MCPooge's page
Organized Play Member. 44 posts. No reviews. No lists. 1 wishlist. 1 Organized Play character.
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Hello!
So I have dug around, and it seems like the Blade Adept Arcanist archetype has fallen out of popularity lately so there isn't a lot of information about its interactions with newer material.
I am wondering whether the Occultist Legacy Weapon ability can be used to temporarily grant the Black Blade enhancements.
The old FAQ about the black blade says the following:
FAQ
Magus, Black Blade: Can I use Craft Magic Arms and Armor to increase my blade's enhancement bonus?
No, nor can you use that feat to add other properties (such as flaming) to the black blade. You can use your arcane pool to temporarily add abilities to your black blade.
It doesn't say "only" your arcane pool to add abilities, but I don't know if that can be extended to say "arcane pool-like class features."
I appreciate any insight!

Hello there!
I am the GM of this particular campaign, and my party is coming up on the final fight in Book 4. I have seen all the suggestions for going Mythic, which I am going to do, but I want to spice up the fight even more.
My group has been less than impressed with this whole book, since it feels so out of place, leads are somewhat difficult to figure out (for them at least), and the difficulty takes a little bit of a step up. I want to give them a payoff worth their struggles.
So my idea is for the birthing of the Spawn (blanking on the name at the moment) to also be a big step towards Shub-Niggurath entering the world. SN will bust the Mi-go dome, flooding the tunnels and forcing the party into a 3-dimensional battle with the Dark Young (is that what's it's called?) whilst SN struggles to fully manifest around them. I want SN's tentacles to be a sort of environmental danger over the course of this fight.
Has anyone done anything even remotely similar to this? I certainly haven't, so I would love and appreciate any advice!

Hello there!
So I was casting around for something interesting to do for my next character, and I stumbled across something that I'm not sure if it will work, or if anyone has any suggestions for ways to improve this idea.
The gist of the plan here is to use Implant Bombs to, well, implant a bomb into my Familiar with the Figment archetype. The game we are playing is a bit of a rebellion against tyranny sort of situation, so having an explosives specialist is not unheard of. Having a magical chicken that I can put a bomb inside, then have go exploring or even infiltrating to get at a target seems pretty useful, especially when that chicken will appear by my side the next morning, none the worse for wear (besides being at 1 HP).
I guess I don't have any specific questions. I just want to know what you think, I guess. Suggestions of other feats/items that would complement this? Reasons it may not work how I hoped? Ideas of how to ensure my chicken bomb can "die" in the square of a particular target?
I have looked around and not found an answer to this question, but it may be because the answer is simple.
Is the Delayed Bomb discovery considered a bomb modification discovery, in that it cannot stack with other discoveries (or class features as applicable) that modify bombs? I noticed that most (if not all) discoveries that fall in to this category specifically say so in their descriptions, and Delayed Bomb does not.
Thanks for your help!
Hello!
Just a quick question: am I able to combine the Occultist focus power Legacy Weapon with the Magus Arcane Pool weapon enhancement in any manner? I know the enhancement bonuses won't stack, but could I, for example, get a +1 from the Magus pool and then add a magical weapon quality with my Legacy Weapon ability?
Assuming the limit for each ability in question is +1 bonus.
Thanks!
So my playgroup has had a question come up, and the guy who is running for us hasn't read far enough ahead to see if there is an answer, and my Google-fu also failed us. I would appreciate if there are any spoiler-free answers here!
Our question involves Activate Safe House. I am on my phone, so I can't really get the exact text very easily and I apologize for that. The important parts of the power include that the Safe House is active for the week only and that the rebellion gets a stacking bonus to Security checks of +1 per active Safe House, up to a maximum of +5.
The question, then, is how does that work? If we can do each action only once per week, how could we possibly get a bonus to Security checks beyond +1? Is there something later that allows us to make more safe houses per activation?
No spoilers, please. We just finished part 2 of the first book. I appreciate any insight into what we have missed, if anything!

Hello everyone!
I was hoping I could get some assistance with a character I am building. Most of my mechanics and such are nailed down, I'm just having trouble with choosing a deity to worship that makes sense with the backstory/theme I want to play.
So, main things I have already:
- true neutral human cleric
- somewhat focused on channel energy and summoning neutral monsters
- had a loved one caught between a conflict between good and evil outsiders, so is on a crusade against the extreme aligned outsiders (LG, CG, LE, CE)
- less concerned with a balance between good and evil (that's what heroes and villains are for!) than a balance between Law and Chaos
I was going to be of Pharasma, with the Death and Healing (representing Life) domains, but I feel like the fact that I want my character to be willing to use undead to his advantage (so much easier to control than outsiders!, he thinks) kind of ruins that plan.
I considered creating a philosophy to follow, but hand picking domains for it feeled kind of... cheaty? There just isn't much in the way of gods of balance, as far as I can tell.
Anyway, I hope all of you guys and gals will be able to help me out with some good ideas. You usually do!
Oh, I almost forgot: 3PP is not an option. Thanks everyone!

Hi everyone!
So here is the deal: I've got to build a new 3rd level character, as my Alchemist may or may not have accidentally on purpose blown up the Golden Goblin with some bottles of carbauxine.
I have the concept for the character, but I am having difficulty figuring out the mechanics. The character I want to build would be a monster hunter of types. The original main image I had was of the main character of the Witcher series, a man with two swords on his back: a silver one for Fae and a steel one for men. Obviously, in the PF world, it would probably be more like a cold iron blade and a silver blade, but that's only slightly beside the point.
My idea so far is a half-elf, using a buckler and a bastard sword (or katana, haven't decided). I have considered the Rondelero Duelist or Thunderstriker Fighter Archetypes in order to make it possible to minimize penalties from switching from sword-n-board to two-handed murder, etc. I have been playing around with assorted mixtures of Ranger and Fighter levels. I wouldn't mind having an owl companion, even if it is just one (or two if the combat style feats will be handy) levels of Ranger (Falconer, of course!).
So does anyone have any tips? I am not worried about min-max optimization, so much as not being completely suck. Thanks for any advice!
Oh, if there is any information you want/need, just ask, I will be keeping a close eye on this thread in hopes of assistance!

Hi!
So I just started a new PF game, and I am having some problems planning out my character. I usually like to plan ahead, so if there are certain feats or multi classing I intend to go into, I can properly role play my character towards those things.
So far, I am a level 1 Kitsune Bladebound Magus. My first feat is Weapon Finesse, and my traits are Rich Parents and Magical Knack (Magus). I chose Magical Knack with the intention of eventually taking Rogue levels and effectively being the Rogueish character for our group. My plan, also, was to get Whip Proficiency at 3rd level, and be a Disarming character (you know, Spell Combat + 15ft Disarm + Mage Hand away their weapon shenanigans).
The feat, traits, and intention to use a whip and disarm things is remaining, regardless. However, it turns out we have a committed Rogue type character in the party as well. I fully intend to be a thief by "profession" and be a charming (read: Diplomacy/Bluff) scoundrel, but otherwise, cannot decide what to do. I have so many ideas, but I am hesitant to stick to any one of them. Maybe someone here would have some insight that could help me decide?
My thoughts so far are:
- Still taking Rogue levels to get some Sneak Attack dice since I'm not focusing on Shocking Grasp for damage.
- Focus on Shocking Grasp or other spells for damage without the minmax efficiency of the Magical Lineage trait, making use of Magical Knack to sneak some Sorceror levels in.
- Take a couple Fighter levels for the extra feats and BAB.
- I am absolutely not interested in Dervish Dance or really anything without reach. The whip must stay!
One feat I would really like to find room for is the Kitsune feat Realistic Likeness. I feel like that could be extremely useful, as our campaign will be centered(ish) on Riddleport.
Anyway, I appreciate any insight or advice I can get, and thanks for your time!
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