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:
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
The Ectoplasm Master Alchemist Archetype
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?
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.
What I'm curious about is, where are you getting the tail?
Then take Racial Heritage (Ratfolk)
Does the Master Chymist Advanced Mutagen:
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
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
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
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 want to plan a Kobold Scaled Disciple Build from Level 1 to 20
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
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):
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?
So combining feedback from across a few forums this is what has been suggested
Any more suggestions for a debuffing, Battlefield control, information retrieving Psychic
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
What are some good Druid spells for Psychics at each level?
My ideas so far
1st - Heightened Awareness
I could take cure light at 1st?
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.
To qualify to become a Living Tide, a character must fulfil all of the following criteria.
• Base Attack Bonus: +5.
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).
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.
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)
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.
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:
These are great suggestions thank you
What could replace these two things:
Attunement to Stone (Sp) wrote:
Assumption of Stone (Sp) wrote:
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
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?
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
It is very clear that they treat the rage ability as their level -3
D20Rage of the Wild wrote:
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:
Wild Talents wrote:
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?
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
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
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:
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
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)
Favored Class: +1HP
Trait: Deft Dodger
Drawback: Secret Shame
Mystic Past Life
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
• 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.