Heiracosphinx

Phoenix M's page

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First: For the record, I am the insane player. One that is looking for ways to drive my DM up the wall in a good way.

Second: I am currently playing in a Home-Brew 'Late Medieval/Early Renaissance' Low Magic campaign. i.e. wizards, elves, and gnomes are burned at the stake type cultures. However Alchemy has risen to replace most spell casters. For clarity non-spontaneous classes have become uncommon or rare, nothing has been banned. Some firearms are common enough, gear based tech not so much. i.e. pre-wheel-lock firearms.

I am aware of the Alchemical Golem that's not what I'm looking for. My thoughts are trying to come up with Alchemically crafted or adjusted creatures. Think Frankenstein's monster vs flesh golem or the owlcat from the movie "Patchwork" (drink nothing that might stain your carpet while watching it) Weird stitched together beasties restored to "life" by way of alchemy and natural phenomenon.

Any thoughts, ideas, or humor (especially humor) on the feasibility of this idea is welcome.

Thanks fellow fans.


Going to try and keep this simple:

Any ideas on how the Northern Lights would affect vision.

Trying to help my teenager work on his first gaming group (mirroring Skyrim for easy group understanding). I have never been far enough north (or south) to witness the phenomenon personally so I really have no idea what to expect or how to put into game mechanics.

Thanks.


I have no doubt this has been covered before, I just cannot find it.

The question is: Can you as a Core Class load and fire mundane alchemical item (Acid, Alchemist's Fire, Holy Water, Oil, & Thunderstone) from a standard sling. I am not finding a ruling one way or the other in the core book or here on the forums.

FYI: Not PFS so rules are a little flexible.

Thank You for any help.


So, trying to figure out a way for a level 2 ranger Ifrit to get some type of a fire/heat based animal companion when he reaches the appropriate level. So far I've found the Evolve Animal Feat, but the character has a 9 CHA (Prereq. 13 CHA) and the Air elemental companion for a Druid archetype. Anyone know of something I'm missing?

Would like to stick to Pathfinder books, but 3rd party is available if needed.

PS, Not playing in a PFS game so the rules are flexible.


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I'm not finding any rulings one way or the other.

Does a spellbook need to actually be a book, or can it be say written along a quarterstaff, sword blade or other object? If so, how much room would be available do you think?

I'm trying to build an Osirion wizard for the Mummy's Mask adventure path and was thinking having her staff covered with hieroglyphics that functioned as a spellbook would be a unique idea.

Damage to the staff aside, is this even an idea I should bring up to the GM?


Are there any rules on how to add oars to a ship that never had them? Either Pirates of the Inner Sea OR Skull & Shackles rules will work.


So I have a third level brawler (unarmed strike does 1d6+str) in my group, that has now picked up a cleric level with the metal sub-domain. The domain grants 'Metal Fist' this allows a normal unarmed strike to deal 1d6+str damage, plus other benefits (i.e. ignore hardness).

The question is, do the dice given alter one another (stack, increase die size, etc.), or does the ignore hardness simply add to the existing 1d6?


So trying to figure out how to use the follower modifiers for a naval based leader.

So the PC in question has his own ship, Ok its a large boat, and is wanting to get leadership and maybe a larger ship. Now the issues is does the ship count as a "stronghold, base of operations, guildhouse, etc" for the bonus, and will the "moves around a lot" penalty apply?

Thanks for any advice.