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A side question related to the Metallic Wings Feat Line

Angelic Flesh, what is the best flesh option?

I was thinking Silver or Steel, to give your attacks a metal type to help overcome DR but, I would really like to hear some more thoughts on it


So does the Feral Mutagen and Eagle Tattoo stack?


There is no Orc Bloodline for the Bloodrager, so I am a bit confused as to what you are talking about

Ryan Lancaster 697 wrote:

ONE last thing that doesn't make sense: Blood Havoc: "This benefit applies only to damaging spells that belong to schools you have selected with Spell Focus or that are bloodline spells for your bloodline."

But the build doesn't say anything about Spell Focus so technically wouldn't I need this?

No it doesn't so if you want to expand your damage pool, then you are going to have to pick up the Spell Focus feat, otherwise you are stuck with the limited damage spells from whatever bloodline you have selected


I recently put this Aasimar Ratfolk build together


The Ectoplasm Master Alchemist Archetype

Extoplasm Extracts

D20 wrote:

Instead of using alchemical reagents in order to create alchemical items (including his bombs, extracts, and mutagens), an ectoplasm master uses reagents such as corpse dust, crystallized ectoplasm, and similar reagents as alchemical catalysts. Just as with standard alchemists, the costs of these materials are insignificant and are comparable to the costs of the valueless material components of most spells.

As a result of his eccentric techniques and use of odd alchemical components, an ectoplasm master has an expanded formula list. He adds all sorcerer/wizard spells of 6th level or lower from the necromancy school to his alchemist formula list (but must still learn each of these spells normally). If a spell appears on both the alchemist formula list and the sorcerer/wizard spell list, the ectoplasm master uses the lower of the two spell levels listed for the spell.

This ability alters extracts and replaces Brew Potion.

So my question is, is that a good trade?

How much does the Alchemist rely on Brewing potions? What Necromancy spells are suddenly seriously worth considering?


Is the Master Chymist Advanced Mutagen: Nimble bonus to Natural Armor an Alchemical Bonus to Natural Armor or just a Natural Armor Bonus? AKA does it stack with e.g Greater Mutagen

D20 wrote:
Nimble (Ex): The master chymist’s lithe physical frame gives her an alchemical bonus on all Dexterity checks, Dexterity skill checks, and CMD, and a natural armor bonus to her Armor Class. The bonus is equal to half the master chymist’s class level.


blahpers wrote:
What I'm curious about is, where are you getting the tail?
D20 wrote:

Sidebar: Non-Human Aasimar

Not all aasimar are descended from humans. Aasimars can be born of any intelligent race, though human aasimars are the most common. Aasimars of other races usually exemplify the ideals of beauty and skill as seen by their base race. For example, halfling aasimars are small, beautifully proportioned, and display exceptional grace. Half-orc aasimars are slightly larger and stronger than ordinary orcs, with tough skin and metallic claws and tusks—they are likely to be neutral rather than evil, but still display aggression and incredible combat prowess. Less common humanoids, such as lizardfolk, catfolk, tengus, and others, can also produce aasimars, though given these races’ exotic appearance, members of the more common races may have trouble telling such aasimars apart from their kin.

It should be noted that while any creature that breeds with a celestial may give birth to half-celestial offspring, only humanoids can give birth to aasimars. Thus, while it’s possible to encounter a half-celestial dragon, unicorn, or griffon, any children of such creatures would be either half-celestials or normal members of their race. (And just as often, these less conventional half-celestials are sterile.) When discussing half-celestials and aasimars, it’s important to distinguish them from both true celestials (angels, azatas, agathions, etc.) and simple celestial creatures (creatures with the celestial template, which are themselves denizens of the good-aligned Outer Planes but similar in many ways to their Material Plane counterparts). Most aasimars also have a difficult time getting people to grasp distinctions between celestial types, with common folk erroneously grouping all such beings together as “angels.”

Non-human aasimars have the same statistics as human aasimars with the exception of size. Thus a halfling aasimar is Small but otherwise possesses the same statistics and abilities as a human aasimar—the difference is purely cosmetic. Non-human aasimars do not possess any of the racial abilities of their base race. However, they are usually raised in the same cultural context as other members of their base race, and thus generally adopt the same fighting style as their peers, use the same types of weapons and armor, and study the same skills.

Then take Racial Heritage (Ratfolk)


Does the Master Chymist Advanced Mutagen:

D20 wrote:
Growth Mutagen (Su): When the chymist assumes her mutagenic form, she increases one size category, as if under the effects of an enlarge person spell. The character must have an effective alchemist level (alchemist level plus chymist level) of at least 16 and must know the enlarge person, giant form I, or polymorph extract to select this ability.

Work on a creature that already has Enlarge made permanent?

It is the words 'as if' that has thrown me off


I am asking this out of curiosity rather than building one myself

In the last couple of weeks, across a few 1E forums, I have seen and read a lot of talk on the Vivisectionist-Beastmorph Natural Attacker Alchemist

One such build that keeps popping up is the Aasimar Kobold

I understand how that works:

Small Aasimar - Scion of Humanity - Racial Heritage (Kobold)

The intention is to get Wing attacks, and a Tail attack (Tail Terror)

I guess my question is why is this better than Racial Heritage Ratfolk because that way you can take a Tailblade without expending a feat


avr wrote:
A kobold dragon disciple with your plan doesn't get better than a dex-based kobold dragon disciple until about character level 16 at best IMO.

I can get 20 Strength by Level 8 if I really wanted too

Dragonborn3 wrote:
Higher bonus to attack rolls with Weapon Finesse, then get a two-handed finesse weapon and shore up damage with Power Attack. With less BaB than a a Full Martial class, Furious Focus will help out a lot, though spells and Bane will help out too.

And to both of you

What do you think about

D20 wrote:
Maneuver Mastery (Ex): Select one type of combat maneuver. When performing the selected maneuver, you treat your oracle level as your base attack bonus when determining your CMB. At 7th level, you gain the Improved feat (such as Improved Trip) that grants you a bonus when performing that maneuver. At 11th level, you gain the Greater feat (such as Greater Trip) that grants you a bonus when performing that maneuver. You do not need to meet the prerequisites to receive these feats.


I am aware of the inefficiency of the point buy system but there is no point in being a Dragon Disciple with a Dex build.


I want to plan a Kobold Scaled Disciple Build from Level 1 to 20

Scaled Disciple

D20 wrote:
You gain a +1 bonus to your caster level when casting spells included in the dragon domain* or subdomains. Your spontaneous divine spellcasting qualifies in place of arcane casting for the dragon disciple prestige class, and you may increase spellcasting in your spontaneous divine class as you progress in dragon disciple levels. Add the bonus spells gained from the blood of dragons ability to those you can cast as divine spells.

I planning on going Inquisitor

Precisely:

Ravener Hunter - Sanctified Slayer 12 / Dragon Disciple 8

This way I get Greater Bane, as well as maintain BAB, and Saves

With 25 Point Buy My stats will be (With -4 STR +2 DEX -2 CON):

14 STR
10 DEX
12 CON
8 INT
15 WIS
10 CHA

I am trying to build a front liner but I really need advice on what feats to take (And when) as well as

- Ravenor Hunter Revelation?
- Sanctified Slayer Talent?


When making potions, do you use up the spell prepared when it is made?

Or could I make 3 or 4 potions from preparing one spell?


So combining feedback from across a few forums this is what has been suggested

1st
- Heightened Awareness
- Cure Light Wounds
- Entangle

2nd
- Resist Energy
- Winter's Grasp
- Sickening Entanglement
- Insect Scouts
- Lay of the Land

3rd
- Stone Shape
- spectral scout

4th
- Freedom of Movement
- Flaming Sphere, Greater

5th
- Air Walk, Communal
- Wall of Fire
- Wall of Thorns

6th
- Cyclic Reincarnation

7th
- Heal
- Sunbeam

8th
- Blood Mist
- Euphoric tranquility

9th
- Shapechange
- Foresight

Any more suggestions for a debuffing, Battlefield control, information retrieving Psychic


I am going to be playing an Amnesiac Wildepath Psychic in a PBP game with the Rebirth Psychic Discipline.

What I like about this is I get the awesome Psychic Discipline Powers from Rebirth, and get to pick my own Discipline Spells, from the Druid List

D20 wrote:

Primal Spells

A wildepath adds one 1st-level spell from the druid spell list to the psychic spell list and her spells known. Each time a wildepath gains the ability to cast a new level of spell, she can add one spell of that level from the druid spell list to both the psychic spell list and her spells known. She casts these spells as psychic spells, and once the spells are selected these choices cannot be changed.

What are some good Druid spells for Psychics at each level?

My ideas so far

1st - Heightened Awareness
2nd - Resist Energy
3rd -
4th - Freedom of Movement
5th -
6th -
7th -
8th -
9th - Foresight

I could take cure light at 1st?


Does the Amnesiac Psychics unique Spell Casting ability, affect how many cantrips the Psychic knows at level 1

I ask because it specifically mentions the Psychic starts with knowing one Level 1 spell but doesnt say anything about Cantrips


I have a couple of questions about the Witch Doctor's Fetish Mask

"At 1st level, a scarred witch doctor forms a bond with a wooden mask. As she gains power, her connection to this mask causes it to grow ever more hideous and grotesque as it absorbs the weight of the self-induced pain that underlies her magic. Her spells derive from the insights her patron grants her while she’s enduring the cuts, burns, and other sorts of mutilations she inflicts upon herself. Her fetish mask acts in all ways like a witch’s familiar for the purpose of preparing and gaining spells. Rather than communing with a familiar to prepare spells each day, a scarred witch doctor hangs her mask on a wall, tree branch, or something similar and contemplates the agony it represents.

When wearing her fetish mask, a scarred witch doctor gains a +2 circumstance bonus on Heal and Intimidate checks and gains a +2 bonus on saving throws against effects that specifically cause pain or have the pain descriptor. If the mask is destroyed, the witch doctor can create another fetish mask (which almost immediately adopts the shocking appearance of the original) for the same price and time it takes a witch to replace a dead familiar.

At 5th level, the scarred witch doctor gains the ability to add magical abilities to her mask as if she had the Craft Wondrous Item feat.

This ability otherwise functions like and replaces the standard witch familiar."

1. Does it take up a slot?

2. If you improve it to a Headband of Vast Intelligence does it then take up a slot?


The living tides are said to have been first imbued with life by the sea. Although the first living tides were coral reefs raised to a semblance of life, most contemporary living tides are mortals who willingly take up the role of immortal warriors through ritual and devotion. To become a living tide, a being must be an experienced warrior knowledgeable about nature, and geography; speak the language of the sea; and have a valuable stone called Cassiterite bound to their forehead. The tight bond with this stone gives the living tide powerful defenses, an affinity to water, the power to summon elementals and demand truthful answers in the name of the denizens of the deep, and eventually become immortal by living out his life as a living body of water.

Hit Die: d8.

Requirements

To qualify to become a Living Tide, a character must fulfil all of the following criteria.

Base Attack Bonus: +5.
Feats: Endurance, Iron Will.
Languages: Aquan.
Skills: Knowledge (nature) 4 ranks, Knowledge (geography) 4 ranks, Swim 2 ranks.
Special: Must have a handcrafted gemstone crafted from a single piece of Cassiterite stone collected from the centre of a mighty storm worth at least 1,000 gp bound to their forehead in a sacred ritual with at least one living tide present.

Class Skills

The Living Tide’s class skills (and the key ability for each skill) are Acrobatics (Dex), Climb (Str), Intimidate (Cha), Knowledge (nature) (Int), Knowledge (geography) (Int), Linguistics (Int), Perception (Wis), Sense Motive (Wis), and Swim (Str).
Skill Ranks at Each Level: 2 + Int modifier.

Class Features

The following are class features of the living tide prestige class. The caster level for powers that duplicate spell effects is equal to the living tide’s character level.

Weapon and Armor Proficiency

A living tide gains no additional weapon or armor proficiencies.

Cassiterite Stone (Su)

During their induction into this prestige class, a living tide has a Cassiterite Stone embedded in their forehead, often set with gems or inlaid with precious metals. This stone is inscribed on its inner side with the tide’s true name and their oaths to the sea. It cannot be removed without their permission, cannot be dispelled (though it does not function in areas where magic does not work), and does not use a magic item slot.

The Cassiterite Stone grants the living tide a +2 bonus on saving throws against death effects, mind-affecting effects, effects that grant negative levels, and on saves to overcome negative levels.

A living tide can invoke the power of their Cassiterite Stone 3 times per day as a swift action, enabling them to grow in size as if using enlarge person (even if he is not a humanoid). When a living tide first gains the Cassiterite Stone ability, they must decide whether it takes the form of an Diamond Akoya or Red Mabe stone. If the character was a spellcaster before becoming a living tide, they can choose either a Diamond Akoya or a Red Mabe. If the character was not a spellcaster before becoming a living tide, they must take a Red Mabe.

Diamond Akoya (Su)

Starting at 2nd level, a living tide with a Diamond Akoya gains new spells per day as if they had also gained a level in a spellcasting class they belonged to before adding the prestige class. They does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if they are a spontaneous spellcaster), and an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a living tide, they must decide to which class they add the new level for the purpose of determining spells per day. Once made, this choice cannot be changed. A living tide with a Diamond Akoya does not gain the greater Red Mabe and master Red Mabe abilities.

Red Mabe (Su)

A living tide with a Red Mabe Pearl. gains Toughness as bonus feat. In addition, when a living tide uses their Cassiterite Stone to increase their size, their base attack bonus from their living tide class levels are equal to their living tide level.

Salted Wounds (Ex)

At 2nd level, the vital fluids and tissues of a living tide pump with salty brine that calcify (Petrify) in response to injury. A living tide automatically stabilizes when at negative hit points and is immune to continuous damage from bleed attacks (including weapons with the wounding special ability) and ability damage from blood drain.

Aqueous Form (Ex)

At 3rd level, the living tides body starts to become made up of more and more water, and inflicted wounds begin to spray salt water than blood. A living tide gains DR 1/— and 10% immunity to critical hits and sneak attacks (as if wearing fortification armour). At 5th level and again at 8th level, this DR increases by 1 and the immunity to critical hits increases by 10% (To a maximum of DR 3/— and 30% immunity to critical hits and sneak attacks at level 8). When a living tide uses their Cassiterite Stone to increase their size, these defenses temporarily increase by an additional 1 and 10%, respectively. At 5th level, a living tide becomes immune to all diseases, including supernatural and magical diseases (such as mummy rot).

Sea Legs (Ex)

At 4th level, a living tide becomes exceptionally stable on their feet, gaining a +4 bonus to their CMD when they resist a bull rush or trip attempt while in or on water. This stacks with a dwarf ‘s stability trait and similar abilities.

Drowning Sight (Su)

At 4th level, a living tide can perceive the balance of life and death within those they see, as if using deathwatch and detect undead simultaneously.
This power can be used at will and lasts as long as the living tide concentrates.

Greater Red Mabe (Su)

At 5th level, when a living tide with a Red Mabe invokes their Red Mabe’s power to increase their size, the living tide gains the benefit of righteous might rather than enlarge person. The DR gained from righteous might is based on the living tide’s alignment. A neutral living tide must choose which DR to gain from this ability. Once made, this choice cannot be changed.

Attunement to Water (Sp)

At 6th level, a living monolith can use Fluid Form at will (caster level equals character level).

Summon Water Elemental (Sp)

At 7th level, a living tide can call upon the aid of a Water Elemental. Once per day, the living tide can call a Water Elemental to their presence and bargain for its services as if using planar ally to call upon an outsider. At 9th level, this ability functions as greater planar ally (caster level equals character level). The living tide gains a +4 bonus on Diplomacy checks to influence Water Elementals.

Water Sense (Su)

At 8th level, a Living Tide gains tremorsense with a range of 30 feet to detect anything in contact with the same body of water. Once per day, a living tide can communicate with any creature that has the water subtype or a swim speed as if using Elemental Speech.

Liquid Coating (Sp)

At 9th level, a living tide can at will coat itself along with any garments and equipment worn or carried in a layer of water as hard as ice. In this form, the subject gains hardness 8. The subject retains its own hit points. The subject can see, hear, and smell normally, but it does not need to eat or breathe. Feeling is limited to those sensations that can affect the ice-hard substance of the individual’s body. Chipping is equal to a mere scratch, but breaking off one of their arms constitutes serious damage. The subject can return to its normal state, act, and then return instantly to its ice covered state (a free action) if it so desires. The Living Tide also becomes immune to petrification.

Endless Sea (Ex)

At 10th level, a living tide becomes immortal. They cease ageing (though any ageing effects already accrued remain in place) and become immune to energy drain and death effects, though he can still be killed by other means.

Judgment of the Tide (Sp)

At 10th level, a living tide gains the divine authority to demand truthful answers. Once per day, a living tide can conduct a ritual of inquisition. If performed on a dead body, this functions as speak with dead. Upon a living creature, it functions as a mark of justice that activates if the target lies to the living tide. Caster level equals character level)
A living tide can also use this power to entreat the spirits of the living and the dead to answer questions as if using contact other plane (treat as contacting a lesser deity).

Master Red Mabe (Su)

At 10th level, when a living tide with a Red Mabe invokes their Red Mabe’s power to increase their size, they regain lost hit points as if they had rested for a night.
This healing does not restore temporary ability damage or provide other benefits of resting, and changing back does not heal him further.


Tengu Spirit guide Oracle


Okay this is just my first pass, I need to go on and really drive home the theme of it but, I think by just altering the names of abilities, and some of the flavouring as to how they work, it has gone a long way

Living Tide wrote:

Class Features
The following are class features of the living tide prestige class. The caster level for powers that duplicate spell effects is equal to the living tide’s character level.

Weapon and Armor Proficiency
A living tide gains no additional weapon or armor proficiencies.

Storm Pearl (Su)
During his induction into this prestige class, a living tide has a pearl embedded in his forehead, often set with gems or inlaid with precious metals. This pearl is inscribed on its inner side with the tide’s true name and his oaths to the gods and pharaohs. It cannot be removed without his permission, cannot be dispelled (though it does not function in areas where magic does not work), and does not use a magic item slot.
The Storm Pearl grants the living tide a +2 bonus on saving throws against death effects, mind-affecting effects, effects that grant negative levels, and on saves to overcome negative levels.
A living tide can invoke the power of his Storm Pearl 3 times per day as a swift action, enabling him to grow in size as if using enlarge person (even if he is not a humanoid). When a living tide first gains the Storm Pearl ability, he must decide whether it takes the form of an Akoya or Mabe Pearl. If the character was a spellcaster before becoming a living tide, he can choose either an Akoya or Mabe Pearl. If the character was not a spellcaster before becoming a living tide, he must take a Mabe Pearl.

Akoya Pearl (Su)
Starting at 2nd level, a living tide with an ib stone gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if he is a spontaneous spellcaster), and an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a living tide, he must decide to which class he adds the new level for the purpose of determining spells per day. Once made, this choice cannot be changed. A living tide with an ib stone does not gain the greater ka stone and master ka stone abilities.

Mabe Pearl (Su)
A living tide with a Mabe Pearl. gains Toughness as bonus feat. In addition, when a living tide uses his Mabe Pearl. to increase his size, his base attack bonus from his living tide class levels is equal to his living tide level.

Salted Wounds (Ex)
At 2nd level, the vital fluids and tissues of a living tide pump with salty brine that calcify (Petrify) in response to injury. A living tide automatically stabilizes when at negative hit points and is immune to continuous damage from bleed attacks (including weapons with the wounding special ability) and ability damage from blood drain.

Aqueous Form (Ex)
At 3rd level, the flesh of a living tide takes on a slick, oily appearance, and becomes slightly transparent, as if you were composed of liquid. This transparency is not enough to grant concealment. A living tide gains DR 1/— and 10% immunity to critical hits and sneak attacks (as if wearing fortification armor). At 5th level and again at 8th level, this DR increases by 1 and the immunity to critical hits increases by 10%. When a living tide uses his soul stone to increase his size, these defenses temporarily increase by an additional 1 and 10%, respectively. At 5th level, a living tide becomes immune to all diseases, including supernatural and magical diseases (such as mummy rot).

Sea Legs (Ex)
At 4th level, a living tide becomes exceptionally stable on his feet, gaining a +4 bonus to his CMD when he resists a bull rush or trip attempt while in or on water. This stacks with a dwarf ‘s stability trait and similar abilities.

Drowning Sight (Su)
At 4th level, a living tide can perceive the balance of life and death within those they see, as if using deathwatch and detect undead simultaneously.
This power can be used at will and lasts as long as the living tide concentrates.

Greater Mabe Pearl (Su)
At 5th level, when a living tide with a Mabe Pearl invokes his Mabe Pearl’s power to increase his size, the living tide gains the benefit of righteous might rather than enlarge person. The DR gained from righteous might is based on the living tide’s alignment. A neutral living tide must choose which DR to gain from this ability. Once made, this choice cannot be changed.

Attunement to Water (Sp)
At 6th level, a living monolith can use Fluid Form at will.

Summon Water Elemental (Sp)
At 7th level, a living tide can call upon the aid of the Water Elementals. Once per day, the living tide can call a Water Elemental to his presence and bargain for its services as if using planar ally to call upon an outsider. At 9th level, this ability functions as greater planar ally. The living tide gains a +4 bonus on Diplomacy checks to influence Water Elementals.

Water Sense (Su)
At 8th level, a Tear of Venir can sense vibrations in water, granting them blindsense 30 feet against creatures in contact with the same body of water. Once per day, a Tear of Venir can communicate with any creature that has the water subtype or a swim speed as if using Elemental Speech.

Liquid Coating (Sp)
At 9th level, a living tide can at will coat itself along with any garments and equipment worn or carried in a layer of water as hard as ice. In this form, the subject gains hardness 8. The subject retains its own hit points. The subject can see, hear, and smell normally, but it does not need to eat or breathe. Feeling is limited to those sensations that can affect the ice-hard substance of the individual’s body. Chipping is equal to a mere scratch, but breaking off one of the statue’s arms constitutes serious damage. The subject can return to its normal state, act, and then return instantly to its ice covered state (a free action) if it so desires. The Living Tide also becomes immune to petrification.

Endless Sea (Ex)
At 10th level, a living tide becomes immortal. They cease aging (though any aging effects already accrued remain in place) and become immune to energy drain and death effects, though he can still be killed by other means.

Judgment of the Tide (Sp)
At 10th level, a living tide gains the divine authority to demand truthful answers. Once per day, a living tide can conduct a ritual of inquisition. If performed on a dead body, this functions as speak with dead. Upon a living creature, it functions as a mark of justice that activates if the target lies to the living tide.
A living tide can also use this power to entreat the spirits of the living and the dead to answer questions as if using contact other plane (treat as contacting a lesser deity).

Master Mabe Pearl (Su)
At 10th level, when a living tide with a Mabe Pearl invokes his Mabe Pearl’s power to increase his size, he regains lost hit points as if he had rested for a night.
This healing does not restore temporary ability damage or provide other benefits of resting, and changing back does not heal him further.


Set wrote:

First off, change the name to 'Living Tide' perhaps, and the various earth-stone associations with one based on evasive / dodge-based 'fluid' fighting, and either flexible weapons, such as the whip, chain, net, flail, etc. (weapons that can 'flow' around defenses) or piercing weapons (rapiers, spears, etc.) that work mostly unhindered underwater.

Less 'slower and tougher' more 'faster and more agile,' but also 'relentless and enduring' with class abilities with thematic names like Ebb and Flow (in which you can drag another person along with you when you 5 ft. step, even if it you are the one being involuntarily repositioned, dragging the attacker along with you, or get a counter-attack as a reaction if you are missed while fighting defensively)

I'm not immediately thinking of a good 'Sphinx' analogue for a water themed 'monolith,' but the Sea Serpent could be a 'totemic spirit beast' (complete with developing resistance to scrying and divination, among other more aquatic-themed abilities), or Marids could be the more intelligent wise old patrons of the class. Maybe even some oceanic fey? Something like selkies, sirens or neriads, if Pathfinder has something analogous (I'm too lazy to check my half-dozen Bestiaries to find out). :)

These are great suggestions thank you

What could replace these two things:

1.

Attunement to Stone (Sp) wrote:


At 6th level, a living monolith can use meld into stone at will.
2.
Assumption of Stone (Sp) wrote:


At 9th level, a living monolith may use statue as a spell-like ability with a range of personal at will. He also becomes immune to petrification.

Are there any water equivalent spells to Meld into Stone, and Statue?


Now as the title suggests I am looking for ideas on how with the least amount of alteration convert the

Living Monolith Prestige Class

Into one based off of water instead of stone.

Second question, If you were to replace the Sphinx with one with a more aquatic flavour what would you suggest?


blahpers wrote:
A Medium creature normally cannot wield a two-handed weapon sized for a Large or larger creature at all.

Brilliant, thank you for clearing that up for me. Short and precise answer, exactly what I was looking for.


I am getting myself confused when it comes to large weapons being wielded by medium creatures

Let's take classes like Titan Mauler off the table for a second

If you enlarge a medium two-handed weapon e.g Falchion and then have a character use it?

I understand that making a large one-handed weapon turns it into a two handed weapon


A quick question regarding the Rage Powers that the Ranger archetype, Wild Stalker gets.

It is very clear that they treat the rage ability as their level -3

D20Rage of the Wild wrote:

At 4th level, a wild stalker gains the rage ability as the barbarian class feature, but its barbarian level is considered to be his ranger level –3.

This ability replaces hunter’s bond.

Now there is no indication as to how to treat the ranger level vs the barbarian level in the language used for the Rage Powers

Rage Powers wrote:

At 5th level, a wild stalker ranger gains a single rage power, as the barbarian class feature. He gains another rage power each five levels after 5th (to a maximum of four rage powers at 20th level).

This ability replaces the ranger’s second, third, fourth, and fifth favored enemy abilities.

or

Wild Talents wrote:

At 6th level, a wild stalker can either take a rage power, or gains a +2 insight bonus into any one of the following skills: Acrobatics, Climb, Perception, Stealth, Survival, or Swim. The wild stalker can gain one of these two benefits again every five levels after 6th (to a maximum of 4 times at 20th level).

This ability replaces the ranger’s 6th-, 10th-, 14th-, and 18th-level combat style feat abilities.

I am currently under the impression that the Ranger level is equivalent to the barbarian level -3 for taking rage powers that require a barbarian level prerequisite. I have to other players on opposite sides of this. One says it is equal too, and the other saying you cannot take rage powers with barbarian levels as a prerequisite.

Can someone please just agree with me so tht I can show them this post


"A character can take more than one archetype and garner additional alternate class features, but none of the alternate class features can replace or alter the same class feature from the core class as another alternate class feature."

I am looking at combining the Wild Stalker Archetype with another. I am interested in the Infiltrator Archetype and in neither

"replace or alter the same class feature"

as Wild Stalker but, the Infiltators ability Adaptation

"He chooses one type of creature he has selected as a favored enemy, such as “aberrations.” The Ranger selects one ability or feat from the adaptation list for that type."

Is connected to Favored enemy which Wild Stalker replaces

Does that mean the Archetypes do not stack? or If they do, how does the Adaptation rule then work?


Lintecarka wrote:

I think the coolest option would be one of the guys visiting their island at the end of book 4, as this produces some nice tension where they have to think if they want to bring it up or rather ensure their seat at the council. I'd probably go with Avimar Sorrinash, who is known for his cruelty.

Maybe the majority of the crew survived and is now werewolves? Would make for cool potential allies if they manage to strike a deal with Avimar.

Cool, thanks, really helpful


A little bit of a Player characters backstory

They grew up on a ship, and have finally decided to step out and find their own way in this world. Not long after they set out to find "themselves" news reaches them that their former ship ran into some trouble. Going there they find the ship sunk, and the crew lost.

What NPCs that my PCs will come along make for a good bad guy in this instance?

I thought about Tessa Fairwind just for her love of blundering but then Arronax Endymion could prove interesting

What do you think? I definetely think someone on the Pirate Council


Modified Scott(2) Suggestion
R1 Split Blade Proficiency
R2 Two Weapon Fighting
R3 Weapon Focus Split Blade

This one seems interesting

I am a bit confused with the numbers though. Is it -2 to both the Split Blade and the Shield?


How often does Desna appear in books 3,4,5, and 6?

We have Father Z in Sandpoint for book 1

Then there is the Temple of Desna in book 2

I am asking, as I have a player whose character worships Desna, and I am looking to see how many things automically tie in, and where I might have to alter some locations


Which one can be made to work at level 3?


On Sunday I will be in a pick up game across two to three sessions.

Part of the game is that it is a full randomly generated team, and we are going to the Jungle having set sail from the "Old World"

Anyway I rolled a Human Ranger (I have never played one nor had an inclination towards them)

My Stats are dreadful (4D6 reroll 1's, drop the lowest, allocate to stat)

Str: 14 Dex: 11 Con: 13 Int: 11 Wis: 13 Cha:9

*I can still reallocate them, and I still have the +2 from being human (Or +2 +2 Dual Talented)

The rest of the party consists of a Gnome Rogue, and a Human Witch

I am left with "Tanking"

We are starting at level 3 so I have a few options and combinations when it comes to Feats etc

What would make the best tank/damage dealer?

I was thinking TWF but, really I have no idea

I need you help, and FAST

Thanks in advance


The Druid Archetype: Feral Shifter

Gains the Animal Focus from the Hunter Class

Animal Focus (Su) wrote:
At 1st level, as a swift action, a feral shifter can take on the aspect of an animal, gaining a bonus or special ability based on the type of animal emulated. This functions as the hunter’s animal focus class feature. The feral shifter can use this ability for a number of minutes per day equal to her druid level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. She can emulate only one animal at a time.

Does that include the Ward Aspect?

Ward Aspect wrote:

When a character in tune with nature comes upon an area that a kami could ward but that is lacking a guardian, she has the option of making that area her ward in a symbiotic relationship. Whenever a character with the animal focus class feature is within 100 feet per class level of one of the wards listed below, she can use the associated ward aspect instead of one of the normal options for her animal focus class feature. Hunters can apply the benefits of a ward aspect to themselves, but not to their animal companions.

If a character with the animal focus class feature spends 30 minutes meditating while within 10 feet per class level of the ward, she attunes herself to that ward. A character attuned to a ward can use the associated ward aspect while within 1 mile per class level. A character can be attuned to only one ward at a time, but depending on her surroundings, she could choose from among multiple wards. A character with the second animal focus class feature can still only use one ward aspect at a time, no matter how many aspects she has available to her.


The Eldritch Archer (Magus Archetype)

Does the -2 to hit apply to Ranged Spell Combat as the rules states -2 fir melee weapons


No there isn't.

Accomplished Sneak Attacker is the only feat, and it requires you to already have the class ability.

Why do you want it?


Cavall wrote:
Chains of light?

Certainly a contender

I am also giving serious contention too 'Flash Forward'


avr wrote:
Note, 'shield of darkness' not 'darkness'.

Typo, no biggie

Right I think I have narrowed it down to the Paladin List

1. Divine Favor
2. Litany of Vengeance
3. Angelic Aspect, Greater
4. Ghostbane Dirge

Any idea or suggestions on number 5?


I figured out where my confusion comes from

"In Pathfinder Society there is a house rule that says:

Any spell selected with the mystic past life alternate racial trait must follow the same guideline used for determining the spell level for a scroll found on page 25 of the Pathfinder Society Roleplaying Guild Guide.

So in PFS that would be the case, but in other games it'll depend on how your GM rules it."

Thank you @Azothath for the link, much appreciated. Litany vs Bestow Curse, the big thing in Litanys favor is the swift action casting time


Does the Paladin Spell Holy Sword work with Natural Weapons e.g A Bite attack


Now I just want to confirm something because I cannot find any rules stating either way

Samsaran Druid picking from the Paladin list with their Mystic Past Life

They select Litany of Vengeance.

Now it is a level 4 Paladin spell

But the Samsaran Druid would not get this until level 5 spells are available correct? Because Level 5 is the highest level of this spell


Samsaran Feral Shifter (Druid) Level 4

(25 Point Buy)
Strength - 18
Dexterity - 12
Constitution - 12
Intelligence - 10
Wisdom - 18
Charisma - 7

Favored Class: +1HP

Trait: Deft Dodger
Trait: Beast of the Society
Trait: Fate's Favored

Drawback: Secret Shame

Feats
1. Extended Animal Focus
3. Heavy Armor Proficiency
5. Natural Spell
7. Planar Focus
9. Powerful Shape
11. ??

Mystic Past Life
1. Divine Favor
2.
3.
4.
5.

Options:
Divine Power
Invisibility
Clay Skin
Darkness
True Seeing

Ghostbane Dirge
Vestment of the Champion
Heavy Shield of Fortification
Angelic Aspect, Greater
Holy Sword
Grace
Magic Vestment
Litany of Vengeance


Well Divine Favor & Divine Power are my priorities. Both available on the Cleric and Inquistor Lists

I need to select 3 more spells from one of those lists


Cavall wrote:
Mirror image isn't a divine spell. You'll have to decide what class you want first to take these spells from, itll make this decision a lot easier for you

It can be through the Deception domain


So I am looking for 5 Divine Spells my Samsaran Feral Shifter could take

My first thoughts are

Divine Favor
Divine Power
Mirror Image

What other good options are there?


As the title goes, how would you build into an Esoteric Knight?

I immediately thought Phantom Blade because I have heard success of people taking the Magus into Eldritch Knight so logic would assume this is a good idea too

What are your thoughts?


My DM approved this for those interested. My character will have to go on a quest for it though which is always exciting

Nightbinder, Cold-forged Oakwood Shadowstaff
Aura: Moderate Evocation
CL: 9th
Slot: None
Price: 35,000gp
Weight: 5lbs
This twisted and gnarled oak staff lacquered jet black, covered with bright white runes, and capped with a crown of jagged smoky quartz draws upon the formless magic of the Shadow Plane.

• As long as the staff has at least 1 charge, the DC of spells of the shadow subschool cast by the wielder or the staff are increased by 1.

• Once per day on command, the wielder can expand 1 charge to treat positive and negative energy effects as if they were an undead creature, taking damage from positive energy and healing damage from negative energy. This ability lasts for 1 minute unless dismissed as a free action.

• The wielder can expand 1 charge to cast major image

• The wielder can expand 2 charges to cast shadow conjuration

• The wielder can expand 3 charges to cast shadow evocation

• The staff can further influence shadow conjuration and shadow evocation spells, whether cast from the staff or the wielder’s daily allotment of spells, without increasing the spell’s level. By expending up to 5 charges, the wielder can increase the shadowy substance used to form such spells by +10% per charge, up to a maximum of +50%. Using the staff for this purpose does not increase the casting time of these spells.

Construction
Requirements
Craft Staff, major image, shadow conjuration greater, shadow evocation greater; Cost 17,500 gp

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