Pathfinder Rulebook Subscriber
KingTreyIII wrote:
I'm in a very similar situation as you, 1st time GM and very experienced group. From what I've been able to gather is the character was designed with 3.5e 'Stand Still' in mind; which contains different wording of:"Benefit: When a foe’s movement out of a square you threaten grants you an attack of opportunity, you can give up that attack and instead attempt to stop your foe in his tracks." I think I might just give her the 3.5e feat and when the inevitable 'that's now how that works' happens I'll explain I wanted to keep the core of the character. If you want to keep things within the rules of PF only, I'd suggest looking at a different feat instead, since 'Stand Still' won't trigger as often as the character build was intending, IMO.
Pathfinder Rulebook Subscriber
Galnörag wrote: ...Helpful Advice... Me and my GM reached an agreement on how we're going to proceed with assistance from the thread I started shortly before he posted his own thread on the same question. My original idea was to go the sage route with my witch's familiar, but once I learned the tattoo sorcerer was allowed I couldn't pass the thematic opportunity so I'm taking sorcerer at level 1. I then saw the comedic value in a figment tattoo pretending to be the witch's familiar while in actuality is nothing more than imaginary magical ink. I was then informed that the grave-walker archetype is being allowed, which had been disallowed in our current game which recently ended. And since the spell poppet replaces the normal arcane bond-like witch's familiar ability the class levels wouldnt stack and prevent me from having the figment tattoo. So....... I'm going to go pretty much full gravewalker witch except with a single dip in tattoo sorc for shenanigans. Now to make a figment tumor familiar....
Pathfinder Rulebook Subscriber
Gauss wrote:
Would this situation be the same if the Witch took the Gravewalker Archetype, as that class archetype has an ability that replaces Witch's Familiar?
Pathfinder Rulebook Subscriber
http://paizo.com/pathfinderRPG/prd/magicItems/magicItemCreation.html http://paizo.com/pathfinderRPG/prd/feats.html#craft-magic-arms-and-armor 1)You use the feat, Craft Magic Arms and Armor, to enhance the masterwork item. 2)Cost of adding a +1 enhancement to an masterwork weapon is Bonus Squared x 2,000g. So 2,000g base, cut that in half from your archetype. 1,000g 3)The DC to create a magic item is 5 + the caster level for the item. If you are required to be 3x the enhancement mod, 3rd caster level, the DC would be 8. This is lower than the DC to create a masterwork weapon because you are merely adding magical powers to a weapon, not creating a masterpiece of a crafting trade. These are all assuming you currently have a masterwork weapon. In personal experience it is much easier purchasing a masterwork weapon than spend time crafting one, but this would depend on the campaign being run and downtime available.
Pathfinder Rulebook Subscriber
Yea IMO it definitely appears to be a typographical error, as the two written and assumed intended purposes conflict in their effect. Actually on second reading through and interpretation, perhaps the 10% spell failure on AOE spells you are inside of is because they are focused on you as their target and the spell is not targeting only you?
Pathfinder Rulebook Subscriber
Byakko wrote:
Are we going to RAW or RAI this? I need to know how to apply this to my schizophrenic insanity character.
Pathfinder Rulebook Subscriber
Claxon wrote:
Depending on the interpretation of "as well as effects that augment an unarmed strike." from Feral Combat Training. I'd rule Pummeling Charge augments unarmed strikes because you are doing something with Unarmed Strikes that you can't normally do without taking the feat (Pummeling Charge).
Pathfinder Rulebook Subscriber
I've received my DM's ruling on how this will work for an upcoming campaign but am curious as to the general consensus of how this would work. A level 1 Tattooed Sorcerer with a Figment familiar archetype takes his second level in the Witch class, to become Sorc 1/Witch 1 The Figment archetype from Familiar Folio states "a figment can never serve as a witch's familiar" This doesn't prevent the character from taking a level in Witch, just prevents the tattoo familiar from serving as the Witch familiar/living-spellbook. Would the character gain a second familiar to serve as his patrons conduit and familiar? Or would he be required to pick a new familiar and essentially lose the Figment archetype?
Pathfinder Rulebook Subscriber
Cap. Darling wrote: In my Reading the packlord cannot even benefit from boon companion unless he is a multiclass since he is already at max level with his companion. Boon companion raises the 'effective druid level' of the companion, not the person taking the feat. So a packmaster level 2, with his two points in separate companions and Boon Companion feat assigned to companion 1, would have Companion 1 = level 2 and Companion 2 = level 1.
Pathfinder Rulebook Subscriber
As a 5th level Cavalier (Huntmaster Archetype) I have two hounds who are performing admirably in combat but however currently are outpacing my 20ft move speed. I have decided to take a level in Nature Oracle to gain a mount. Would my Huntmaster feat stop applying to my dogs and now apply to my horse as per the description? Quote: Benefit: If you have the animal companion class feature, pick one of the following types of animal companions that this feat affects: bird, dog, small cat, or horse. If you have the divine bond (mount) or mount class feature, this feat always affects horses.
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