Earth Glide to get in and out of earth and stone at will
Crystal sight to see creatures while your inside said earth or stone.
Wall of Stone to create a wall of rock you can earth glide into when stuck inside surrounded by worked stone.
When your on earth n dirt just drop into the ground and hang out just below the surface.
Now I feel like the grey area is going to be line of effect. How close to you need to be to the surface of the rock/earth not to be blocked by said stone or earth. Reach outside at the completion of the spell and pull it back in as a free action ?
You can breath inside the stone so in theory you can speak and the vibration would travel into the stone so the verbal component should be satisfied even if no one else hears you.
Also the blackened curse for scorching ray and clobbering strike seems like a fun way to get three 1/20 tries at a trip attempt per casting.
Have a loose idea for a character concept and was just looking for some advice.
I like the idea of a character that triggers multiple abilities off the actions of others both ally and enemy alike. Where the focus is not what your doing on your turn but what your doing to enhance or interrupt other characters turns.
Immediate actions will no doubt play a role but being limited to 1 a round and losing your swift in the process I can't see basing a character purely around immediates.
Things like Snatch Arrow however are more in the vein where you get to respond immediately potentially to good effect without impacting your action economy.
Also being able to act first in a surprise round would also fit the bill, especially if your action can make a significant contribution to the outcome of a fight.
So abilities, feats, combos etc, you think might fit the bill would be most appreciated and I'll attempt to cram them into a workable character
I'm pretty sure I'm over thinking this so feel free to put me out of my misery ;)
Sacred Weapon: "Whenever the warpriest hits with his sacred weapon, the weapon damage is based on his level and not the weapon type. "
Enlarge Person: "Any enlarged item that leaves an enlarged creature's possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown and projectile weapons deal their normal damage."
Sooooooo I enlarge the Warpriest to Large. Fire an arrow which goes back to medium, but the sacred weapon overides the weapons normal damage and since the Warpreist is still large uses the Large weapon damage dice for that level.
Or am I drawing that Bow just a weeeee bit much ?
Alternative thought. Instead of resizing the bow with the spell , carry a Large bow and use it once the Warpreist is large enough to use it ?
Pack Flanking (AC will be doing to hitting so it needs to hit)
Improved Spell Sharing
Hierloom Lance and gauntlet for the sorcerer who will never actually make an attack with them but will threaten both 5ft and 10ft with one hand free.
Ring of Spell Knowledge Shield Other + Improved spell sharing = pool your HP and share the pain both ways.
All of the fun buffing spells including poly morphs, transformation, true strike, blink etc etc, best Horse EVAR ! Tyrannosaurus Horse a Tyarnnohorsus mwhahaha :D
still looking for good ways to take advantage of the ride cover mechanic maybe turning it into concealment, or maybe just cut the middle man and go greater invis :P
Finally and most importantly the street cred from being a front line sorcerer :D
so in the quest to ride cool creatures I came across this possibility but I'm just throwing it out there to see if anyone has tried it before or thinks it's doomed to fail from the get go.
Nature Oracle gets a bonded mount which is classed as a full Animal Companion including share spells
Spirit Guide gets you wizard spells of the same level on your spell list looking at you form of the dragon I II and III. Kicks off at 12th level , unless small rideable at 14th level.
Your a bit limited with your mounted combat options being stuck in the Nature mystery. And spirit guide needs Cha so have to dump stat elsewhere.
And of course the spells don't last that long but they'll work long enough for some fun.
Of course having access to all the wizard poly spells you could make your horse just about anything anytime you want to, not to mention some of the best frontline buffs you can get.
Heh you could have a dog mount grab the blink spell and make a blink dog, though your GM might just make you roll to see if you fall on your ass while riding it ;)
So I'm about to jump back in with a group I haven't played with for a while. GM thought it might be cool if I roll up a native Triaxian race that will encounter the party and join them. 10th level start
Not the the GM is likely to give me a dragon to ride but I was interested in trying a mounted combat character that would fit the setting.
So would appreciate any advice you have on mounted classes/multiclass (Hunter, Cav and Paly are obvious choices), feats etc.
But also in particular things that would make sense for the setting so ideally using local creatures instead of importing.
I came across an Ice Runner (Axe Beak) that might be adapted to a mount but would like to hear your ideas on others. (Any local magical beasts i might grab with monsterous companion feat ?)
Finally as I haven't done a lot with mounts before, so where should my focus be ? trying to make the mount as amazing as possible or making it functionally survivable and optimizing my character to do the business ? or a little of both ?
Call me crazy but, if your successfully climbing another creature with vexing dodger and thereby touching the creature, does that not then mean any touch attack you might perform Auto hits ?
Seems like you could land many cheeky antics this way
But why oh why did they make the price trapfinding :(
Just having a little look over this thing and in some respects it seems superior to the summoner synthesist.
Now unless I'm completely mistaken this ability is ONLY granting the evolutions the same as if a summoner was able to cast Evolution Surge on something other than his Eidolon.
i.e. we're not calling up an eidolon we're just making the animal companion "Hulk Out".
It also means when the companion dies or is removed for whatever reason the Hunter is now the one doing the "Hulk Out" but he's not getting some eidolon shell he's just evolving his own flesh.
plus its a swift action so extremely helpful for not wasting my actions buffing once combat has started.
So you can have the evolutions without the shell meaning you can keep wearing your armor and gear unless of course your changing size or shape with extra arms and legs and then things might get a little tight under that breastplate if your not careful with your choices.
But still this is basically swift customized polymorphing for a martial weapon prof , medium armor character , 3/4BAB sure but (Ex) ability score increases which can stack with enchantments.
Seems like a pretty fun deal and dare I say the Summoner Synthesist concept done right ?
whether or not the Rogue is currently under powered or overpowered is irrelevant for the purposes of this discussion.
The question as it stands is this.
If you could change one thing about the Rogue what would it be.
Highly subjective sure, but I'm interested in hearing what people would do.
For myself personally these would be my top 3 single changes keeping in mind you can only make one change you can certainly suggest more than one.
1.) Rogue has a full BAB
or
2.) Rogue levels can count as levels from another other class you multiclass in for the purposes of effective level on abilities. (Can only apply to one other class)
or
3.) Rogue talents include one talent (that can be taken once) that can pick one feature/ability from every other class e.g. discovery, hex, revelation, rage etc
Or perhaps your one of those people who wouldn't change anything about the Rogue in which case by all means let us hear your Rogue Love ;)
Need a rules and logic check on this if you please
Now the Brawler flurry is very clear that it and natural attacks don't mix and that fine, not what is being used here.
Instead
At 7th level we pick up Eldrich Herritage Ghoul Sorcerer Bloodline granting us level 5 in Ghoulish Claws and a 1 round paralysis (Fort Save) .
Now we charge with our claws an hopefully paralyze something on a +9 claw attack keeping it right where we want it for next round
We now take our Iterative Unarmed attacks of +7/+2 and add in +2/+2 for our claws and go to town damaging and hopefully keeping the paralysis going so there is no escape or retribution.
A few level later we could pickup multiattack to reduce those -5 to -2 and around the same time Ghoulish Claws paralysis is now lasting 1d4+1 rounds.
Compared to a Brawler flurry your still losing 1-2 extra attacks at the top end and claws have pitiful damage but once the 1d4+1 rounds kick in you may not need to use the claws every round and since they are a free action to grow you can use them sparingly.
As an after thought Paralysed is also helpless so Coup De Grace could be viable.
Say for some reason I decide multiclassing a brawler is a good idea.
But I never intend to take more than a handful of level so the brawlers flurry will never get to level 8.
Could I in theory take the improved two weapon fighting feat as a general feat choice to improve the Brawlers flurry to include an extra attack ? possibly by using martial flexibility to grab it temporarily instead of taking it as a feat ?
Or does this fall down because its a works like rather than having the TWF feat ?
I'll be the first to admit I have a problem with indecision when building a character but I just can't seem to break out of this little design loop.
It goes a little something like this, Reign of Winter Campaign
16,16,15,13,11,10 rolled stats
Nice stat array of course options up some options you wouldn't normally consider.
So I see Hex Strike and say that's be nice to do
I see Shaman and that can make use of Hex strike with decent BAB
I see a monk dip to ease the feat burden
The I see with the large number of monk attacks you could in theory land some solid hexes with multiple feat worth of Hex strike , hell the Lore Shaman can get a confusion for cha rounds with no save on a hit which would be likely with so many monk attacks.
then I see the more monk levels I take the longer before evil eye doubles to -4 and delays spell casting
Spell casting delays are bad because Lore shaman can pickup wiz spells.
Then I start seeing access to fun spell like create pit, acid pit, hungry pit
Then I'm looking at ways to push people into pits
Then I'm back to monk for CMB to do that
Then away again using spells to do the same job
Then I start looking at other ways to access pit spells with a 3/4BAB
I'm led to druid and cleric
Cleric Theologian gets me all the pits I want but no more Hex Strike
Druid gets me 1/day pits but wildshape and Huge to easy push things in
Then I'm really missing Hex Strike and we're back to the top again.
GAAAAAAGGGHHHH
So as it seems I'm doomed to not find a solution by myself I turn to you lovely folks not so much to solve this problem (although amazing if you could) but to perhaps suggest something else completely different and fun that I can pull off with that stat array of 16,16,15,13,11,10 in Reign of Winter .
Basically the crux of it is a character who can cast the range of pit spells and then proceeds to run around the battlefield throwing people into the pit and maybe even jumping in on top of them. People forced into pits don't get the Ref save so the DC of the spell isn't important only the CMB to move them in.
The candidates I've come up with so far are
Summoner: delayed access to pit spells but get an eidolon to push people in for him or Synth to do it himself
Druid with Caves domain: limited to 1 of each pit spell minus acid (unless way to recharge ? during day) but could use wildshape to great effect as Large and Huge to push creatures in
Shaman with arcane enlightenment and hexes to make it harder for people to avoid or maybe just make them fall asleep at the edge of the pit and kick them in.
As far as PrC's go, maybe an outside chance for Dragon Disciple but BAB is an issue.
If I could find a way to have a Monk cast the pit spells I'd have a winner
Any other off the walls ideas ? Awesome Blow or Ki Throw would be cool to send people into the pit too if it could be had early enough.
So I've played around with Hes Strike builds in the past and apart from being tricky to get going they tend to fall flat for the most part.
But it seems with the Shaman there's some new potential.
It has the Hex class feature so it can take hex strike with anything referred to as a Hex
It has 3/4 BAB so it might actually hit something
It can wear armor and maybe not die horribly on the front line
Improved unarmed strike will probably cost a feat
So it could in theory work without multiclassing and deliver a Hex Strike by 3rd level.
Couple with Evil Eye, misfortune etc and this might have legs.
A little quirk of the Spirit Hexes leads to this from the Lore Spirit
Brain Drain 1d4/2level mind attack which is listed as a Hex so could be used with a Hex Strike to interrogate the enemy in the middle of combat in a way which could be fun.
Thoughts ? I feel like this is still doomed to fail on the front line either through lack of damage, or lack of defense.
Asked myself the question, what if I was playing in a campaign where you could only choose from the occult class list. the classes presented compared to each other seem far more reasonable then when compared to core classes.
I then considered the types of adventures you'd want to run around an occult setting and most of the non occult classes seemed fairly out of place.
I guess the question is, do all new classes need to be balanced against every other class ? Is it reasonable, that some books with a specific theme and intent, can instead be balanced within themselves and are not intended to be used with classes outside this book?
So I get the feeling that the general consensus is that the Kineticist is nice but is just lacking a little something to really make them pop. In particular I see DR being brought up over and over.
So I landed on this little idea.
Kineticist as written but....
The can hold and build up their blasts.
So at 1st level a 1d6+1 blast held for 1 round and released on the second round does 2d6+2, held for 2 released on 3rd 3d6+3. Holding also increases the attack roll for each round held making bigger blasts more likely to hit.
technically the total damage per round doesn't change but the stacked up charge should be able to mow through things like resistance and DR or perhaps a stone wall for an escape route.
of course your vulnerable while charging up and charging up might not always be the best option but it offers something a little different and a little more versatile.
I was thinking the other day that it is pretty much a lost cause to try and foresee every possible combination of character build. Invariably some combination will be far superior to others.
However as your all probably aware this can sometimes cause issues in group dynamics where there is a power disparity between the optimised and un-optimised in the group.
So it got me to thinking how could you possibly curb things you can't even foresee in an effort to keep the playing field vaguely level ?
What if paizo released a new type of rule, call it a global rule. A simple yet definitive cap to what characters can and can't do. so that even if it says in your class you can get 3 attacks at first level a global rule might say "sorry you can only attack once per 4 character levels per round". Perhaps you class will lets you cast 2 or 3 spells per rounds "sorry global rule says maximum one spell per round".
Now I have no idea exactly what global rules would be appropriate to encapsulate pathfinder but it seems a few simple rules that specifically trumps anything you might find in a class or feat seems like it might just curb the top end without requiring a massive number of specific rules to combat certain combinations.
I don't know. How would you feel about a small set of global rules that put level caps on very basic mechanics like number of attacks and the like? You could still make your character however you want, but you might not be able to use him to his full extent until he achieves a sufficiently high level.
In your mind is there any difference between role playing a character with a single alignment e.g. Lawful vs a character with a Lawful Neutral alignment.
For example where a Lawful Neutral character might make decisions influenced strongly by thier relation to the law the neutral part of their alignment would also have them consider the moral implications on the scale of good and evil.
However a Purely Lawful character might act exclusively with the regard to the law to the exclusion of all else. the question of good or evil would simply never enter into their mind.
In a way a single axis alignment could represent a mental disorder in the character. for example if a characters mind can't comprehend the difference between good and evil and base their actions on how lawful or chaotic they are could such a person ever detect as good or evil ?
In the same way a character acting purely Good with no concept of law of chaos can they ever detect as such based on the choices they make ?
Just a little question on size pricing in the ARG for a player who wants to be large without being large if that makes sense.
If Large is 7RP (always large)
Change Shape (Su) is 3RP lesser and 6RP greater, which is effectively just alter shape (medium or small as a std action, unlimited use)
Lesser Spell like ability (Sp)
Enlarge Person 1RP
Reduce Person 1RP
Now I get the pricing differences are mainly due to the benefits of having an ability Su instead of Sp or always on in the case of just being large.
But how might one price a racial ability where as a std action they can assume small, medium or large form as an Su ability (gear resize) without
any stat CMB/CMD, AC etc changes just a simple okay your big and now your small lets not fuss over the details.
how might one go about pricing that using the ARG rules as a guide ?
Fun game but when I set-up a new scenario I look at the list of locations and feel like I'm missing out using only 4 of 8 locations with 2 characters.
Now short of running 3 characters each there's no easy way to change that. However I'm thinking there might be some work arounds perhaps ?
The issues off the top of my head
- 2 players = 30 cards, 6 players = 90 cards to throw at encounters
- locations for more players are "harder" to deal with and close. This is hard to quantify
- Although not always applicable more character = more cooperative cards being played by others on your turn to assist with encounters.
Now there's quite a few things we can play around with to compensate less characters.
- Allow players to play 2 of each card type from their hand instead of 1
- Allow players to recharge 1 card per turn they would normally need to discard
- Allow players to start the game with more cards in their deck (effectively a higher level character)
- Allow players to start the game with a bigger hand size
Of course the problem is when you start messing around with core mechanics that you break something and make things too easy.
The only other thing I could think of is to break up the scenarios into multiple parts with the villain in the final part.
Think of it like being able to grab a short rest in the middle of the encounter. The short rest would give you the following
- Recharge half of your discard pile into your Deck (players choose cards and can swap between characters)
- Pick the cards in your starting hand
Scenario
run the 4 locations listed for 2 players with 4 henchmen and no villain
short rest
run the 4 locations listed for 3->6 players with the villain
Leadership is a broken feat this we all know, but that doesn't mean its an unusable feat under the right conditions.
In the right campaign giving all players the leadership feat somewhat levels the playing field. And if the GM knows everyone is going to have a cohort going in then he can plan accordingly.
List of House Rules
Rule 1: Cohorts can be gained one of three ways.
1) First is turning a GM created NPC into your ally and recruiting them as a cohort subject to GM approval.
2) Second is the follower promotion rule found under Rule 4 section 4.
3) The Third way is to create them from scratch however each player is only allowed on such scratch created cohort making these more precious. The third way is realistically the only way to gain unusual cohorts such as a dragon (subject to GM approval) .
(If the unusual cohort would require a character level above your current to take you can’t take it yet and since you can only scratch create one cohort you would have to wait and use one of the other methods for your cohort until then. Cohorts released to make room for scratch created cohorts become GM controlled NPC who might not be happy about getting the arse and will take any gear they’ve been using with them. Perhaps even steal some items of gold as they go.
Rule 2: During a round of combat each PLAYER may only perform one standard action across all his cohorts, familiars, companions, summoned creatures. He may however give them all move and swift actions. all characters threaten and flank and may take AoO’s
Rule 3: All characters get full HP, with the following changes.
1) All Characters at Critical health (25% or less) lose the ability to take standard actions
2) All non-heroic characters, cohorts animal companions etc at moderate health (50% or less) lose the ability to take standard actions but can still perform a double move and still threaten and flank.
3) All non-heroic characters,cohorts animal companions etc at critical health (~25% or less) must make a DC 10+(the fights CR) or retreat to a safe distance using either withdrawal or double moves once they are beyond the run range of the nearest enemy or ally they are removed from the fight.(Mounts may use their riders handle animal or ride check if better than their will save)
The GM may wish to use these rules from most of his monsters, advise that mindless, fearless or most BBEG’s should probably be immune to this rule.
(Reasons for Rule 3: starts to thin out a fight at ½ HP , creates some realism of secondary characters withdrawing when injured as they’re not all heroes. having damaged characters retreat instead of fall down make the chance to retreat actually possible. and help end larger fights other than with 100% death on one side)
Rule 4: All characters either get leadership for free or MUST take leadership as their 7th level feat GM choice. As a result all players will have one cohort and followers eventually this is bound to lead to cohort and follower attrition.
1) Followers are gained at the rate of 1 per week per character up to their maximum. The type and race of follower should be appropriate to the region during that week. keep a basic list of Race/NPC class level.
2) If the GM decides an area is suitable to gather followers the PC can spend 1 week uninterrupted gathering followers from the area to gain up to his maximum number of followers. Again followers should be of a race/npc class suitable to the area. The is no roll required for this it would needlessly bog down the process.
3) Followers when gained join the group and travel with the group until they are dropped off at a home base of one exists otherwise they stay with the group as logistical support, they can be killed if the “caravan” of followers is ambushed by GM but usually stay back as PC ride out to meet foes ahead of the column they also set up camp outside caves and dungeons and don’t enter. They can be left in camps or towns should the group want to fast travel/teleport but each PC will lose 1d4 followers from a group of followers left behind per week +1d4 per additional week each week unless they are based in a permanent “home base”. If a cohort is left with the followers the exodus is reduced from weekly to monthly.
4) When a PC’s cohort dies they can be raised if such magic is available or the PC can promote the highest level Follower he has to a new cohort. That new cohort keeps his current character level and NPC classes, but gains 1 heroic class for each new “game session” he is involved in up to the cohort level maximum, the cohort once at maximum cohort level can retrain one NPC level every “game session” until he is a full Cohort with heroic levels and then progresses as written.
(So a level 1 follower who is a warrior would take 4 game sessions to reach char level 5 with 1 warrior/4 fighter levels he’d then need 1 more game session to convert a warrior level to a fighter level for fighter 5 and be maxed for a 7th level PC cohort, this may result in several newly promoted followers dying during combats before one survives long enough to gain enough levels to mix it up with the PC’s, a followers race can’t be changed, and their heroic classes should somewhat match their NPC classes, so cohort gained this way are not as good as the scratch built/unusual cohorts. NPC’s encountered by the group may become optional cohorts if the GM allows it.)
Rule 5: Only cohorts created with the scratch method come with a gold level appropriate amount of gear and magic items, cohorts gained as promoted followers have nothing and must be given better gear out of the parties pool. GM NPC’s that become cohorts have whatever gear the GM gave them prior to that point. items given to cohorts to use can only be taken back through diplo, intimidation, theft or other overt means, they won’t just hand them back without complaint unless its replaced with something of equal or better value. Cohorts that leave the group take everything they currently have or were using with them, some may steal if they are kicked out to make room for a new “better” cohort. Dead cohorts of course have no claim on their stuff ;)
Just wondering if the additional abilities granted by a Beastmorphs mutagen are tied to the mutagen or the beastmorph alchemist ?
Specifically if a Beastmorph Mutagen is drunk by a different Alchemist would he benefit from the beast morph additions to the mutagen or only the base mutagen abilities ?
What if the different alchemist was a beastmorph as well but of a lower level ?
You have a Bite Claw Claw natural attack routine at full BAB and you also have this other tentacle attack which doesn't grant you additional attacks.
say your BAB is +11/+6/+1
If you mix Natural with iterative attacks your attack routine becomes Bite/Claw/Claw @ +6 (11-5) secondary
And
+11/+6/+1 iterative assuming your not using the same limb more than once
Could use use a single tentacle to make +11/+6/+1 iterative attacks while making +6/+6/+6 bite claw claw, or would you need 3 tentacles to use those 3 iterative attacks.
While the tentacle does not give you an extra attack can it not take the place of an existing iterative attack ? would that lead into the possibility of TWF with tentacles ?
On the back of another thread about reducing feats and how many people suggested it would kill a significant level of diversity despite what can be done within a class without feats. It got me thinking......
Is the simple fact that you have to choose a class hindering your character concept or at least limiting the diversity than can be achieved with your character ?
I look at the NPC classes and think now there are some pretty clean slates as far as classes go that pigeon hole people less than the heroic PC classes. But at the same time even they have connotations about what type of character the class represents.
Still for argument sake what if you turn these NPC classes into vanilla heroic classes by giving them a bonus general feat every level as a class feature.
Ok calm down I can see the level dip mechanics wheel turning in your mind already. Moving past level dipping would the clean class slate and a boatload of feats to work with further improve character diversity or simply lead to some nasty min-maxing ?
Just seems with the classes and archetypes we have, they can covers a large number of options but can they every really cover every possible option someone might want to try ? not to mention every time someone picks a class is their creativity and choice already being channelled down a certain line of thinking purely due to a name and some abilities
e.g. I choose Barbarian ... well I guess I get angry and rage that's a given. Sure you can be the civilized Barbarian who doesn't rage but everyone else in the group will be asking you WTH aren't you raging for your bonuses your going to cost us this fight.
If a Ninja and a Pirate had a baby how would that child turn out ?
what weapon of choice might they use?
what might their accent and speech patterns be like ?
Hell what name might they have ?
or would the universe just implode ?
Just curious what would happen if you removed the general feat choice every odd level from the game. Just yanked them out and replaced them with nothing.
Classes that grant bonus feats still grant those feats but the general feats choice is gone.
Would it have a significant impact on play ?
Sure feats have been around forever, its a core part of your character but could you just as easily have a fun and enjoyable character without them ?
would it drastically change the relative power of classes in any significant way ?
So playing an interesting little game of being Gnoll slaves fast levelling lots of combat in arenas , a week between fights, resource gathering and management with craft and profession checks.
Playing a Samurai Grendlkin , home-brew race claw claw bite, +2STR +2CON -2CHA and Fast Healing 1
Currently only level 2 but I feel like my Samurai could do with a little multiclass or PrC , open to any ideas stats 18str 12dex 14con 8int 8wis 12cha, have the feat that lets to treat all weapons as performance weapons currently rocking a +6 on performance checks to sway the crowd
So looking for ways to put together character that can enjoy fast healing pretty much from level 1.
I came across the Bramble Brewer who gets fast healing 1 as long as they are in bright light. Of course Alchemist has no easy access to a Daylight type spell.
That then led me to Aasamir and their Daylight SLA which can be improved with Heavenly Radiance for additional uses. And then you'd have a great source of daylight which even lasting only 10minutes will heal you for 100HP if you stay in the area.
But of course Bramble Brewer is half-elf only so that puts a damper on that lil idea.
Anyone got any ideas to get something similar working ?
(not that interested in limited fast healing that is capped per day)
There's quite a few feats out there now and it got me thinking about ways to offer an alternative to sifting through every feat looking for the right combinations.
So what about a Feat Archtype.
These would be generic ability packages that replace ALL you character feats and could open up some opporunites for some interesting sets of abilities knowing that they can't be combined with general feats.
This would also mean for GM's who want to generate higher level NPC's it would take less time if they just need to pick a Feat Package/Archtype for thier NPC give them the listed abilities and its done.
The packages themselves may include similar or even the same effects as feats but since they don't interact with feats are safer from unexpected combo abuse.
You could even use this as a form of multiclassing by offering packages which mimic other classes to a lesser extent.
These could even be applied to monsters replacing thier standard set of feats to give them flavor without giving them class levels.
Keep in mind like any archetype its optional so people who still want to custom build their feat tree are more than able to.
So I thought it might be interesting to teach my character a lesson in humility. She just got done show boating as a flying huge behemoth Hippo who grapped and pinned a lawful stupid General flying on a Pegasus then pile drove his head into the ground from 120feet in the air.
I'm thinking to teach her a lesson the Patron has cursed her into the form of an anthropomorphic Hippo along with stripping away her class abilities like spellcasting.
Question is what's the best way to go about designing a cursed form for her to play with.
A couple of ideas so far.
Use ARG and create a customer Monsterous creature then apply some non caster class levels to make it work
Use the Hippopotamus from Bestiary and refluff it as anthropomorphic adding classes or hit die to bring it up to the party level
Use the mechanics of the Eidolon rules to create a Hippo like creature, no attached summoner so it would function as a monsterous humanoid.
Apart from don't stand still and stay the hell away from anything with a pounce attack are there any feats/abilities that offer some protection from multiple attacks ?
Kind of like take an auto hit from their first attack for half damage and gain +4AC against any additional attacks they make ?
Basically something where your less likely to get hit against multiple attacks but more likely to be hit by the first or some other less painful downside.
If a creature has a natural slam attack and is also wielding a 2h sword for example, can they choose to make a slam attack without dropping the sword ?
I know you can't attack with the sword and slam in the same round but can you choose to slam attack but not attack with the sword without letting go of the sword ?
NPC pirate was hit by Hideous Laughter , I then had a flash of inspiration and pushed him into the water. There was a collective pause in the group and then everyone stared laughing. GM ruled he drowned (rule of cool)
But as an afterthought I'm curious if the rules support it?
Really just trying to work out if I'm ice skating up hill at the moment.
The build has gone through several iterations and so far its hanging in there, A Mythic rank was a godsend but overall I'm getting this nagging feeling that I'm ice skating up a hill that's quickly going to become a vertical cliff.
Rough specs
Orc
Witch 9 (SOWD)
STR 18
DEX 12 (14)
CON 18 (20)
INT 10
WIS 8
CHA 5 (7)
(brackets are gear enchanted)
Feats
Arcane Strike
Power Attack
Extra Hex
Extra Hex
(Our campaign we get vital strike chain for free)
Mythic Feats
Mythic Arcane Strike
(Fire this up with Bane for +3 to attack +5 to damage +2d6 untyped damage, also removes the need for swift action each round for 1 min)
Mythic Archmage Wild Arcane (can't beat up to 5 uses of highest level spells)
Patron Transformation
At 9th currently using Vermin Shape II with either Mantis or Scorpion shapes.
10th will go to Beast Shape III
12th-16th go to Dragon Shape I-III
Honestly I'm looking at the goal line of rolling around combat as a Huge Dragon with enough HP to at least make a game of it. But my fear is when I get there I won't be able to hit anything even with mythic arcane strike adding enchantments to natural weapons on top of an amulet of mighty.
GM is reasonable flexible with rebuilds especially in this case where I'm flying blind trying to fit the square peg of full caster into the round hole of frontline fighter. And for the life of me I can't make feral combat training/hex strike work to my satisfaction (waaay to expensive in feats)
Looking at the witch I'm interested in looking at homebrew ideas to turn it from just another caster into a Hex heavy class with no caster levels.
Just as a rough idea take the known spells/day of say the bard.
Once you choose a spell its treated as a Hex that can only target the same creature once per 24hours and otherwise follows the general rules for hexes, unlimited and Supernatural.
So you have a Witch who "spells" can bypass SR and Spell immunity but she can only throw the spell once per target per day hit or miss. These Hex spells are treated as hexes therefore could be the target of Hex feats. If its an area of effect spell that hits multiple target then every target in the area is immune to being hit with the same effect again until the next day.
Patron spells work into this without an issue as they just become a Known Hex
Would such a class change require bumping to a 3/4BAB and d8 ?
would this be too strong or too weak ? Any possible loop hole issues I'm not seeing ?
I have to say playing a Wild Arcana wizard is a LOT of fun and not for the ability to unleash a whole bunch more of your top level spells in combat but for the really situational spells that you otherwise couldn't justify using or spending money to put on a scroll.
It also gets around your opposed school restrictions since you simply cast any spell on your wiz list which can be from a restricted school since they are still on your wiz list.
A very interesting thing happened at the end of the days adventure I found myself looking at the entire wiz spell list for spells to protect our camp-site.
so out come Secure shelter, Minor creation, Illusory Wall, Hallucinatory Terrain as potential targets for whatever mythic points I had left that day since no reason not to spend them before going to bed.
Have to say really feeling like a proper wizard now able to pull out useful and sometimes obscure magic to meet an unusual challenge.
I find when its not my turn I'm scouring the entire wizard spell list looking for spell to give us new options in a given situation
Was just thinking since Mtyhic power are all about making your character able to do the impossible I came up with this little what if
what if
(example for idea illustration not a suggested new rule)
There was a Mythic feat or ability that let you ignore any one prerequisite when taking a non Mtyhic prestige class. feat/ability can be taken 3 times. 2nd time lets you ignore a single class prerequisite, the 3rd time lets you ignore a single feat prerequisite (the ignored pre-requiste must itself not require a pre-requisite you don't have) a feat gained in this way can't count as a pre-requisite for feats if you normally can't qualify
e.g's
taken Once
Eldirch Knight without needing martial weapon prof
taken twice
Paladin levels without needing or being penalised for being non-lawful good
taken three times
Weapon Specialization without Fighter level 4 (still need weapon focus and prof)
I just thought maybe there are other ways Mythic characters might be able to stand out as unique and powerful. ability combinations not seen outside Mythic heights.
For a nice total of +3 to attack, +4 damage +2d6 untyped damage on all of my attacks
unless I've read something wrong ?
That said its counter as a GM is using a mixed creature type encounters which aren't exactly uncommon, so again not so bad. and since everyone will jump on the +2 Holy bandwagon at Mythic Tier 3 ..... not a big issue
I'm going to try this tomorrow night as our GM just added mythic to our game to playtest, I'll let you know if he pulls his hair out ;)
Would twilight knife trigger correctly when set to trigger from a Spite spell ?
Spite:
Choose a single touch range spell of 4th level or lower with a casting time of 1 standard action or less. As part of the action of casting spite, you cast the associated spell and bind it into a defensive ward in the form of a tattoo, birthmark, or wart somewhere upon your body. The next time you are hit by a melee attack or a combat maneuver is used successfully against you, the stored spell is triggered against your foe. You do not need to succeed on a touch attack to affect the target, but in all other respects the spell is treated as though you had cast it normally. If the attacking creature is not a valid target for the spell, the stored spell is lost with no effect.
You can have only one spite spell in effect at a time; if you cast this spell a second time, the previous spell effect ends.
Twilight Knife:
You create a darkly sinister floating knife that attacks the same creature as you each round. If you choose not to attack a creature, or you make an attack that affects multiple opponents, the knife makes no attack during that round.
The knife uses your base attack bonus modified by either your Intelligence or Charisma bonus (whichever is higher) when making this attack. Unless you specifically will it to do otherwise, or it proves impossible to do so, the knife always maneuvers itself so that it can flank your opponent before making the attack. The knife deals 1d4 points of force damage on a successful hit and has the same threat range and critical multipliers as a normal dagger. In addition, if the target is denied a Dexterity bonus to AC or the knife flanks the target, the knife can make sneak attacks as a rogue, inflicting an extra 1d6 points of force damage per four caster levels on a successful attack.
A twilight knife cannot be attacked or harmed by physical attacks, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation affects it. A twilight knife's AC against touch attacks is 12 (10 + size bonus for Tiny object) plus your Dexterity modifier.
If an attacked creature has spell resistance, you make a caster level check (1d20 + caster level) against that spell resistance the first time the twilight knife strikes it. If the knife is successfully resisted, the spell is dispelled. If not, the weapon has its normal full effect on that creature for the duration of the spell.
Its the wording about the target of the spite needing to be a valid target for the triggered spell. twilight knife wouldn't exactly target your attacker. Although maybe that's not important as it dosen't say the spell needs to target the creature ?
You summon a wasp swarm, which fills your space (up to 5 feet by 5 feet) but does not attack you. The dense cloud of vermin gives you partial concealment against ranged attacks. Any creature that makes a successful melee attack against you takes 2d6 points of swarm damage and poison from the wasp swarm, but is not affected by the swarm’s distraction ability. As a free action on your turn, you may have the swarm cling to you tightly, giving you a fly speed of 20 feet (poor maneuverability); when using the swarm to fly, it does not provide concealment or harm creatures that strike you. You can return the swarm to its protective shape as a free action on your turn.
Just want to clarify that means for each successful hit a creature lands they take 2d6 swarm dmg and must make multiple saves if they landed multiple hits ?
so if they land 3 hits they take 6d6 damage and must make 3 saves vs poison
Just noticing there are very few Mythic powers/feat etc that support class specific abilities.
I'll grant there is plenty of generics that would be useful to many classes but very few that enhance what makes a class iconic.
The exception to that rules seems to be spellcasters purely for the Mythic spells which will give their iconic casting abilities a huge boost.
The only other boost I could find of note is the Sacred Boon ability that increases your effective cleric level for determining domain powers. Other than that there seems to be very little in the way of class specific boons.
Maybe its intentional, maybe its simply because this is a first pass at Mythic and they're only covering the basic Fighter Rogue Mage Cleric but it would have been nice to see at least a couple of support feats for an iconic ability from each class e.g. Smite for Paladins, Wildshape for Druids, Bardsong for Bards etc