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So bright burn paste is a source of radiation which causes bright burn sickness which if you read the entry is an illness that breaks down the body from the inside and bright burn paste can be safely placed in a lead container or a considerably larger stone container to avoid its effects. So is it safe to say that bright burn paste is radioactive and its effects can be resisted with the mutants immunity to radiation?
Also side note but is bright burn paste just uranium? Bright burn sickness seems to be describing acute radiation poisoning(at least the very severe type where your body is basically been broken down and seems to almost take the same amount of time since 1d6 con drain per day would kill a normal person in like 2/3 days), it can also be blocked by lead like most radioactive substances that give off gamma rays. The only more unique trait is that it makes it difficult to teleport in the area but since we obviously can’t teleport irl technically radiation could also have that effect lol

I grok do u wrote: RAW, probably no. <Pedantically anyway>
Luminous Font wrote: ...At 3rd level, when a blossoming light channels energy to harm undead, her channeled energy also harms chaotic evil outsiders, worshipers of chaotic evil deities, and evil creatures with light sensitivity or light blindness as if they were undead.
...
The turn undead and its mythic counterpart add additional ways to use your channel energy ability which are specifically separate from regular channeling to harm or heal.
From Turn Undead, "If you use channel energy in this way, it has no other effect (it does not heal or harm nearby creatures)"
The ability is explicitly only for when channeling to harm.
Panicking or destroying sound like they are to harm, but the terminology is more specific in this case. Would need a broader phrase along the lines of "whenever the blossoming light uses channel energy, she treats chaotic evil outsiders, worshipers of chaotic evil deities, and evil creatures with light sensitivity or light blindness as if they were undead," or have a "for all purposes relating to channel energy."
Likewise, alignment channel has no effect on turn undead.
Ooo, technically you are right I guess I have to ask my dm if he is willing to let it slide thanks
Basically I am just checking whether mythic turn undead would let a mythic blossoming cleric destroy chaotic evil outsiders, worshippers of CE gods and evil creature with light sensitivity since they count as undead for the purposes of his channel energy. Also would mythic turn undead also work with the creatures type you choose from alignment channel?

Azothath wrote: Maniacwyrm wrote: Azothath wrote: ...
My advice is to play a wizard enchanter or necromancer with BO amulet. Traits mag lineage, wayang spl hntr. I think Enchanter(controller) with spell focus necromancy & Var. Tattoo will give you more options than Necromancer. Reach, Bouncing, Persistent metamagics. A Diviner with spell focus Necro is the other option.
Choosing your non-preferred schools will be the hard part. You'll get one back at 10th.
As usual you are aiming for BO amulet of spell mastery [neck] $22000 reduced to $11000 as a BO.
If your GM does not allow trait retraining then Extra Traits feat is viable for this build. Remember to keep the trait types different.
Race: aasimar, samsaran, and human or doesn't matter much.
Abilities: 20 pt buy [10,12,10,18,9,12] or [10,14,10,16,10,14] as you will need Cha for checks. Thanks for the advice I think it might prove useful it might... LoL...
You can play various classes to get those higher level spells but *folks in helmets murmur* This is the Way. Nothing beats a specialist wizard for power past 7th level.
Some people like playing Witches, or Oracles, maybe an Occult class. It's really up to your playstyle and the Game you are in (Campaign, GM, and Group). It is a Game and you want to have fun...
If you are not certain check out some of my detailed posted builds.
→Callidus Synedrus Monk-Black Asp 2, Wizard-E-Manip-3 & 9
→Rouillé Hasarderth Clr-VPlgrm 1, Wizard-Dvnr 4
→Thalevoh Clr-VPlgrm 1 Wiz-Divnr 4
→Ludotys Libersacer Wiz-Poleheira Adherent 8
→Solona Wizard arch... For me I like playing any spellcaster build around a theme or a spell type. My group generally plays higher level campaigns since we like power fantasy so I really like all of the caster classes. I will check those builds out in a bit thanks for the help

Azothath wrote: Magic Jar:N5 is the OGL spell with Possession:N5 as the new version.
Unfortunately you are targeting a high level spell as your main theme. Not really practical given how spell slots work. There are a bunch of little possession spells so that makes it a tad better.
My advice is to play a wizard enchanter or necromancer with BO amulet. Traits mag lineage, wayang spl hntr. I think Enchanter(controller) with spell focus necromancy & Var. Tattoo will give you more options than Necromancer. Reach, Bouncing, Persistent metamagics. A Diviner with spell focus Necro is the other option.
Choosing your non-preferred schools will be the hard part. You'll get one back at 10th.
As usual you are aiming for BO amulet of spell mastery [neck] $22000 reduced to $11000 as a BO.
If your GM does not allow trait retraining then Extra Traits feat is viable for this build. Remember to keep the trait types different.
Race: aasimar, samsaran, and human or doesn't matter much.
Abilities: 20 pt buy [10,12,10,18,9,12] or [10,14,10,16,10,14] as you will need Cha for checks.
Thanks for the advice I think it might prove useful
Melkiador wrote: Subconscious usurpation would technically allow you to act while possessing someone else, but that’s not the intended behavior.
The Quintessentialist Spiritualist could have their phantom cast the possession. It’s not exactly what you are looking for, but it has similar flavor.
Interesting I will keep it in mind tho it’s not exactly what I am looking for
One of the things I wanted to do was make a caster that focused on possession, the spell. But I couldn’t really find anything but the possessed bloodline which lets you use your own body even when possessing another. Is there anything other thing that can improve on the spell?
All pretty good points I will check about how secrets of magical discipline will be run before I make my decision then thanks!
Would a level 20 wizard benefit more from a alternate capstone like gaining an arch familiar or like a +8 to int compared to taking a level in lore master so he can take some secrets of magical discipline feats? I can’t decide so maybe you all can share some opinions?
Mysterious Stranger wrote: 20th level mythic vampire antipaladin is incredibly tough. The problem is that is the chance of the mythic vampire antipaladin failing its save vs command undead is slim to none. They have good will saves, get CHA to saves and have channel resistance. That should put their bonus to save vs command undead at about +36. That means they probably only fail on a 1. If you have mythic improved channel they do have to roll twice and take the worst result. That would give you about a 10% chance of success.
A 20th level vampire antipaladin would be a bit easier but also not as tough. They would still have about a +21 to their save but that is going to be a lot better than +36.
I see there are probably some ways my party can debuff it tho so the save isn’t so bad and if I am not mistaken the feat seems to allow you to just keep trying? So I could just keep trying thanks
I see not too big of an issue since most of those requirements are super easy to fulfill(I already have scrolls of contagion and can cast remove paralysis). Sun baked is also easy just kind of time consuming and for frost fallen I guess I could figure out some way to get a ton of ice. Maybe get someone to cast wall of ice over the corpse.
My character personally prefers to use just fast zombies or the skeleton variants anyway so I will cross the frost fallen bridge when I come to it
Assuming level 20 character with command undead and a mythic rank to fetch command undead(mythic) so the intelligent undead is under her control forever if it fails once. So in essence what’s the strongest 20HD undead you could target?
So if I can cast animate dead as a spell-like ability, I don’t need the onyx for raising a normal zombie or skeleton, I probably need to cast remove paralysis or contagion for fast or plague zombies. That’s pretty straight forward I think. For sun baked zombies likewise I assume I need to place the body in sunlight and cast desecrate. For frost fallen, since it only requires gems and a bunch of ice, I can ignore that as I ignore the material component.
Did I miss anything or make a wrong assumption?

Diego Rossi wrote: Quote: Speedy Summons (Su) (Mythic Adventures pg. 17): When you cast a summon monster spell, the casting time is 1 standard action instead of 1 round. If you expend one use of mythic power, the casting time becomes 1 swift action. If you’re a summoner, as a full-round action you can expend one use of mythic power to summon your eidolon. You must be at least 3rd tier to select this ability. It says "summon monster spell", not a summoning spell or a spell summoning a creature. RAW, it doesn't even work with spells with a different name.
RAI, probably it is meant to work with all the summon [creature] spells.
Oh there’s no question about RAI since all the summoners summon spells specifically says in the spell description “functions as summon monster but summons [insert creature here] instead”. I have just asking if that line is enough to also make it RAW since it explicitly says the spell work as a summon monster spell. Personally would rule that it can but wanted to see if anyone mentioned anything I missed
Mysterious Stranger wrote: It is going to be up to your GM. Personally, I would say if the spells says it functions like summon monster or other summon monster spells it should work. Considering how overpowered the mythic rules are it is not going to make a big difference. Yeah it’s what we thought too since all its variables and stuff is the same as summon monster and it says it functions as summon monster. Cool thanks
Speedy summons specifically says when you cast summon monster and the summoners various summon spells like summon genie, summon infernal host, summon cacaodaemon all says in the spell description” as summon monster but summons (whatever is in the name). So would it count as a summon monster spell for the purposes of feats and abilities like speedy summons?
Does the soul bind fail because the outsiders soul is destroyed when its body dies(due to dual nature)? Or does its body disappear into the gem because of dual nature?

Reason for my confusion is because of the following part of the item description:
A holder who knows the words may use the bottle like a summon monster IX spell at will, except only creatures of the evil subtype can be summoned. The summoned creatures remain until the sun next rises or sets, and no new creatures can be summoned from the bottle until the initial summoned creatures are destroyed or return.
To me this basically means you can just cast the spell once and until that creature dies or you return it to the bottle you can’t cast it again. And this is after you go through the effort of learning all three words.
Interestingly if you just say the word of opening, the bottle automatically summon all 666 fiends including the harbringer fiend after 11 hours. Which brings up a whole new set of questions. Like if you did know all 3 words, could you just say the first word to set free the entire army and then say the other two words immediately to bind them to your service? Because presumably you speaking the word of banishment and binding immediately banishes the fiends or binds them since at one point the entire army was commanded to build a city.
How would you rule it too work?(I didnt Put it under rules since it’s an artifact and the part I was confused about seems open to interpretation rather than strict RAW)

Diego Rossi wrote: Maniacwyrm wrote: Mysterious Stranger wrote: Diego Rossi is right. The outsider would not have any of their outsider abilities. The main reason we might want it is because if I raise it as a fast zombie it’s full attack is like a sword hit, 2 claws and a slam which does a lot of damage plus it’s pretty Tanky at I think 70ish health when zombified. It doesn’t have any super good outsider abilities, it’s spell like abilities were pretty bad against us except for blink so I don’t think my party will mind Where does it get the 3rd hand to do 2 claw attacks and a sword attack?
Its attack routine would be 1 bite, 2 claws, 1 slam.
Wielding a sword would be a big hindrance, as it would make all the natural attacks secondary, thus suffering a -5 to hit.
Oh lmao I checked with my dm and he said he accidentally said sword instead of bite during the fight and so he just kept saying sword throughout the fight. So yeah it’s a bite lol(the dm is definitely not me nope didn’t make that mistake lol)
Mysterious Stranger wrote: Diego Rossi is right. The outsider would not have any of their outsider abilities. The main reason we might want it is because if I raise it as a fast zombie it’s full attack is like a sword hit, 2 claws and a slam which does a lot of damage plus it’s pretty Tanky at I think 70ish health when zombified. It doesn’t have any super good outsider abilities, it’s spell like abilities were pretty bad against us except for blink so I don’t think my party will mind
So spoilers for rise of the runelords,
There is greater barghast that is being imprisoned the runelord and my players managed to slay it. Since it’s been in the material plane for some time and so probably not a summoned monster, would it leave behind a body and would the body be an appropriate target for animate dead? Google seems to bring up different results for if animate dead can raise slain outsiders

So I finished making the Mythic Godzilla stat block and so for fun I want to make mythic + some template version of the other kaiju. For the two that I have a rough outline for , Godzilla and Ghidorah, it was relatively easy to select which mythic abilities to give them. Lingering breath, dragons blood, elemental aura similar to the mythic phoenix, the inferno ability from the mythic elemental, dual initiative and mythic rage. Simple stuff, both have heavy reliance on fire or another elemental power or some obvious stuff that needed boosting(did you know gidorah in PF has not fly related feats?).
But for queen Vorgozen, I am drawing a blank here. I am not really sure what she is an analog of, maybe that pollution monster from like old Godzilla movies. Her main claim to fame is magic pollution and being a blight on the environment. Which I can’t really think of how to make stronger. Like maybe give her interference related spell like abilities? Give her wild or primal magic? Probably something along those lines but I feel like there is probably something better I am not thinking of. Any help would be appreciated thanks

Tom Sampson wrote: Maniacwyrm wrote: Valandil Ancalime wrote: Maniacwyrm wrote: since it’s definitely a run the heck away moment not really a fight moment Famous last words. PCs are notorious for doing what they aren't supposed to do, like fight a kaiju. I am curious, what level will the pc's be and what is the long term plan for the kaiju? When they first see it unmodified? Like level 12/MR4 but it will be fighting another Kaiju and winning. Later in the campaign it will be like Godzilla king of the monsters which if you know the movie you will know why I need the modified version. By then the players should have 9th level spells I think. Basically if you have watched any Godzilla as a protector movie, you have a rough idea for what will be happening. Rough story beats of the legendary Godzilla movies with like some stuff from that silly Godzilla tv series where a baby zilla imprinted in a scientist You may wish to add a competent or otherwise respected tag-along/sidekick NPC to the players for the encounter whose job it is to remind the party to RUN before they get themselves killed. Yeah I probably have to do that just in case
Mysterious Stranger wrote: You are the GM so you can do whatever you want, this kind of falls under rule Zero. The only thing you really need to worry about will this make the hydra too powerful for your players. Another concern would this make the hydra powerful enough to justify an increase in CR. The Cr increase is only relevant if you are using normal XP rules for character advancement. Ah I see then maybe will just switch bleed out for some gazes. It shouldn’t change the CR or make it too difficult since it would be switching a little more consistent damage for some save abilities that my party should make. And they do know that this hydra is dangerous to look at so they probably will take some precautions. Thanks!
So as part of some monsters I am making, I am making a Mythic hydra but I want to swap one of the mythic abilities for a gaze attack. The published mythic hydra selected for its mythic abilities, the standard mythic power, dual initiative, bleed and push. So my question is if I want to swap out say push for a gaze attack, does that give the hydra one type of gaze attack or can I give each head a different gaze attack. The reason I am asking is since if one type of gaze attack is given per selection, I can only give three gaze attacks at most by swapping out the rest of its abilities except for the mythic power ability
doc chaos wrote: There's a Godzilla pathfinder fansite with a lot of Kaiju! Most CRs are 37 I think. The Kaijus in this setting can grant divine spells and have domains. They're basically gods!
Put in d20 Toho kingdom.
I just looked them up their awesome! Thanks for telling me about them, maybe I should just use the Godzilla they have there if I haven’t finished my own version when the game comes.
Azothath wrote: If you are the GM and the PC's experience is story based, Yes (exact CRs are not needed). This includes if they fight the outcome is predetermined. You really need 3+ story resolutions and decent foreshadowing. I would use this sparingly.
If you're the GM and the experience comes from a martial challenge, No, as experience is derived from CR.
If you are a Player, No. You need an adjusted CR.
I see alright that answers my question. It’s not so much that the outcome is predetermined but they should be fighting with the modified Kaiju instead of against it since I am running a Godzilla campaign and most Godzilla shows involve him as a good guy
Valandil Ancalime wrote: Maniacwyrm wrote: since it’s definitely a run the heck away moment not really a fight moment Famous last words. PCs are notorious for doing what they aren't supposed to do, like fight a kaiju. I am curious, what level will the pc's be and what is the long term plan for the kaiju? When they first see it unmodified? Like level 12/MR4 but it will be fighting another Kaiju and winning. Later in the campaign it will be like Godzilla king of the monsters which if you know the movie you will know why I need the modified version. By then the players should have 9th level spells I think. Basically if you have watched any Godzilla as a protector movie, you have a rough idea for what will be happening. Rough story beats of the legendary Godzilla movies with like some stuff from that silly Godzilla tv series where a baby zilla imprinted in a scientist
I wanna make a mythic Kaiju with some modifications made to it. It’s not really for a game since it’s definitely a run the heck away moment not really a fight moment. Plus its focus will be on other things. But technically, when I am adding MRs to a creature it’s CR should go up but as we know most kaiju are pretty close to max CR already so it could I just leave the CR at 30? As for why I am making it, I really like burning Godzilla and I wanna make something like that for fun. And in burning form Godzilla easily washes gidorah so it should be a pretty significant power boost which mythic and the other template I am slapping on him will be.
Anyways, tldr, can I just leave this mythic kaiju’s CR at 30? It shouldn’t matter in game since they probably will not fight it and definitely will not kill it but just curious

Ju-Mo. wrote: Maniacwyrm wrote:
Also i the only reason i am still arguing is because neither you nor Bolafon have provided sufficient evidence that i am wrong. You and him argued the same point. Only one bloodline cause the text said one bloodline at the top of the paragraph. You have failed to refute me effectively when i bring up that the bottom of the paragraph says that if the character already has a bloodline it advances that bloodline instead of choosing one bloodline.
To be honest:
I dont really care.
I have a really simple approach, I look at the rules if there is a strict RAW. If there is than I post it, what people than do with this information is their thing not mine.
If there isnt (like now) than I give my interpretation (in this case ONE means ONE and not TWO), and than I stop arguing.
Maybe I will explain something that isnt unterstood correctly, but if you just wanna argue with "A ...no B.. no A ... no B" I´m out.
Its wasted time.
You have no rule that supports your opinion (TWO is ONE because I get TWO for ONE) and I too have no RAW ruling for the way I will handle it (ONE is ONE and not TWO).
Its just two opinions both are not supported by rules directly.
On another recent forum post I read, that if in doubt always chose the less powerful/less loopholey interpretation of the rules and that the desginer team follows that guidline.
You can take that advice, you can ignore it (I know exactly what of the two you will chose, its not hard to guess).
Fair enough, at least here you are admitting that there is no strict RAW backing up your claim that you can only take one bloodline because the text literally contradicts you in the last sentence. I could continue arguing but unless you keep pushing, i am fine with stopping.
I would like to note that if you search online for say what are some useful arcanist dips, arcanist build recommendation or even what to do with exploits for a exploiter pact wizard, one of the most common suggestions is to dip a level in crossblooded sorcerer and as bloodline development advances both bloodlines. It is a common and well accepted thing you can do, with most of the disputes coming from whether the bloodline advancing this way will give you the bloodline feats or just the bloodline powers and arcana or if you take one bloodline only can you swap the capstone with the alternate capstone ability. This was in fact not the thing that i was worried about regarding RAW legality in this build. I was more about the vanara thing mixing with bloodline development and school understanding. But since thats legal, i would say the case here is mostly closed.
I am more than prepared to side with the internets general ruling which is that you can use bloodline development with the crossblooded bloodline since no replies here really dissuaded me of it.
Melkiador wrote: I meant that you implied you weren’t dipping wizard and sorcerer until level 19 and 20. Before then, those exploits will be quite a bit more limited.
Or maybe this character is for a one shot that already starts at level 20
Oops sorry about that, i was just listing the full build at level 20, the actual plan from level one would be wizard, crossblooded sorcerer then arcanist with extra exploit. We are starting at a lvl 13(dm said cause its a liberate a conquered country campaign we will start fairly high leveled) and progressing to 20.
Melkiador wrote: You do have to take the exploits before you can modify them with the vanara FCB. Which isn’t the worst thing ever but it means you have to take those exploits at the start of your career when you don’t plan on getting the “full” benefit until level 19 and 20. Yeah i will take them at level 3 with extra exploit on my first level of arcanist. "Full"is a bit subjective here but every four levels i gain 1 effective level in each of the two class so by level 7, i should be a level 7 wizard for arcane school and a level 7 sorcerer for bloodline powers. Then slowly my effective levels will outpace my arcanist levels cause of the FCB

Ju-Mo. wrote: @Meniacwyrm
You will most likely never get an official answear.
If you ask a question in the forum and a few people are telling you someting doesnt work like you think it schould work and it starts to get into a "A.. no B .. no A... No B" kinda argument there is not a lot to win.
It kinda sounds like you just want people to agree with you so that you can tell your GM or your players: "Look how OP my PC/NPC is and its totally legal, because the thing you will maybe criticize is apporved by the forum."
You could also argue,
1.) that because the arcana says "one bloodline" and the crossblooded sorccerer has 2 bloodlines, that it just doesnt work at all.
2.) that it works for both.
3.) that it works only for the one he has to select.
You can argue for all of that.
The most people here are ageeing, that 3.) is the way it works/should work/is intented to work.
And because there is no official ruling and never will be an neither sidde will be able to (most likely) convince the other side, you have two choices:
1.) You accept that it souldnt work
2.) Ask your GM or tell your players, if/that it works in your home campaign.
Pretty sure if we are judging based on number people its 3 against 2 in my favour. Melkiador and deathless agree with me, deathless seems to have played before and melkiador just thinks its a legal but not that impressive build. Bolafon and you are the only one who seem to think its options 3. You can read the thread again you would find i am right.
Also i the only reason i am still arguing is because neither you nor Bolafon have provided sufficient evidence that i am wrong. You and him argued the same point. Only one bloodline cause the text said one bloodline at the top of the paragraph. You have failed to refute me effectively when i bring up that the bottom of the paragraph says that if the character already has a bloodline it advances that bloodline instead of choosing one bloodline.
If you can disprove that the both part of the paragraph where it says to instead advance the bloodline you already have would mean i cant advance the bloodline i get from crossblooded sorcerer it be great. Then i would accept it but you two just keep pointing to another part of the paragraph that is a ruling for arcanists without a bloodline already.

Belafon wrote: Maniacwyrm wrote: My mistake i phrased my comment slightly wrongly. When i take the arcanist exploit, i already have a level in crossblooded sorcerer. And since i have a level in sorcerer, i have a bloodline. A bloodline granted by being a crossblooded sorcerer.
So, when i take the arcanist exploit bloodline developement, it says if i already have a bloodline, for the purposes of determining the powers and abilities of that bloodline, stack my sorcerer and arcanist levels. I already do have a bloodline, the one from crossblooded sorcerer so i will advance that one.
You are still phrasing it wrong. You don't have "a bloodline." You have two bloodlines.
** spoiler omitted **... Yeah bloodline development does say that but it operates under different rules if you already have a bloodline or sorcerer levels.
The arcanist gains that bloodline’s 1st-level bloodline power as though she were a 1st-level sorcerer. The arcanist must select an ordinary bloodline with this ability, not one altered by an archetype. As a swift action, the arcanist can expend 1 point from her arcane reservoir to bolster her latent nature, allowing her to treat her arcanist level as her sorcerer level for the purpose of using this ability, which lasts for a number of rounds equal to her Charisma modifier (minimum 1). She does not gain any other abilities when using this exploit in this way, such as bloodline arcana or those bloodline powers gained at 3rd level or higher. If this ability is used to gain an arcane bond and a bonded item is selected, the arcanist can only use that item to cast spells of a level equal to the level of spell that could be cast by her equivalent sorcerer level (limiting her to 1st level spells unless she spends a point from her arcane reservoir). If the arcanist already has a bloodline (or gains one later), taking this exploit instead allows her arcanist levels to stack with the levels of the class that granted her access to the bloodline when determining the powers and abilities of her bloodline.
Do you understand what the word instead means? It mean as an alternative or substitute. Since i have a crossblooded sorcerer level that gives me a bloodline, the bloodline development exploit operates under different rules. It advances the bloodline i already have instead of letting me choose one.

Belafon wrote: Maniacwyrm wrote: Now i am taking the wizard and crossblooded sorcerer before i am taking arcanist so, i would already have this crossblooded bloodline. So this would be the leveling up the crossblooded bloodline not just one of the two that makes up my crossblooded bloodline. This is the second thread in a week with a fundamental misunderstanding of what Crossblooded is. I wonder if there’s a bad information source on discord or Reddit that has been filtering around.
Crossblooded is not a bloodline. It is an archetype. An archetype that lets you have two different bloodlines.
Crossblooded archetype wrote: A crossblooded sorcerer selects two different bloodlines. Quote: A crossblooded sorcerer may select her bonus spells from either of her bloodlines. Quote: A crossblooded sorcerer combines the bonus feat lists from both of her bloodlines Quote: A crossblooded sorcerer gains the bloodline arcana of both her bloodlines. Etc. My mistake i phrased my comment slightly wrongly. When i take the arcanist exploit, i already have a level in crossblooded sorcerer. And since i have a level in sorcerer, i have a bloodline. A bloodline granted by being a crossblooded sorcerer.
So, when i take the arcanist exploit bloodline developement, it says if i already have a bloodline, for the purposes of determining the powers and abilities of that bloodline, stack my sorcerer and arcanist levels. I already do have a bloodline, the one from crossblooded sorcerer so i will advance that one.
Azothath wrote: Azothath wrote: ... it is all very round about based on your bloodline... take a level of Oracle and don't worry about it... starting with the assumption of a base class alternate capstone for an archetype just leads to faulty logic.
Maniacwyrm wrote: Just happened to click on this but why take a level in oracle?
the light text indicates it is a comment.
think about it & the topic. The implications will become clear in a min or two...
** spoiler omitted ** I have though about this but still confused what you are suggesting? Dip 2 levels in oracle? Go 20 levels in oracle? I havent played one before so i am not sure what interaction you are pointing out here
Quote:
The Arcanist exploit says "chose 1 bloodline".
So for the exploit you chose one bloodline, lets say you chose the undead bloodline.
If you than take a level or levels in sorcerer you stack your levels for the purpose of his bloodline and only this bloodline.
So for both bloodlines...
Except it doesnt say that. It says:If the arcanist already has a bloodline,taking this exploit instead allows her arcanist levels to stack with the levels of the class that granted her access to the bloodline when determining the powers and abilities of her bloodline.
Now i am taking the wizard and crossblooded sorcerer before i am taking arcanist so, i would already have this crossblooded bloodline. So this would be the leveling up the crossblooded bloodline not just one of the two that makes up my crossblooded bloodline.

Belafon wrote: Almost works
The Bloodline Development exploit specifically lets you select one bloodline. It doesn't matter if you already have two, the exploit only works for one of them.
You would have to take Extra Arcanist Exploit as your 3rd-level feat (selecting bloodline development and School Understanding) if you want both to be at level 23. Without that - if you took Bloodline Development as your regular 1st-level arcanist exploit you couldn't use your FCB on School Understanding until 3rd. Because you can't increase something you don't have. Doesn't really matter at 20th level, but does change when you get the 20th-level power.
You definitely don't get the alternate capstone. Having an arcane school doesn't automatically make you a wizard. Having a bloodline doesn't automatically make you a sorcerer. Having a domain doesn't automatically make you a cleric (just ask an inquisitor). And even if it did (it doesn't), the capstones are based on class level, not the level of an individual ability.
** spoiler omitted **
Crossblooded is a sorcerer archetype that modifies your bloodline to let you choose from 2 bloodlines and mix and match their powers tho. It is still one bloodline for the purposes of the development i think. And you off set the restriction from the bloodline development ability by taking that extra level in sorcerer.
Lets say we rule it your way and i take crossblooded anyway. How can i develope one of the bloodlines without leveling the other? Am i now a 23rd level fey/1st level serptine crossblooded sorcerer? Thats not how crossblooded is ruled as its one bloodline modified to let you choose its powers from 2 normal bloodlines

Melkiador wrote: It's probably legal, but also it's not that great. Those little class abilities will pale in comparison to your 9th level spells. And at level 20, your character is basically retired anyway.
You could take the wizard and sorcerer dips earlier in your career, but then your spellcasting progression is painfully slowed.
Along similar lines, consider being a dragon disciple using spell specialist arcanist as your spontaneous spellcaster prerequisite. You can possibly bootstrap yourself into the draconic bloodline.
Dont really appreciate your condescension mister but i will humor you. I would lose 2 9th level spells but in exchange i gain 2 bloodline arcanas, my pick of 1st, 3rd, 9th, 15th and 20th bloodline powers from any 2 bloodlines and the full wizard school. Arcanas can be useful at any level and would you really call a wizards arcane school little class abilities.
If i say wanted to be an enchantment specialist, i would take undead and impossbile bloodlines, and the level 20 controller school makes it so even if the target makes the save i can control them for atleast one round while also letting me target humanoid undead and constructs with enchantment spells. Also my bloodline powers and school powers are far stronger than even maxed level single classed wizards or sorcerers.
And i only spent 2 exploits, i still have 8 left at least and all my feats are still free. So i would hardly call it this that weak.

So its a very simple concept i saw on an old reddit post. Start as a monkey boy/girl(vanara) and take 18 levels in arcanist. Because vanara's FCB lets you add 1/4 to the arcanist’s effective class level when determining the effects of any two arcanist exploits that the arcanist has.
Then take a level in wizard and crossblooded sorcerer each, making you a arcanist 18/wizard 1/sorcerer 1.
Take bloodline development as an exploit, use your FCB on it to make you effectively a lvl 23(18+1+4) sorcerer for your 2 bloodlines. Giving you 2 bloodline arcanas and your pick of bloodline powers. I am not sure if you gain bloodline feats tho so that needs to be clarified.
Now take school understanding as an exploit use your FCB on it to make you again effectively a lvl 23 wizard for your arcane school. So you gain the 2 powers for your spell school. And maybe an alternate capstone? Idk some people on reddit said you could since 20th level wizard get it and you count as one. Thoughts?
This is all possible because both bloodline development and school understanding end with the line:If the arcanist already has a bloodline/arcane school (or gains one later), taking this exploit instead allows her arcanist levels to stack with the levels of the class that granted her access to the bloodline/ arcane school when determining the powers and abilities of her bloodline/arcane school.
So is this legal?
it is all very round about based on your bloodline... take a level of Oracle and don't worry about it... starting with the assumption of a base class alternate capstone for an archetype just leads to faulty logic.
Just happened to click on this but why take a level in oracle?
Since after you draw a card it reappears back into the deck after a few seconds could you draw the star card multiple times to beat the soft cap of 24 for abilities score? Because if so the risk might be worth it
On d20 and aon explanation of each card, the type of bonus is unspecified but on d20's table that tells the dm what playing card corresponds to what deck of many things card, the short description in the table says inherent bonus.
Mainly asking because a +2 untyped(and stackable) bonus from the deck is a big deal while a +2 inherent bonus is nothing for high level characters
Azothath wrote: it is mythic supposition and not really in need of Rules explanation. Really? I guess i can put it in advice later
By temporarily incapacitate what do you mean? Like knock unconscious? Isnt that far easier said then done? Since you cant use sleep spells and i don't think you can do non-lethal damage with spells without merciful spells right? So most damaging spell might just kill the other guy then he comes back later right?

Was looking through older forum threads and found a bunch of optimisation threads of how op wizards can be with tricks like the dazing explosive rune nuke and how you can maybe kill Cthulhu with it(tho i disagree mainly because i would assume any trick a caster plays with his CL 30 and mythic wish he could probably duplicate it and be better at it).
But i realised something pretty important, such tricks can't actually kill a mythic tier 10 character or monsters like baba yaga. Because of tier 10 immortality can only be bypassed by a crit with a major artifact. And baba yaga's can literally never die since she has hidden her death and theres no raw way to find it. So how would two mythic spellcasters actually kill each other or deal with each other? Because using nuking spells will not result in actual death since they just come back in 24h. Could you even crit a spellcaster with a artifact as another spellcaster? Wouldnt your to hit be far too low? And wouldnt you have other spell up to prevent this very thing?
It does invoke a funny image of 2 mythic spellcasters who have mastered the ways of magic having to resort to a sword fight with artifacts to actually kill each other. Sort of like the movies where the final battle between the main villain and the heros always ends up being fisticuffs
Mainly want the extra 3 hexes from gnomes fcb but gnomes dont get a +2 to int so they kind of arent that good witches. Would spending a feat on racial heritage make me count as a gnome for its fcb?
If the players say struck a deal with her to help her ascend into the redeemer queen and part of that bargain was her giving them the ascension ability what would happen after she ascends?
Personally i think she would either just allow them to keep it as a profane bonus since she is a CN deity but how would someones else rule it?

I am mainly because half elves can choose human or elf arcanist FCB which is pretty good.
At 9th level, the brown-fur transmuter can target others with her transmutation spells. A brown-fur transmuter can expend 1 point from her arcane reservoir to change any transmutation spell with a range of personal to a range of touch. Such a spell automatically fails on unwilling creatures.
I can share such spell. Its what brown fur transmuter is known for
It may sound weird but honestly everything i brought up was things that my build had originally. I havent changed it in the slightest. I originally took dual path archmage and hierophant because obvious enduring blessing is what a brown fur transmuter buffer would be aiming for. I took it twice because all my spells are buffs which could benefit from this.
Also what do you mean i am spending a lot of resources? Do you mean arcane reservoir points? Cause as explained earlier i have 15 Mp of which 1 can refill my entire spell per day which i can farm for arcane reservoir points. I have paragons surge, all the animal +4 spells, form of the dragon, form of the fey, monstrous physique etc spell equipped at all times. I am also fairly certain this is basically one of best buffer builds because of BFT and Idealise anyway. Also pretty sure every guide i read so far said paragons surge is a must have because of the feat
Anyway does it work or not? If it doesnt i can stick with my original plan of heroism or angelic aspect or form of the fey. This is merely the most direct way i can boost my spellcasters by targetting their primary stat int
That was for foxs cunning now i changed spells to paragons surge:
For the duration of the spell, you receive a +2 enhancement bonus to Dexterity and Intelligence and are treated as if you possessed any one feat for which you meet the prerequisites, chosen when you cast this spell. The first time each day that you cast this spell, you must select a feat and make all the associated choices that come with it. Once that choice is made, it is set for the day and additional castings must make the exact same decisions.
Doesnt say anything about not granting skill ranks or spells, tho its a +10 bonus instead of a +12
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