Hook hand is already a listed weapon. There are two archetypes that would be thematically appropriate as well.
In the last AP mod we played, we needed to find food for a group of people in danger of starving. You might know which one this is, but I don’t want to mention it because it’s a spoiler (and could affect PC purchases). At one point, my Erastil-worshiping Warpriest thought it would be a good idea to use already-dead bodies as food for the community. There were differing opinions about whether this is something Erastil would agree with. The GM decided that it wasn’t, so that was that. However, since the mod is over, I wonder what other people’s opinions are. Real-world religions have indicated that emergency cannibalism is OK. In 1972, a rugby team that crashed in the Andes (you know, from the movie “Alive”) and survived by eating the ones that died. The Catholic Church justified it by saying if they didn’t, it would be considered suicide, which is a worse sin than cannibalism. Islam is a bit more direct in stating emergency cannibalism is OK. Erastil is known as a very practical god. And he seems to think that turning people into food is OK in certain circumstances. Gods and Magic and Inner Sea Gods states “His anger is reserved for followers who betray his principles, and he usually punishes them by changing them into something more useful to their community, such as a pig or fruit tree.” On the other hand, he is also very traditional. And while emergency cannibalism may not be evil, it isn’t exactly lawful. Anyone have an opinion?
bigrig107 wrote:
That's not the point. Even if you don't dump your mental stats, it is still greatly unbalancing. Yes, that monk or warpriest is going to have a 16 wis or whatever, but the characters that have a prime mental stat are still going to be greatly advantaged. Plus, any system that makes people change what class they are playing, like choosing warpriest over warrior, is obviously unbalanced. I wasn't being facetious when i asked if these adventures were not supposed to use melee characters. However, I somehow doubt Aeons is going to be written that way.
Or are we not supposed to use melee characters in any of these modules? Because as written, these rules overwhelmingly favor casters. Sanity points are calculated using the sum of all mental stats. Sanity threshold is the modifier of your highest mental stat. Sanity edge is half your sanity points. You start off making a will save, which of course has a better progression for casters. Sanity point recovery is based on charisma. I understand wanting the system having some verisimilitude by using mental stats, but really?
Hayato Ken wrote:
You can get to Spear Dancing Style by level 4 with a Human, Elf or Half Elf and UC Rogue with Elven spear proficiency. This gets you dex to hit and damage. If you go for UC Rogue- Swashbuckler archetype you can get to SD spiral by level 4. Reach would have to wait until 5. Edit-turns out you don't need the swashbuckler archetype. Use the weapon training talent to get weapon focus and combat trick to get spiral by level 4. Hmm this is turning out to be a nice build. Switching to Slayer after that only loses you one BAB total on your build. Selecting Ranger Combat Style as a slayer talent at level 6 gets you Power Attack without needing to meet the str prerequisite. At five pick up combat reflexes, and you have a very nice reach build with a lot of damage potential.
By RAW, it seems pretty clear. It doesn't say "any one type of weapon that can NORMALLY be used with Weapon Finesse". You took a feat that allows you to use weapon finesse on a lance, so it should work. Having said that, this situation is not covered by Herolab. I tried it when building a Goblin using a Horsechopper (which was confirmed to be a polearm in a paizo blog entry).
My friend made this one up, it would be perfect for you if your monk is small-sized. Since you are running a high powered campaign, you need the "Greater" version. Trenchcoat of the Bigguns, Greater
DESCRIPTION Like a hat of disguise, this garment allows two small-sized wearers to alter their appearance. When the first small creature stands on the shoulders of the second small creature and wears the trenchcoat, they both appear to be one moderate or large size creature of the same type, and the upper creatures voice becomes deeper. This functions as an alter self spell (as opposed to disguise self). Moreover, the stilted movement of both creatures create a comical effect that functions as a spell of Hideous Laughter, centered on the trenchcoat, in a 10 foot radius.
A prepared caster would be much better as a Technomancer, as they would only be one level behind with the first level Technomancer hit. A spontaneous caster would fall two levels behind, which is a huge decrease in power. If you do, be sure to take Magical Knack as a trait, so at least your caster level will be the same as your character level. However, as someone whose group is halfway through, that archetype would be greatly useful.
rOnzO the gOblin wrote:
First, the feat is from Paizo content, but it's before the Pathfinder RPG was published. It's from the Pathfinder Chronicles publications. It's up to your GM if he let you use it. Some Oozes move faster than others. Emerald Oozes move at 30 ft, for example. Since the Ooze Companion feat was designed before PF animal companion rules were developed, you would need to develop the stats on an ooze animal companion with your GM. There is also an animal companion archetype that increases its base speed. Will it cause problems with other people? I would expect it could, but again it's up to your GM on how people would react. Note if you are having trouble developing an eidolon as an ooze, you can always develop an animal companion with eidolon evolutions. Again, there is an AC archetype that lets you do that.
You can get an ooze animal companion, but it will be a bit dim-witted. Here is a link to the feat chain. If you want to play a caster, the Sorc Sylvan bloodline is excellent, and gives you an animal companion (for your ooze). You should also take Boon Companion if you want your companion the same level as you. For optimization, take a half-elf so you can pick up Paragon Surge, and you can also take the human's favored class bonus of +1 spell known per level.
Duiker wrote:
Retrain into the Impossible Bloodline then - the rules already exist.
Giving the PCs that much gold either means: 1) Your GM is insane, which sound unlikely given your history with him;
I would buy things that can't be taken away, like a Tome of Clear Thought. You can pick up a +5 version and still have lunch money for life.
I'm having fun playing a Tattooed Sorc 1 (Orc Bloodline) / Naga Aspirant Druid (rest of levels) (Fire Domain). The Naga Aspirant gives you access to a lot of fun arcane spells (like Fireball). Start off with Druid - pick Racial Heritage (Nagaji) as your first feat, and Spell Focus (Evoc) as your second. Magic Missile is a good level 1 Asprirant's Bond (although I picked it for fighting robots - ymmv). I picked up Tattooed Sorc at 3, which gives you Varisian Tattoo (Evoc), and took Spell Specialization (Magic Missile), which left me casting Magic Missile at +3 spell levels and +1 damage per die. You also get a tattooed familiar, which I used for the +4 init, always good for a blaster. Add Fireball to your spell list at level 7 with your Aspirant's bond. At level 6, you can switch the Spell Specialization to Fireball, and at level 7 you are casting it for 10d6+10 damage (assuming you took Magical Knack as a trait). It's fun to wildshape while also having access to spells like Improved Invis. Not sure how many of these options are available for PFS, but hopefully this will give you a few ideas. |