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Melkiador's page

Organized Play Member. 9,758 posts (9,760 including aliases). No reviews. 1 list. 1 wishlist. 4 Organized Play characters. 1 alias.


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My problem with dex to damage is that strength is removed entirely.
Besides magic, there's really no excuse for strength not being a factor in how much damage you do.


Mythic paragon is good for lots of other options too though. For instance, enduring armor gets +2 ac from it.


Shape shifting mastery really is powerful for this. As an arcanist you can use Potent Magic to increase the caster level by 2. And you can take the mythic feat mythic paragon to count as 2 tiers higher for effects like this.


Monks can’t wear armor but their wisdom to armor puts them on par with light or medium armor users. And they can still benefit from mage armors to stay pretty competitive as far as armor goes.

I think the real draw to dexterity is that they don’t have a maximum dexterity bonus to armor like an actual armor user has.


Yonman wrote:

It's a Construct, so by definition under constructs:

Constructs can also be healed through spells such as make whole. A construct with the fast healing special quality still benefits from that quality

Yes, I believe the original poster knows that. His issue was that the alchemist doesn't have make whole and the homunculus doesn't have fast healing.

As I said above, the class comes with a workaround in that the homunculus can benefit from extracts that benefit humanoids, unlike a regular construct. So cure light wounds does the job. And the homunculus can also benefit from other extracts like enlarge person.


If something is expensive to do and then many people proceed to do that thing anyway, then it's probably not too weak.


Quote:
Sympathetic Alchemy (Su): The bond between a promethean alchemist and his homunculus is so close that the alchemist’s extracts function for the homunculus as if it were the alchemist, allowing the homunculus companion to benefit from extracts without the alchemist needing the infusion discovery. The homunculus is treated as a humanoid or a construct-whichever is more beneficial-for the purposes of what extracts can affect it. Additionally, the homunculus can prepare its master’s extracts from his formula book for him each day, as long as it’s within the range of its telepathic link.

This is a very different kind of character than the base alchemist. The homunculus makes for an amazing scout/guard. It has great senses and never needs to sleep. Being a construct, its starting hit points are pretty good, but that's balanced by it dying at 0, so it's not an amazing front liner. If you do want to bring it into melee anyway, it gets an extra +10 hit points from an enlarge person infusion.

You'll also have trouble finding good discoveries to pick at some levels, because you don't have bombs or mutagens.

And check with your GM if you can use Construct Modifications and how they work with the homunculus. Those rules were meant for regular constructs and don't completely match with the homunculus rules, but it opens up a lot of options.


Arcanist gets the best of both worlds sometimes, but also the worst of both worlds sometimes. For instance they don’t have a great pearls of power option. And other random feats and abilities just don’t do anything for them.


Gunslinger and Inquisitor seem like a good pairing to me. There is a minor concern on being swift action starved. The inquisitor has both judgement and bane using swift actions. And a gunslinger likely has rapid reload which can also takes a swift action.


Derklord wrote:
Melkiador wrote:
I already pointed out that you could try to argue the "a", but that's really pretty flimsy.
"a tail slap attack" is singular, there's nothing flimy or language bending about that. What's flimsy is seeing "You can make a tail slap attack with your tail." and trying to argue that for multiple tails this means multiple tail slaps. That's simply not how the rules work.

No, you can make a tail attack with a tail. And then you can make a tail attack with a tail. And so on. It never specifies how many times it can be used in a turn, round, minute, hour or day. Using your kind of meaning, the character could make one tail attack once in their career and then never be able to use it again.

Quote:


Melkiador wrote:
I'm more curious if this uses anything other than the natural attack rules.

Oh, wait, I didn't actually talk about that part...

The text about "augment his natural attack" appears to be flavor text/explanatory text, and the actual rule text says "Tail attachments are light weapons".*

Natural attacks are also light weapons though, so that's not really meaningful.

It's more troubling that you dismiss the text that refutes you as being nothing more than flavor text. It sounds very dishonest. Why should your selected text carry any more weight than other parts of text?


Mysterious Stranger wrote:
I just noticed the build is using the fighter bonus feats to pick up magical tail. You can only use fighter bonus feats for combat feats, so the build is going to need to be adjusted.

The Nine Tailed Scion trait covers that limitation.


I already pointed out that you could try to argue the "a", but that's really pretty flimsy. Still I wouldn't be surprised if a GM tried something passive like that rather than just saying no because it's too cheesy.

I'm more curious if this uses anything other than the natural attack rules.

Quote:
A kobold with the Tail Terror feat (see below) can slip this device over the tip of his tail to augment his natural attack. Each tail attachment provides just enough weight, balance, and striking power to increase the damage of his tail slap.

It seems to still be a "natural attack", just augmented.


The human guise feat is letting the kitsune count as human for feats. It's a weird combo and surely not intended. But it mostly "works".

I don't think there is an actual argument for the lack of proficiency. The proficiency is "special" and being adopted seems to meet that criteria.

Like I said earlier, the GM can easily read rules from a skewed viewpoint to keep this from working. We can make all kinds of "what abouts", but allowing most of this to work would be a reasonable reading.


1) I'm not sure about a "good" rules reason, but a GM can always bend the language hard enough to make something not work if they want. "You can make a tail slap attack with your tail.", so they could just say that "a" specifies only one.

2) Covered fairly well by happykj and TXSam88. Having so many weapons does make you weaker to DR, since you can't afford to keep the bonuses high enough overcome different types. But really, DR to slashing and piercing is fairly rare outside of the low levels.

3)I would also think they would. The polymorph rules are very human-centric and don't well account for being a non-human transforming into something else.


Quote:
Soft Cover: Creatures, even your enemies, can provide you with cover against ranged attacks, giving you a +4 bonus to AC. However, such soft cover provides no bonus on Reflex saves, nor does soft cover allow you to make a Stealth check.

But these aren't reflex saves, they are still attack rolls. So, cover should apply.


Extreme uses of RAW leads to dumb stuff like this. Frankly, I wouldn't want to play like that for anything more than a goofy one-shot campaign.


Ringen seems to be a sword and grapple style. Is that what you are wanting?


With so little info, I’d be pessimistic about finding safe food and water inside the manor. I’d look of course, but I’d expect to find a person inside the manor before being able to find food and drink.


My first thought is to look for anything written down and check what I am carrying on me. I have a serious shortage of information. From that point I would work my way out from where I woke up. Even though outside seems dangerous I would need to find out if I’m locked inside or if it’s locked outside.


It’s not unusual for you to need a successful perception check or heal check to notice a creature is fast healing. I think even APs sometimes throw in rulings like that. Even though I don’t think the rule is codified


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Mindless doesn’t protect against unconscious. Or else giant spiders would also be immune. Yet your real world knowledge would tell you that spiders are unconscious sometimes.


It’s not the bad kind of necro. Although it’s not helpful either since we all know this book isn’t getting any errata.


So that version just made them full undead. Which can be fine. The stat choices are a bit odd though, since Forsaken are known more for their casters and rogues.

I'd say this is closer to being based on Warcraft 3 than on World of Warcraft. The Forsaken in WoW are just as susceptible to "mind-affecting effects" and "poison, sleep effects, paralysis, stunning, disease and death effects" and "critical hits, nonlethal damage, ability drain or energy drain." as any other race.

Looking at the base race stats in classic wow, the forsaken are actually lower than human on strength, agility and intellect, and higher on stamina and spirit. Going for the highest deviations, I'd probably make that a +2 to wisdom and a -2 to dexterity or intelligence.


I imagine there have been multiple versions as far back as 3rd edition D&D. Making a race isn’t “that” hard but you do have to make a hard decision with your forsaken race.

How undead are they?

In WoW, they seem more like humanoids with some undead traits. They can even be healed by positive energy. They can still eat, drink, breathe and sleep. But all that may be more a result of the kind of game they are in, than their intended lore. So, how undead do you want them to be?


Quote:
Choose Perform (act), Perform (comedy), Perform (oratory), or Perform (sing); you gain a +1 trait bonus on checks with the chosen skill and gain it as a class skill.

The bonuses and class skill only apply to the chosen type of performance


Do you have a specific case? I feel like I'm misreading what you wrote.


You can take the magic trick feat for unseen servant. Then you just have to meet the prerequisites

Quote:
Unseen Assistant (Craft [any], Perform [any], or Profession [any] 3 ranks): You infuse your servant with the spirit of creativity. It can assist you as if successfully using the aid another action with a single Craft, Profession, or Perform skill in which you have 3 or more ranks. Alternatively, it can use any of these skills itself, using half of your total bonus for that skill.

There are other options with their own prerequisites, but I didn't list those to be brief.

That's kind of a costly investment for "flavor", but it is what you seem to want, and it's available as soon as level 3.


It has a +2 to sense motive. You just need to speak aklo and bluff it into leaving.


There is an archetype for having a golem arm: Jistkan Artificer

I don't think there are numerical penalties for not having a hand. You just can't use most weapons using that hand.


To further clarify, the item being held for tk kinetic blade doesn't really matter. You could hold a dagger and have it deal bludgeoning damage, because the damage of the weapon is irrelevant.

There is a gray area if you throw it weakly though.

Quote:
Alternatively, you can loosen the strands of aether in order to deal damage to both the object and the target as though you had thrown the object yourself (instead of dealing your normal blast damage). You substitute your Constitution modifier for your Strength modifier if throwing the object would have added your Strength modifier on the damage roll, and you don’t take the –4 penalty on the attack roll for throwing an object that wasn’t designed to be thrown. In this case, the object’s special effects apply (including effects from its materials), and if the object is a weapon, you must be proficient with it and able to wield it with one hand; otherwise, the item deals damage as a one-handed improvised weapon for a creature of your size.

I'm pretty sure this isn't what you are actually wanting to do, but I wanted to put it here for completeness.


I won't try to push the kineticist anymore, but I feel like my suggestion was probably sufficient for changing it, which was to just drop the nonlethal damage portion of burn but also lower the BAB and Hit Dice to wizard levels.

Forgetting about kineticist, I guess you have to decide how "spammable" you want spells to be. Spells are limited per day by slots and spells known. Do you want all casters to know all spells? Should some or all spells be limited in how many times they can be used per day? Are you concerned about infinite healing when out of combat?


I still think you could use the kineticist as a base. You just need to make some tweaks. Remove the nonlethal damage from burn. You would still be capped on burn per day. Lower the BAB and hit die to wizard level.


You should look at kineticists for inspiration. This is fairly close to what they are.


OmniMage wrote:
Dragon78 wrote:
It would be cool if every character(regardless of race) got 1 free weapon prof. at level one.
I like that one. Maybe I'd use it to give my wizard elf prof with the elven curve blade. ;p

It's a fun idea, but it sounds like almost no one would ever use anything other than an exotic weapon. So, it shouldn't be a default rule, but it really would be a fun variant rule.


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“Slots” only apply to magic items. You could easily wear 20 rings with 2 on each finger. But you’d only get the benefit of two magic rings.

If wearing 2 armors, you only get the magical benefits of one.


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Quote:
The ready action lets you prepare to take an action later, after your turn is over but before your next one has begun.

The readied action occurs outside of your turn. This is the same as performing an immediate action out of your turn. It’s not a “mini-turn”, it’s just not a turn at all.

I do admit this is wonky with this spell interaction and house ruling either way seems reasonable. But you technically can’t end a turn, if you weren’t in one to begin with

You don’t even have to end the turn with the ready action action. You could ready an action, then perform a move and swift. And then your turn would end. Technically, you could even trigger your readied action while still within the turn your readied it.

Quote:
If the triggered action is part of another character's activities, you interrupt the other character

In other words, it is expected that you could trigger while within your own turn.


Happykj has it right. But a bit of warning. As you level, the current level it imitates becomes more expensive. By mid levels you can only use it once before you need to consume a spell for more points. I often start my adventuring day by consuming one of my higher level spells so I can easily get off two in a combat if needed


Paltor wrote:
Belrithalus wrote:


I am a healer in the party and we had an encounter where most of the party took a lot of ability damage. If I use a heal check to provide long term care to the party do I have to be not adventuring?

If we are adventuring and I provide long term care to the party while we camp will I be fatigued, we couldn't find any thing about it.

are there existing rules we may have missed?

10 years later with rule book in my hand and I needed this.

I guess this is the right way to necro a post


Not what you are going for here, but this did remind me of the rare cantrips. https://paizo.com/community/blog/v5748dyo5lc7e?Ultimate-Cantrips


I would say it's not intended, but also not forbidden and really not overpowered at all. If this is the worst thing your players do with mythic rules, then you'll have a pretty smooth mythic campaign.


By 15th level, the wizard should be rather hard to keep from his spellbook, if he was trying at all. I personally keep a second blessed book with a bookplate of recall buried in a secret location just in case I lose my spellbook. My primary spellbook is kept in a glove of storing for quick access.

My "issue" with this whole idea is the problem of scaling. Casters start off relatively weak to martials until around level 8, where they catch up and then quickly leave them behind. If you want to buff casters, it needs to be on the front end, and if you want to buff martials it needs to be on the back end. Giving casters scaling cantrips and martials free starting feats just makes the problem worse.


It won't break much to have them scale, but it shouldn't fix much either. By around level 8 you'll have enough spells to make it through a normal adventuring day. So, unless you are doing something else to slow spell acquisition, I don't think it's worth the trouble.


Yes, but the limitation is in the outsiders themselves. And that text doesn’t say it works on outsiders.


Are we sure Breath of Life can do that, because that's news to me.


What's confusing here is that the wysp in question isn't actually a wysp. It behaves in all ways as a wysp, but isn't actually a wysp. And when it dies, it ceases to be a wysp and thus loses those wysp abilities.


Quote:
When an outsider is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don't work on an outsider. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection to restore it to life.
Quote:
If the wysp uses this ability, its death can’t be prevented, and its life can’t be restored by any effect less than true resurrection, miracle, or wish, even if such an effect can normally revive an outsider.

What other kind of effect is this referring to? I'm having trouble finding other effects that can normally revive an outsider


It’s not just the mechanics. It’s about how versatile that concept is itself. Can you take that concept and then spin a wide variety of characters out of it. There are so many ways to be a ninja or a samurai but far fewer ways to be a Stonelord.

My choices would be archaeologist bard and synthesist summoner. The synthesist in particular could have been a cool monstrous martial with fewer spells like a bloodrager


If you are worried about saves, the fighter has advanced weapon trainings for reflex and will. I personally don't worry as much about reflex, especially with the other gestalt abilities you'll have to prevent or recover from reflex failures.


Northern Spotted Owl wrote:
Alternately, a Slayer/White-haired Witch gives you full BAB, good saves, all the ranger & thief abilities, studied target, full spell casting, 15-30' reach (since you start at 8th level), swift action constrict, free action grapple, swift action trip, and strangulation. And you are not grappled when your hair is grappling an opponent. In fact, this is nuts. You would need the feats: Arcane Armor Training & Arcane Armor Mastery.

Have you tried playing that? It sounds cool at first, but thinking about it, it seems like all the various checks would just get annoying to run every round.


*Paladin/Summoner(synthesist). That gives you a lot of variety. Go full angel-mode.

*Paladin/Oracle. Very hard to kill and you get a full spell list.

Fighter/Magus. Very hard to kill and able to dish out big damage. With all of the extra feats you could easily use a whip. So, you could threaten at 10 feet and strike at 15. Your spell damage should be plenty of damage, but you could use advanced weapon training to grab focused weapon and get the warpriest damage table for the whip.

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