The rules forum is not a good starting point if your goal is to minmax an Animal Companion build.
Or any build. Most of the time, the FAQ nerfs what you imagine can be a good idea for a powerful character (not intending to rehash this here, though). To have a feeling of this, consider that each time a decision must be taken, the FAQ will be in the vein that is the least favourable for the characters.
If you want ideas, check the various "guides" available on the internet. And then come back to ask if your build is valid. But whatever the boards' decision, your GM is the final arbiter, so better check with them, or do it together.
That said... if you go the Monstrous Cohort Animal Companion route, note that the maximum cohort level, from Leadership, depends on your Leadership score, which uses Charisma. And with this, a few magic items, a couple feats, and/or prestige class dips, you can have its maximum level equal to yours.
The other ideas to improve its attack bonus is for your animal to gain levels. Those feats like Boon Companion can mitigate the class dips you will take, and other feats too, in order to have your effective druid level higher than your HD (take that quickly, before it's banned - j/k).
And if fighting is your only need, take the companion archetype, too, of course (and search those sites listing class archetypes for yourself, because some are awesome). Or go berzerk and take the Aberrant animal companion class: the Summoner (or its variants).
Final note: unless I'm mistaken (which happens occasionally, I'm sure), all creatures have 1, 3/4, or 1/2 BAB progression. The Animal Companion (which has 3/4 like all animals) just doesn't level as the same time as you (and starts higher, too).
For the mundane part, either you buy the item or you make it. If you buy it, you need to buy the masterwork cost as well, in full. If you make it, you provide materials worth 1/3 (one-third) of the market cost, masterwork included. And spend much time crafting it: progress is counted in silver per week, with an amount equal to the DC multiplied by your Craft check.
The armor is Stone Plate 1800gp and masterwork 150gp. The raw materials are worth 650gp. The Armor Bonus is +9, thus a Craft DC of 19. Assuming you reach exactly that DC every time you roll (once per week), you'd gain 361 silver pieces of progress each week. For a 1950gp item, you'd need 54 weeks. More than a year. And that's without counting the potential failures setting you back or making no progress for a week.
Thankfully, there are feats and spells to speed up the process, including increasing your check result. Speaking of feats, don't forget the Craft Magic Arms and Armor.
And "Name Violation" is right about the magic part. The prices listed for the "plus" abilities include each other (you can see it in some item prices). It already is a squared progression (armors are the plusses, squared, times 1000; weapons cost double) and reach high values rapidly (a +5 weapon has an enchantment price of 5*5*1000*2=50k, not 50k+32k+18k+8k+2k; a +5 armor with a +5 sum of other abilities has a price of 10*10*1000=100k). Remember that you need to spend a day per 1000gp, and make a Spellcraft/craft check each time (DC is CL+5, and CL for magic plusses is 3x the plusses, so a purely +3 armor has CL 9 and DC 14). Note that each missing prerequisite (except the feat, mandatory), increases the DC by +5, and doubling your crafting speed needs a DC+5 as well. If you fail the check, you can slow your progression or even have a cursed item.
Note that you can start crafting the +1 armor, use it, and enhance it much later to the +4 version with Wild.
To craft the +1, spend 1 day, and half of 1000gp to make it +1 (requires Caster Level at least 3*1, DC is CL+5 so... 8).
To add the Wild enchantment, you spend the remaining of the +4 cost (4*4*1000 minus the 1000 for the +1, then take half, so... 7500gp), 15 days in a lab, and make a daily check with a DC of 14 (Wild is CL 9, which is a prerequisite due to the wording in the Creating Magic Armor section). Or DC 19 if the crafter doesn't have the Baleful Polymorph spell (or someone to cast it daily).
Other feats and abilities improve the enhancing process. Note that you can enhance an item while adventuring, but you can only work 4 hours per day on it, and only net a progression worth 2 hours for it (instead of the 8 hours of solid progress in a lab), effectively dividing your speed by 4 (and you still must make daily checks, and cast the required spell daily).
EDIT: Ninja'ed by Meirril, with whom I mostly agree, except for the fact that the CL for the plusses only counts the magical plusses (the enhancement bonus), not the additional abilities.
One thing I liked about 4e was the saves:
It changes slightly the order in which the attributes scores are displayed (Con nearer Str), but it's quite interesting for the players.
Of course, if what you seek is to reduce dump stats, you wouldn't want that kind of option at all. And I agree with one of the proposals: if you want to enforce it, enforce it. Say "no score lower than this minimum" and go. As a GM, you have every right to do so.
[EDITs] You can also engineer your games towards more social situations, making good use of Diplomacy/Intimidate, or Perform. And it's not devoid of uses in combat: have you seen Combat Performance, for gladiators? Or a judicious application of Intimidate and Shatter Defenses?
Forget Charisma, Constitution is the one ability score underused in the game: there is only one save... and the hit points (important, but still only one effect). AFAIK, no skill and no class ability depends on Constitution. Yet everyone and their pet take at least 10 there.
Kobold Cleaver wrote:
Not without special effects.
8) Item Bound
At level 2, and every two levels afterwards, you gain another ability among the following:
Not exactly what you are implying at first (using abilities gained from an archetype to "pay" for another), but other ways to use archetypes nonetheless.
Genius Games got out "archetype packages", a while ago. You can find them on d20pfsrd. Succintly, it allows for archetypes that can be given to any class, exchanging different packages each time.
I started getting my own out here (Link)
Lawful good creatures of a race described as chaotic evil. Expect surprise from your players when they try to negociate peace in broken Common. The reverse is true (CE creatures thought to be good), although the players' reaction will be more "betrayed".
Strange creature: the top of a mountain that is disturbly resembling a sleeping humanoid - it is an earth elemental who only wakes when someone worthy asks a question. Then it goes back to sleep. Or attack if the question is meaningless.
Strange location: the inside of a mountain has been excavated almost completely, leaving just the outside. Inside, gravity is relative to the center of the vacated space, pushing outwards (and the center is a lighthouse-like permanent daylight effect). A whole city grows on the inside of the spherical space, filled with a breathable atmosphere with a higher-than-normal percentage of helium (leading to high-pitched voices for everyone). Greedy enterprises push for more digging for gold (or what passes for gold for them, can be lead for all I know). Since there is no way to know which direction you are actually digging, expect to find people (and trash) being literally thrown outside of the mountain, the normal gravity taking hold of them afterwards and guiding them to their death. As you approach the mountain, you find scores of corpses. All of them very small (the race doesn't grow over baby size). There might be more such cities deeper underground, some even in contact with lava... or inside.
Strange being: a Mayonaise Elemental, created by a mad mage wanting mayonaise but too lazy to make it or procure it. He made a bread elemental, too, but this one crumbled to dust, leaving only the other to patrol the now-empty halls of their deceased creator. And there is mayonaise litteraly everywhere, when you enter. Rumor has it that that particular mage had a twin brother equally lazy and similarly partial to ketchup and sausage, but his house is surrounded by the police because they thought there was blood everywhere, and "pieces of corpse" (which is what they wrote in the report, not wanting to dick with their female superiors about triggering words). In fact, the whole family has a theme running: the parents had an Emmental Elemental guarding the kitchen... until the local rules-policecreatures found it too cheesy and grated it to death.
I'd better leave now, before I commit to more food poisoning.
Language is language. Rules were made for Medium (and Small) creatures, otherwise they should have definied a specific wording other than "adjacent" for "within reach of a non-reach weapon". For everything related to combat, I'm going with the second interpretation.
Note that when you become Tiny or smaller, "adjacent" can also mean "out of your reach without moving".
222. a polluted planet filled to the brim with non-magical level-0 humans who lost interest in their survival as a species because they constantly argue with each other about meaningless things they have no control over. Nobody knows why because it started generations ago. The planet is called "dirt" by its natives, and no alien wants to visit. Go figures.
223. like 222 above, but a few centuries later: the skirmishes escalated up to total war, but nowhere near as technological as predicted because the people fought each other, even in the same countries. The result is a mostly empty planet, where the remaining people live grouped by the same arbitrary things they fought about.
224. a world so overcrowded that its flat surface is completely covered with humans (imagine the "pit" of a popular concert, with maximum population). The saturation is so high that they can't bend, or turn, or lie down: they are litterally pressed together, forming another layer above the surface.
225. an ideal world, where everything lives in harmony. Except that everything it this galaxy is made of anti-matter (which they call "regular matter", of course). The very first moment your space-faring ship comes into contact with the planet's matter, both explode violently. Unless you find a way around that - a permanent forcefield?
226. the Dark is the place where there is nothing. Some call it the Void, or the source of all Negative Energy. But the Dark is also the name of the matter/energy remainder of the cosmological equation. When galaxies separate, the lack of gravitation greate strange (for us) physical rules. Much like the 1/x curve, after the lowest point comes the unknown, and the highest point just afterwards. Thus the Dark becomes Light, creating hydrogen so that new galaxies can form in the splits.
227. a planet entirely made of... mayonnaise (rumor has it that it has ketchup-based neighbours). Comets made of bread or fries pass regularly nearby, their gravity deforming the culinary ocean enough that a pass over extract some of its content. The comets are then directed (via the gravitional catapult effect) to other celestial bodies, adding other supplements, and all of them finish inside a black hole called "the mouth".
Here are a few traits I've been working on.
Combat traits wrote:
Faith Traits wrote:
Magic Traits wrote:
Social Traits wrote:
Please note the following:
The original text for Shield Master says you add "the enhancement bonus to AC from the shield" to the attack made with it. Not the AC bonus itself. So, a +3 heavy shield, which normally grants +5 to AC, would only give you +3 to your attack.
Edit: Since the "Defiant" ability (for a shield) grants +2 to the enhancement bonus itself, that can be included in the calculation, yes.
However, I recall that some game developers said in forums that the intended meaning of Shield Master was to take into account the inherent shield bonus, NOT the enhancement from magic. So, in the above example, the heavy shield would give you "only" +2. That's because heavy shield base AC bonus is +2: it would be +2 whether your enhancement is +5 or +1... or even if it's nonmagical.
Not sure it has been errata'd, though.
In addition, as thorin0001 mentioned, if you enchant your shield as a weapon, the enhancement bonuses to attack don't stack. You'll quickly attain a higher value than +2, making that part of Shield Master worthless (if you choose to apply the second paragraph above).
Speaking of worthless, if you apply the rules-as-written (first paragraph), you can use weapon enchantment on a shield, but it must be enhanced with a +1 (as a weapon) first. And this +1 has no value for a Shield Master if the shield has +1 or better (as a enhancement bonus to AC)
Edit: When searching the topic "shield master" in the forum, there are tons of posts (mostly on the now-FAQ'd fact that only TWF penalties are removed). Some imply that the printing of the rules has changed, and that individual developers' insight is not always correct, rules-wise.
Wow. Bigger text. Can't argue that.
However, I can criticize the fact that it's not an errata. If what you wrote is true, it's a FAQ, which means that it should clarify rules, not add to them. Especially as FAQs aren't included in subsequent printings of the rules. "Here's what we intended when we wrote that. Capisce? Next question..."
Not capisce'd. Polymorph rules say melded items disappear? I'm not going to be burdened by this. Wild enchantment says nothing about this? Nothing happens.
Hey, noticed something in your FAQ (I mean, the one you quoted): "you always count as wearing an armor of that type". So, it's melded in your form but still prevents you from equipping some barding?
Meh. You're right, of course (at least on this point). I was just feeling like parodying all that rules-lawyering I read around.
Speaking of which... "No. I insist, good sir! As there are many shield bonuses (you know: +1, and then +2, and then...) then all these shield bonuses cease to function. And the armor, of course, the armor."
Eh. Nope. It's not "items that provide the bonuses". It's the bonuses themselves. Bracers (or anything) that grant armor bonus? The armor bonus ceases to function. Bracers (or anything) that convert those pesky +1s into other bonuses? They stick.
Strange, that. I think they wanted to shaft the (initially OP) druid by tanking its survivability in melee. Despite the fact that the spells already do that. Seriously, do the computation of Wildshaped ACs, whatever your level, and you'll see how it flatlines. Barring the Wild enchantment, you'll have to hop through serious hoops if you hope to go over 20.
Note that the Wild enchantment grants the armor bonus, without the drawbacks. At the point at which you can afford it, there is only one kind of armor you should seek: the stoneplate, from which you don't gain armor check penalty, max dex bonus, and spell failure. And encumberance. Yum yum for that one-shot +10 to AC (up to +15 but expensive as hell).
Sentence is "armor and shield bonus", not "armor bonus, and also shield bonus".
Further afield: "...which cease to function". What does that mean exactly? If the "armor" ceases to function, you lose all its benefits (AC, but also other magic abilities). If the "armor bonus" ceases to function, you lose the armor bonus... but not Shadow, Slick, etc. Right? Same for shields.
My guess is that they made/copy/pasted rules (with excuses: I do the same, and I don't deal with 600-pages rulebooks) about armors and shields. And when someone complained about the Bracers, they referred to what was written. As Written.
And everytime I look at rule interpretations that force the player into unrealistic shenanigans, I cringe:
Arguments like "hey, you're a druid, you're already OP" or "arcane users have lousy AC anyways" or those in the same vein: agree, or agree not, that shapechangers are meleers? If you don't meet them in offence AND defence, you're dead meat.
When hitting this RAW wall myself, I take a +1 Wild full plate armor as soon as possible. Yes, even as an arcane spellcaster. You don't suffer any drawback, and gain AC+10 from a +4 item. Yay!
Sorry 'bout this.
We interpret the rule using the following paradigm: despite the "round" abstraction, everything happens at the same time... roughly.
It means that, even if your speed limits the number of squares you can move during one round, it doesn't limit a jump you might initiate at the end of said move. You'll just end your jump on your next turn (note that your landing square is fixed when you roll your jump check).
Between the end of your turn and the beginning of your next, you are just "in the air", waiting for the end of your jump to be processed (much like a heavy lag in any given MMO). You must start your next turn with at least a move action towards your landing spot (and some squares afterwards, if you have some left in your move action - or actions).
Home-brewed rules in addition to the above:
We also play it fluid, allowing creatures to attack mid-jump. Either before or after the move, though (unless you have Spring Attack... or Flyby Attack). Supposing that your jumping distance was enough, you might even be still airborne after your turn.
It opens many interesting strategies, we found (limited flight for landbound creatures, evading charges, intercept real fliers) as well as counter-measures (moving pikemen or summoning spikes/swarms/pits/ice/soap/etc on your landing area).
With that in mind, people have the option of fudging their landing: it allows them to land, prone, one square away (in the direction of their choice) from their intended spot, potentially avoiding a bad situation.
$0.02 + $0.02 (edits)
Yes someone said something about this. It's in the vein of "let's consider adding real-world physics into the mix". Pathfinder rules regarding size have no real-world basis at all.
But no matter, and back to the batter. I think the rules (listed in Enlarge/Reduce) were made for one reason and one reason only: prevent the players from being Enlarged all the time. Already, meleers are looking for ways to do it thanks to the increased damage. If archers got a damage boost as well, everyone would do it.
And, repeating words from someone else: when an option is so useful that everyone takes it, it's not an option anymore. It's a tax.
7) Shadow Assassin (also known as Black Blade)
At level 2, and every two levels afterwards, you gain another ability, to be chosen among the following:
6) Blood Adept
This is an archetype package, mostly for evil character... but everyone can take it. At first level, it grants the following abilities:
At level 2, and every two levels afterwards, you choose an additional Blood Talent among the following:
The following abilities can also be taken. They are grouped here because of their common theme (healing and survivability).
The following abilities can also be taken. They are grouped here because of their common theme (combat).
The following abilities can also be taken. They are grouped here because of their common theme (summoning and morphing).
The creature arises from the blood spilt on the ground. It appears to be made of blood, and trails blood everywhere it goes and attacks. Its attacking limbs seem made of coagulated blood, able to do slashing of piercing damage as appropriate for the form. In addition to its abilities, it can try to engulf its target to suffocate it (or apply the blood’s toxicity to its target). If you used Blood Drawing to draw the summoned creature’s shape beforehand, it gains +1 to all rolls.
* Blood Shape (level 6+): you gain the ability to cast Beast Shape I by spending 1 Blood point as a move action. Every two levels after taking this ability, you gain the possibility to cast the next spell level of Beast Shape (the cost in Blood points is equal to the spell level). This is similar to Wild Shape and you can gain benefits from effects that improve Wild Shape (including the ability to take and use Natural Spell). Your shape gains the Bloody template (see above).
* Bloodless Shape (level 8+): you gain the ability to cast Undead Anatomy I by spending 1 Blood point as a move action. Every two levels after taking this ability, you gain the possibility to cast the next spell level of Undead Anatomy (the cost in Blood points is equal to the spell level). This is similar to Wild Shape and you can gain benefits from effects that improve Wild Shape. While in an undead form, you can’t use your Blood abilities unless the undead actually has blood in its body.
* Blood Slime (level 10+): you gain the ability to morph into a Blood Slime (like a normal Ooze, but made of blood).
* Blood Pack (requires Summon Creature and Blood Shape): when you use Blood Shape, you can use Summon Creature with the same move action, with a form similar to the one you chose. The result is that a number of identical shapes emerge in close range (30 ft +5/level). If you also have Blood Jump, you can also opt for your square to be taken by a summoned animal (or none at all) and you emerge from another square in the area. This makes it especially difficult for your foes to pinpoint your location.
* Pack Refill (requires Blood Pack): you can use Summon Creature to add new monsters to your Blood Pack. When using this ability, the number of creatures in your pack can’t exceed your class level.
* Blood Component (requires spellcasting): you can spend Blood points when casting spells. This allows you to ignore regular spell components, and replace costly ones with a ratio of 1 point for 10 gp.
* Cthulhu Variant (requires Summon Creature and/or Blood Shape): instead of summoning or morphing into bloody creatures, you summon or morph into otherworldly tentacles, as if a hideous monster was trying to climb out of the ground (looks like the Black Tentacle spell, too, but each tentacle is its own creature).
Tentacle Monster template:
The creature’s type becomes aberration, and it keeps its size and natural reach, as well as its AC and hit points. It emerges from the ground as a tentacle with which it can attack (it loses its normal attack sequence). As this is it’s only attack, it is a primary attack that deals 1½ Strength damage. It also gains the grab ability, allowing a grapple check upon a successful hit. The creature’s movement rate becomes 5 ft per round, leaving damaged ground behind as if the monster underneath the floor was trying to tear through it (the floor is not completely destroyed, though, as it leaves behind a “skin” hard enough to walk on. Said skin appears invulnerable to attacks (it is an illusion on the floor).
The skin’s appearance is under the control of the creature or its summoner, but must be the same for all tentacles and the “skin” left behind when it moves (it’s generally black and oily, but can be dark green or sickly white as well, or anything). When a tentacle bleeds, it leaves behind a disgusting ichor, which appearance is also under your control (can be luminous green, pitch black, crimson bubbles, etc). The “blood” can make the tentacle slicker, causing a -5 penalty to all grapple attempts (from the tentacle or others). If the creature’s HD is 5 or more, said ichor is poisonous. At HD 10 or more, it’s also acidic, making the tentacles’ attacks gain the Corrosive ability. At HD 15, the tentacles gain the Corrosive Burst ability. Once the creature lost some hit points, it can whip around and throw a blob of blood towards its foes. Treat this as a thrown splash weapon, dealing 1d4 damage plus the poison and/or acid.
The appearance of Cthulhu creatures can cause fear in onlookers, an effect that can be avoided with a Will save with a DC equal to 10 + half the HD of the highest-level creature + the number of such creatures. Those who already saw such a display can’t be more than shaken by its appearance. Those who already knew that you could do this as well. Those who both knew and saw are unaffected.
If you used Blood Shape to morph into a Cthulhu creatures (with or without the Blood Pack), you can make it as if your original body disappeared into a central “mouth”. You emerge as a tentacle adjacent to it. Dead “tentacles” dissolve after a minute. If you are dead, you then appear as if you were partially digested inside said tentacle.
* Great Cthulhu (requlres Cthulhu Variant): when using the Cthulhu Variant, instead of “Tentacle Monster”, creatures can take one of the following templates:
Upon appearance, the mouth gnaws at the floor and attacks the creature over it by surprise. It can also spit acid and breathe poison, grab enemies with a 10-reach tongue, and swallow enemies whole (the usual way of “slicing through the stomach” makes the foe leave the mouth instead, incurring an attack of opportunity). If nobody is around, the mouth can emit otherworldly sounds and words, staggering/stunning/confusing the creatures who hear them. Tentacles that are grappling foes can lift them off the ground and drop them into a waiting mouth. The mouth doesn’t move by itself, but the “monster” underneath the ground can roll about, positionning the mouth under another damaged square (or making it gnaw through another square).
Can only appear under already damaged ground. As such, the eyes can only appear if you use Pack Refill, or if the monster beneath rolls about. In this case, a “mouth” can become an “eye” in another square (and vice-versa). The eye can emit gaze attacks, stunning or confusing enemies, or even transform them into statues (of stone or salt or anything in between). As the mouth, it doesn’t move by itself. In fact, if an eye or a mouth moves, all eyes and mouths do, and in a generally similar direction.
Not really hair as such, since they appear as razor-sharp bony protrusions that slice through the floor. They only attack when the monster rolls about, moving in a straight line and dealing damage to everything in their path.
Sorry for the spoilered content, I can't seem to display the BBCode tags for itemized lists and sublists.
5) Paper Pusher
This archetype package, geared for spellcasting characters, grants the following abilities:
At level 2, and every two levels afterwards, you can select another ability among the following:
See also the numerous options available online for characters using scrolls.
4) Silk Geisha
The Silk Geisha uses ordinary matter (silk) to fight. With time, your garment (scarves, veils, kimonos, sarees, etc.) will be as hard as steel. Abilities granted:
Silk Talents: at level 2 and every two levels afterwards, you can select a Silk Talent among those listed below.
3) Stoic Monolith
This archetype package grants the following abilities:
When you reach level 7, you acquire the racial traits of half-constructs: a +2 racial bonus on saving throws against disease, mind-affecting effects, poison, and effects that cause either exhaustion or fatigue; do not breathe, eat, or sleep, unless they want to gain some beneficial effect from one of these activities. This means that a half-construct can drink potions to benefit from their effects and can sleep in order to regain spells, but neither of these activities is required for the construct to survive or stay in good health.
When you reach level 15, you acquire the racial traits of constructs instead:
* You become immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless), ability damage, ability drain, fatigue, exhaustion, energy drain, nonlethal damage, as well as mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms) and death due to massive damage.
* You lose your Constitution score (any DCs or other statistics that rely on a Constitution score treat a construct as having a score of 10 – no bonus or penalty) but you gain additional hit points depending on your size: 10 if you are Tiny or Small, 20 if Medium, 30 if Large (probably more if larger) – that’s good, because you are destroyed at 0 hit points. You also lose your natural ability to heal with rest, although you can repair yourself with spell and other effects (including the Craft Construct feat).
* You gain low-light vision and darkvision to a radius of 60 feet. As half-constructs, you don’t need to breathe, eat, or sleep.
* Stoic Demeanor: Bluff and Intimidate become class skills, and gain +1 per 4 levels. Same with Stealth when around statues made of your Primary Material.
At level 2, and every two levels afterwards, you can choose another ability among the following:
Ideas taken and expanded from the Stonelord paladin and Menhir Savant druid archetypes
As we are on the Homebrew forum, anything goes...
...such as 3rd-party material. An example is the Mystical Healer, from Rite Publishing, which grands additional dice of healing even for Ex abilities (link)
...and new feats/races/classes, and archetypes. As such, I proposed an archetype package called the Mundane Doctor (link)
2) Mundane Doctor
This archetype package grants you the following abilities:
At level 2, and every two levels afterwards, you gain another ability, to be chosen among the following list. Unless specified otherwise, all abilities can be taken only once.
1) Moon Caller
This archetype package grants abilities that makes the character look like a lycanthrope. At the beginning, you gain the following abilities:
At level 2, and every two levels afterwards, you can select another ability among the following:
Please note that, despite the fact that there are more than twenty abilities listed above, the character can only select ten of them over the course of their non-epic journey. This archetype package's structure (a couple abilities up-front, and selectable abilities every two levels) mirrors the Blacksnake (see the related third-party products I mentioned in the first post). As you will see with other archetype packages, this is a concept I like very much. If you find the power and/or versatility too much for your own games, feel free to restrict access to the list of powers to one every three levels.
The start of this thread isn't about a house rule, rather a rule existing in a couple 3rd-party documents (it is easy to find them if you search "archetype packages" on d20pfsrd.com).
Instead of making archetypes for each and every class (including their own), the authors had the insightful idea of grouping the existing classes' abilities into packages, allowing them to propose archetypes that could be taken by any class. When you select an archetype package to enhance your character, you merely remove one of those you already have. Note that you can then take the same package in accompaniment of several classes, in which case the levels taken in those classes stack when considering the package's abilities.
I want to extend this a little bit more by grouping all class abilities into packages, allowing you to exchange one (or more) from any class for new archetype packages (with the possibility of exchanging more than one such package).
Then, each class can be defined as the total sum of three packages (four for the lucky ones). What follows can be modified by any GM for their own games, of course.
When adding archetypes (or replacing an archetype package with another), the normal rules specify that you can't have two archetypes that intersect at any point of their progression. What use is that when you have only two levels of that class and the intersection is at level fourteen? I postulate that you can add any archetype (or archetype package), with an order of priority between them: upon intersection of powers, you'll get the one defined by that order.
If you are fed up with your choices, you can change your archetypes (and archetype packages) for an amount of money equivalent to half a dozen feats. This is much like retraining feats, in fact, except it lasts longer.
Next post will start the main course with an archetype packages from yours truly. Others will follow, later.
Methinks this thread becomes more and more like another Netbook of Traps. That said, the sadist in us rejoice by proposing the following:
70) Cannon (inspired by #42 and #63) your target teleportation gate faces slightly upwards, and is slightly damaged, making your arrival a little... quick. In effect, you shoot from the gate's mouth, in the direction it faces. Hilarity ensues as you try to find out what happened, and then try to overcome the nearing fatal situation: the end of your fall (your fall doesn't kill you, it's only when you land). If you sufficiently annoyed your GM, you might find the first (spiky, acidic, etc) obstacle a mere yard from the gate's mouth. Hey, you might even shoot towards the mouth of a very large creature (such as the local version of Dune's sandworm). This gives a new meaning to "mouth-to-mouth" - although it's not ressuscitation, here, more like the opposite.
71) Infinite Loop (inspired by the above): speaking of mouth-to-mouth... you can have your destination gate in front of another gate, which destination is in front of another, ad continuum ad libidum ad eternuum. And the last portal links back to the first in the ring of gates. Might make you insane. Or dead, as you age but can't act. If you want a slightly more humorous version, have each gate shoot the travellers upwards for a dozen meters, only for them to fall back into the gate, towards another which is also facing upwards, et cetera ad nauseam. You can even make them shoot much higher that that (or a bit higher on each jump), making them wary of landing anywhere other than the gate.
It has never been any doubt, for me or any player I came in contact with, that Seeking works on projectile weapons and allows the shot ammunition to seek its target. Anything else would be jumping through hoops to deify a printing error.
As a GM, if I ever find Seeking too powerful, to the point of having all players suddenly creating archers, I will not go online and whine to have a FAQ reducing its effectiveness. I will have enemies using it against the PCs (who will adapt, no doubt), and also find ways to reduce its effectiveness in-game (by bringing the fight up close and personal, for instance).
As a player, I would not cry about it, even if my character seems seriously underpowered in comparison to an OP archer. The game is a game, and its goal is that everybody spends a good time. If I don't spend a good time, I'll mention it to the others (out of the game itself). If they don't get the message, I go find another group, or play something else.
62) Picked up environment (inspired by #61 above): the teleportation apparatus/spell transports everything in the area, allowing you to breathe a couple rounds upon arrival. And teleport back as you realize that you just teleported to the plane of fire. Or water. If you are currently in water, you bring the water with you... and must either swim out of it (and fall down) or wait for the couple rounds to expire.
63) Closed Iris: the teleportation apparatus you used is linked to another, your chosen destination. But that other thingamabob is closed. Or set in front of a wall. You arrive with a bang, so to speak, and very much dead. Such traps can include other dangers, such as: facing the high point of a cliff, or inside a volcano mouth.
64) Pass Through: you used an effect that makes you teleport between similar items (such as the Pass Through Plants spell, but any variant works, including jumping from campfire to campfire, between water bodies, or even puddles of blood - which reminds me that I have still to publish my new own homebrews).
57) Kidnapping (inspired by #53 and the Endymion books): the teleportation is provided by large portals, which are all linked to a supercomputer stored outside of regular spacetime (say, a demi-plane with the Time parameter set way outside of normality). As such, the AI can teleport your body in its demiplane, do what it wants with it, before bringing it back together and sending you on your merry way, unknowing of these facts. You might end up with scars or missing organs, or additions that disappear unexpectedly. You might find yourself suddenly unable to continue levelling due to a prerequisite that disappeared.
58) Folding Space (inspired by Dune): the teleportation is made with spaceships manned by aquatic humanoids that have evolved to depend on a mysterious substance, which gives them the prescience necessary to plot a course safe enough (without this prescience, launching the ship at high speed might crash it on a planet, a black hole, or an asteroid). By taking a dose of the substance, some humanoids can have the necessary prescience too, or receive it from otherworldly beings.
59) Acceleration control (inspired by #42): when you travel through time bodily, you must first put yourself outside of the current timeframe, and then either rewind or accelerate, until you arrive. Then you can enter your target timeframe. The risk here, is that you could enter the timeframe while it hasn't slowed down. As a result, you are slowed (if you went back) or hasted (if you travelled forward) for a few hours (the furthest you went, the longer it lasts). These conditions are not the same as the spells of the same name: slowed, you need two rounds to make an action that lasts one; hasted is the reverse, in which you have two rounds of action per round.
60) Schizophrenia: when you travel through time, you can either send your body to a specific timeframe, with or without the power to influence the reality there. But you can also send only your mind (especially true when you travel to the past, at a time where you were already alive). This causes your original self to become a paranoid schizophrenic. And the problem is that the memories you sent back start to be invalidated the moment you do something different in the timeline. So... immediately.
51) The Jaunt (from the eponymous short story by S.King): the teleportation process requires you to be unconscious to work. Any conscious mind is rendered insane. Considering that the conscious mind travels perpendicularly to the body, it must travers eternities upon eternities in order to reach its destination. Or the traveller met Cthulhu.
52) The Langoliers (from another short story with the same name, from the same author): the teleportation is made while in a vehicule (preferrably a flying one). The destination is exactly what was intended... at first sight. In fact, you arrive in a demiplane mirroring the wanted target. Everything is as it should be... in a radius of a few miles around (the rest is a hard bubble painted in landscape colours). After a couple hours there, small earthquakes can be felt, caused by enormous creatures eating through the demiplane matter. The travellers must teleport back to their starting point if they don't want to end up as food (and disappear completely afterwards, because the whole demiplane disappears when completely eaten). In addition, same as above, the travellers must be unconscious to travel, otherwise their body disappears (any organic matter tied to them, in fact, which includes most clothes).
53) Nightmare (inspired by the above): once you made at least two teleport jumps, your unconsciousness becomes riddled with nightmares. In fact, during your last jump, mental constructs hitchhiked your brain while in transit. When you are asleep, they make use of your powers to teleport your party in a nightmarish demi-plane where they try to kill you in the most gruesome way.
54) Demi-teleportation (inspired by #52 as well, as well as others): you teleport normally, except that you arrive in a demi-plane instead of your normal destination. Everything is as it should be. In fact, it might be a long time before you find out that you aren't where you should be.
55) Mind-body dissociation (inspired by #51 and numerous others): whether you travel through time or space, your body and mind end up in separate locations. You can imagine the numerous plot hooks after this, from your mind controlling a construct or another body, your body being controlled by another, or just plain dead (after a time).
56) The Fly (inspired by the above, and the movie with the same name): you must teleport one creature at a time. Otherwise, you'll end up as a mix of each other. Beware of flies entering the apparatus with you.
-$0.16 (I normally consider each post as two cents, 'xcept I wrote twenty, above)
35) Cut/Paste error: the Teleport is made by cutting and pasting your character. As any computer user knows, s#!~ happens. Roll a die to determine if you made a copy/paste instead (resulting in two instances of your character - note that one of them is convinced that the teleportation failed since he didn't move), or two cuts (and one character disappears completely). Or if you accidentally pasted something else that was copied before. Or if a glitch in data causes a slight change in the result - note that, depending on the encoding format, the glitch can skew the whole image, transforming your bottom half into a cube of concrete, for instance. Or separate parts of your body (see Splinch, below).
36) Splinch: roll a die to determine if your limbs are complete (you can miss a finger/toe, a hand/foot, or even the whole arm/leg). The missing body part is still linked to your body (you don't bleed to death) but is lost along the way. Along with anything it holds or wears.
37) Quantum Tunneling error: your corporeal being is compressed into a flow of quanta, except that they aren't properly reordered upon arrival. Roll a die to determine if everything is in order or if you suffer internal damage (you can consider the condition as a Con poison, or ability damage - to Con as well as Cha because your skin itself might be incomplete upon arrival).
38) Twin Tunnelling (see above): your flow of quanta intersects one from another creature teleporting with you. You exchange parts of your bodies. Can be cosmetic only, or you might end up with uneven limbs. Or worse.
39) Tunneling Insulation error: your quanta flow through material that might interact with them. Draw a line between your starting point and your arrival. If the line crosses magma (which is highly probable the further you go on a spherical planet), you suffer fire damage and arrive on fire. Same goes with other elemental-infused areas.
40) Gravity adaptation: If you teleport to a place with a different altitude without preparation, you suffer from the difference in pressure (you get the bends, as if you got too fast from deep sea to the surface). If the difference is really high, you might even explode (or implode).
41) Coriolis adaptation: if you teleport to a place in a different latitude on the planet, without preparation, you suffer from the difference in rotation speed. On top of force damage, you might be crushed, or thrown in the air, or against the nearest wall. You end up prone, too. It's the same if you teleport (or time travel) to and/or from a moving vehicle.
42) Speed control: teleporting is akin to moving really fast. Here is the possible consequence of not knowing how to brake. You materialize on your target point (or another determined by the usual imprecision in the teleportation coordinates), with a high velocity. In effect, you are flung in the same direction for a distance relative to the distance between your teleportation points (such as "one square per mile" for instance). You might be prepared and arrive in a running action in order not to fall prone instantly (in which case you end up with abrasions/lacerations on your body). But you might collide with people and obstacle, trip the former (for a nice domino/bowling effect) and break the latter. If there's a wall in the way, you are pushed against it, stopping your slide but continuing the damage.
43) Ward Rebound: your teleportation hits a ward against teleportation. After taking damage, you are flung in the opposite direction, as if you were a tennis ball hitting a wall (you might end up in the air, if you hit the ward with an angle).
44) Ward Spell: your teleportation hits a ward that casts a spell upon trepassers. Exact effect depends on the chosen spell.
45) Laser Ward: your teleportation hits a ward made of many high-temperature lasers (or anything similar in your fictional universe) which leave only 1-ft squares to pass through (or smaller). And they move. You end up in perfectly-cooked square chunks spread between the ward and your point of arrival.
46) Paradox resolution, minimal cost: teleportation or time travel is a paradox. The universe resists paradoxes by suppressing anything that causes them. You end up as a soup of particles spread all along your planned path, along others who tried the same - where do you think all that "dark matter" comes from? Your consciousness is whole, but extremely slow, and rapidly falls into madness. You might end up as Black Tentacles or other otherworldly manifestations. Note that you aren't dead and thus not subject to resurrection-like spells... unless some very clever people try to cast such a spell on the aforementioned Tentacles. Clever... or stupid: nothing assures them that it is you there, and not the great Chtulhu. Or both.
47) Paradox resolution, maximal: the physical laws of the universe don't really prevent paradoxes. But the energy needed to teleport people or time travel is so high that the corresponding mass (E=mc²) is almost infinite. An enormous mass in a small location is the main ingredient in the recipe for black holes. Thus, trying to teleport or time travel creates a black hole. Congratulations, you destroyed your home planet. If you attempted to jump planets, the black hole radius covers both planets... and everything in between. On the plus side, there's no ressuscitation of Chtulhu... unless the black hole is the beast itself... or just its stomach.
48) It Moves! In your time-travel calculation, you forgot that your planet spins on its axis, as well as around the nearest star. You travelled through time, but not anchored to the planet. You might end up lucky and on the ground somewhere else. But chances are that you finish "in" the ground, or beyond, or high in the air... or in the vacuum of space. Good luck.
49) Forgot the carry: the energy requirements to travel through time and/or space is so high that your body's mass is burned to accomplish it (treat this as a partial disintegration). If you travel with other people, the expenditure might burn each person a little (or massively), or person after person.
50) Named Destination error: if you designated your destination with a name, the name can be spelled wrong, or with the wrong accent. The teleport might simply fail. Or it might start and not stop, flinging you among the numerous destations with a name close but not exactly the same. Or stop after a number of steps, throwing you back where you started although violently ill from the motion sickness. Or... you arrive somewhere not intented. There might be people, there, too. Angry or hungry. Or cursed items.
Hello, the boards.
I have been happy to discover Pathfinder.
Now, why this thread?
I have a question about this "Rules Questions" forum itself:
Last things I posted was an answer about a rule question, barely two months old. As many threads go, there were several posts providing different answers. As such threads go, there was the beginning of a debate going on.
Some posts disappeared, removing one side of the argument, with the excuse below (it was this thread):
Chris Lambertz wrote:
Removed some posts and locking. Resurrecting old threads just to argue isn't particularly useful.
I maintain that giving a different interpretation of rules in a two-month old thread isn't "resurrecting".I maintain that giving (and explaining) an interpretation of the rules-as-written that doesn't fit the current fashion isn't "just arguing". Yes, fashion. The rules are NOT clear about having several instances of the same magic item. The rules are NOT clear about forbidding double-dipping.
Now, I may be overreacting. A bit. But I strongly dislike when people I never met hit me on the head with arguments to reduce the fun I had playing this game.
Also, removing posts? Are you going to remove this thread, too? Ban me, even? Delete these forums because people express their opinion? Meh. I'll know if you do, and I'll sit back and remember the days of T$R.
No stacking, never stacking, no double dipping, can't favor players, don't leave the sandbox, no fun allowed... *sigh*
Is that your only reason? That some rulebreakers, when reaching level 20, might suddenly have a litteral cloud of ioun stones giving them such a high CL?
Remember, the GM is there to adjudicate such a ridiculous scenario. For a character who happens to fill his two ring slots with the aforementioned rings, I'd allow it. Two items, two sources.
The items are not the same. If a character has two wands of Fireball, would you decrease the number of charges of both when he uses one?
And, for the record, there are more "same source" than two copies of the same item. What about the same feat?
There are precedents in Law, where restrictive bills pass because of a few troublemakers. I don't want my favourite tabletop game to act like a trial of my players.
Build a sorcerer with Dispel Magic and take a look at these...
Some interesting feats from Kobold Press:
From Rite Publishing:
...should be enough to reach whatever DC you aim to. And, if not, there's always the Fateful Touch domain power.
Hmmm... nobody interested in older books?
In addition to my previous question:
And... since this feat says it activates when I jump during a charge, can I use that jump to skip over some difficult terrain as well?
If anyone answers, thanks.
I was, and still am, on the side that says Divine Grace is the source.
Otherwise, if you take Sidestep Secret (or any similar ability), it would lower your save. Taking abilities should never hamper your character.
Our side wasn't vocal enough when they were debating the issue, and we lost. Now that the FAQ is issued, the other side has respectability and precedent, and we're always seen as rigidly-thinking reactionaries.
I especially like the Spark's Cannibalize ability. As written, you can use it for mundane crafting as well as magical, using any item as contribution. You could craft jewels from plate armors to transport loot, and then use those shiny jewels to craft a magic item later. You could use an already-made item to craft a superior version. You could use an item to craft the same item with different abilities or statistics (such as a flaming dagger into a frost sword).
Seems too good to be true. Is it?
Additionally, the Spark is proficient in whatever weapon she crafts. So she can take that measly +2 butter knife and use it to craft any +2 exotic weapon from it, and be proficient in it as well? If yes, that's nice as well.
Hello boards, I have a question for you (for which I haven't found an answer here already).
Cleric's Channel energy ability says "A cleric can choose whether or not to include herself in this effect." - note that it doesn't mention "area", only "effect".
Malleable Symbol's description says "alter the channel area to [...] 10-foot burst centered anywhere within 30 feet" - the cleric could be outside of the Channel's area.
I would rule that the cleric cannot be included in the effect, but I have some rules-lawyering pals who'd say otherwise. Except for the obvious "ask your GM", what do you think?
Hi there! Long time, no see...
I have a question not answered by reading the Youxia page on d20pfsrd:
I was writing archetypes for a home campaign, where characters could become animals, but simply exchanging archetype packages as written should be sufficient. I think they were designed to be approximately the same power.
For the general question and a player's point of view, I suspect GMs would have to be involved in the process, from accepting it and resolving possible issues (like the aforementioned druid's spontaneous casting not having any effect on a non-caster class).