladed Scarf).
Additional Equipment on Body
Haramaki
Pickpocket's Outfit
Pocketed Scarf (I can't help myself from stealing things).
Spell Component Pouch
All those items along with the Scorpion Whip, Cestus, and Buckler will weigh a total of 15.5 lbs, and the Carrying Capacity is 16 lbs.
I'm thinking I can carry my rations, water, Spellbook and a couple other items in a Sack and I can drop the sack whenever battle starts, assuming I'm in a cave or somewhere else that I can't use my horse for carrying things.
Here's my character progression (I'll be starting at level 1 and ending whenever I die):
1: Arcane Pool, Cantrips, Spell Combat, Canny Defense, Weapon Focus (Scorpion Whip), Natural Finesse (racial trait), Slashing Grace(Scorpion Whip)
2: Spellstrike
3: Black Blade, Whip Mastery
4: +1 Dex, Perfect Strike
5: Bonus feat (Weapon Versatility, lets my Whip do S, P, or B damage as needed), Impersonate (because I'm a prankster Kitsune)
6: Magus arcana(UMD Familiar, or maybe Wand Wielder?)
7: Fighter Training, Iaijutsu, Improved Whip Mastery
8: +1 Int, Improved spell combat
9: Critical Perfection, Fox Shape (all the better to steal with and gather intel, and assuming I have a Headband with +4 Cha)
10: Fighter training
11: Bonus feat (Greater Whip Mastery so I don't drop my whip), Superior Reflexes, Odd Level Feat (Extra Arcana, I should be able to convince my GM to let me use Spirit Fingers from the Scarf Dancer Archetype, since the Whip is flexible like a scarf).
With a Buckler, I'll have an AC of 17 at level 1, and the AC will increase by 1 for every level due to Canny Defense (Max of my Int mod). I know I'll have the 5% spell failure until I can get a Mithal Buckler, and I won't get the Shield AC when casting with Spell Combat, but as I'll have Diminished Spell Casting, so I won't be casting as much as I could.
Overall I'm going for a character that can control the field and act as a debuffer, with a secondary purpose of dealing damage (really depends on the situation). I think I need to skip on Improved Trip and Disarm, as I can't really afford the at the early levels (due to all of the Whip feats). I also think Maneuver Mastery isn't worth it, since the Magus is already at 2/3 Bab growth, and the arcana only works for one maneuver.
I think this character will be pretty powerful, even if he does have a few quirks, such as not being able to lift anything and constantly arguing with his weapon. I just want to make sure that this will work out, and that there isn't anything I'm overlooking, such as the Cestus getting in the way of Spell Combat or Slashing Grace, or maybe the Scorpion Whip isn't as good as I think (since reading between all of the forums on that weapon is a bit confusing), or for other reasons.
Thanks for any input and sorry for the TLDR,
JacT
Thanks for the input everyone.
Incompatibility with spell combat does make me a bit sad, but it's probably acceptable.
I was thinking of using a whip to Attack, Disarm, and Trip from a distance, so I'll largely be a support character. But I'll look into interesting weapons for Fencing Grace.
I'm not worried about 5 Str, as long as I don't get poisoned...
Whip, 3 lbs
Monk Outfit, 2 lbs
Waterskin, 4 lbs
Ration, 1 lb
Spellbook, 3 lbs
Spell Pouch, 2 lbs
Sack, 0.5 lbs
Total 15.5 lbs
Once I save up money, I'll be able to get a belt of strength and a handy haversack.

I'm making a Bladebound Kensai Kitsune which allows me to get Slashing Grace at level 1. My starting stats are 20 Dex and 5 Str, I'd like to only use the Black Blade weapon as multiple weapons are too heavy to carry around. I'm wondering if these two feats work together, letting me use my Dex for damage while treating the weapon as Blunt or Piercing to overcome DR. I could probably convince my GM that they work together, but I'm personally feeling 50/50 on this, so I was wondering what the general consensus was.
Slashing Grace -
Prerequisite(s): Dex 13, Weapon Finesse, Weapon Focus with chosen weapon.
Benefit: Choose one kind of light or one-handed slashing weapon (such as the longsword). When wielding your chosen weapon one-handed, you can treat it as a one-handed piercing melee weapon for all feats and class abilities that require such a weapon (such as a swashbuckler's or a duelist's precise strike) and you can add your Dexterity modifier instead of your Strength modifier to that weapon's damage. The weapon must be one appropriate for your size.
Weapon Versatility -
Prerequisite(s): Weapon Focus, base attack bonus +1
Benefit(s): When wielding a weapon with which you have Weapon Focus, you can shift your grip as a swift action so that your weapon deals bludgeoning, piercing, or slashing damage instead of the damage type normally dealt by that weapon. You may switch back to the weapon's normal damage type or another damage type as a swift action.
Thanks, that's what I thought, but I just wanted to make sure I wasn't missing anything.
I know that the magically crafting rules state that the only actual required requirement is the crafting feat itself, and you can add +5 to the DC for any requirement you don't meet, but the word "MUST" in "creator must be an elf" feels like it's an exception to the rule.
I see 3 ways to interpret this:
1) A non-elf can just add 5
2) Only elves can make this item
3) A non-elf can make this item with the help of an elf
What's the consensus on this?
I also want to make a Folding Boat. It seems like a waste to take 2 ranks in Craft (ships) to make 1 boat, but I wouldn't mind walking to the harbor and finding out who build's their ships.
Thanks

I was looking at the Dagger of Venom, but it only had one type of poison, and it didn't leave room for character flavor. Applying a poison to a weapon before the day's adventure would have the same affect (as far as I can tell, that's perfectly fine), so I'll go with that, i.e. each Starknife would be affective once per day, but I can have multiple poisoned weapons that way.
I'm really liking the multiclass ideas. I know my party hasn't thought about their character's advancement enough, and this can help give them ideas, or at least start them thinking of it.
Yeah, I'm hoping to have at least one reoccurring villain. It really depends on if the party kills them too quickly or not, I can always make a new villain if one dies, just as the party can always make a new PC if one just happens to die (muahahahaha).
I found the Time Thief on d20pfsrd, which started all of this, and I've seen mention of the Time Warden in a few threads, but I haven't found it online yet, so I wanted to wait a bit before buying the book (I can only buy so many books, so I want to see my options before jumping in).
I believe I have plenty now to get started now, though more ideas are always welcome.
Cool, thanks guys.
Is there anything that can permanently poison a weapon? I was thinking it'd be cool to have the NPC have 6 Returning Starknives, each one would have a permanent poison on it for a different base stat (would allow her to debuff enemies that are too strong for the party to normally face). I know as the GM I could always make my own, but I'd prefer to not add things that the players couldn't craft. She can always carry a lot of poison around for the same affect, but it'd be cool.
Thanks, those sound cool.
I should also mention that I consider Time and Space to be one of the same, so ideas of space classes are welcomed as well. I'm already planning on having a reoccurring enemy that can teleport away, usually when a resurrected boss is killed or when the enemy is too wounded (hopefully the party won't kill him the first time they meet).

My friends and I are all newbs, and we've been playing Pathfinder for a few weeks now (everyone is new to pathfinder and has never played D&D before), and everyone has reached level 2. My GM wants to play too, so I'll be GMing my own side quests to run on the odd nights.
I've been looking around and I found the Time Thief page, and I read the "The Time Thief in Your Campaign" where it said
"They might be associated with a god of time and history, taking the role paladins occupy for gods of good and justice. On the other hand, their role could be more clandestine—a cabal of hidden time-manipulators who battle behind the scenes to ensure time is undisturbed by fate-eating demons or chronal necromancers who wish to resurrect dead timelines. Such an organization could easily become patron to a group of adventures, guiding player characters to face threats that time guardians have defeated over and over in replayed histories."
1) Are there any Pathfinder classes/races that would be good as a part of a nefarious group of time altering villains?
I like the idea of having a Time Thief Quest Giver that will send the party on quests to stop this group. It'll let me do cool things like having the party reface an already defeated Boss from the Main GM's quests (but now brought back from another timeline and has reinforcements to make the battle different). I've already found the Swiftblade and Time Oracle from other threads, but I'm looking for more classes and interesting races to use so I can make the group somewhat varied. I'm thinking my Time Thief NPC will be level 5 so she can have "Personal Time" so she can guide the players (or manipulate them when necessary), and I'd have her often run ahead of the group to weaken higher level bosses so they are effectively at a CR that the party can handle (I'd cut the XP down since the boss was pre-weakened, but this would let me show the party more advanced things in the game). She'll be a Half-Drow with Drow Nobility, so she can use levitate and feather-fall to take shortcuts that the party can't yet follow.
2) Does this plan sound reasonable? With the party at level 2, would their enemies even have enough abilities to make this an interesting enough series of quests? Or should I hold off on this until everyone is higher level?
A lot of what I've found on the boards have mentioned things from D&D, but I'm not familiar enough with the games to try to bring them over as I'm not sure of what changes I'd need to make for balancing, nor do I want to make my own classes for the same reason (at least not yet).
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