Pylos Thrune's page

437 posts. Organized Play character for DekoTheBarbarian.

Got a friend who's wanting to play an Ifrit Fighter/Dragon Disciple. He's using the efreeti magic racial ability to qualify for the spellcasting pre-req, and was wondering if the Eldritch Heritage feats would help increase his sorcerer levels for the dragon bloodline abilities. I haven't seen a problem with that working, but I wouldn't be surprised if I missed something.

Would the new archetype Dreadnaught in Horror Adventures work with the Unchained Barbarian? I want to give it a try, but I prefer the unchained barbarian over the normal one. Since all it does is half the bonuses instead of changing them out-right like e.g. Urban Barbarian, it seems like it would.

Is there a book on Rahadoum in the works? It's actually one of my favorite regions in the Inner Sea, and I'm a bit sad that it hasn't been further explored outside of a few side-bar entries and its section in the ISWG.

Is there a good map of the Inner Sea region of Golarion? A friend of mine is starting up a new campaign (based around Cthulhu and friends, righteous!) and the party is gonna be moving around a lot and not staying in one country. I figured that a good map of the Inner Sea would be very useful. I have most books, but can't seem to find a good map, so thought I'd ask around here.

I'm making a Clockwork Alchemist (Advanced Races - Kobold) kobold for a Midgard campaign, and I really love the idea behind the class. I'm just a little confused on how it treats it's extracts. The clockworking ability replaces the alchemist's alchemy ability, but doesn't say anything about extracts. The archanomechanist in the same book says that they make devices that function similarly to extracts, but the clockwork alchemists don't have anything written for it that I've seen. Have I overlooked something?

So, designing a ratfolk witch character concept, and I'm thinking about using the Bouda archetype. The archetype replaces your 1st level hex with the Bouda's Eye hex. Looking at it, it's almost completely identical to the Evil Eye hex, except that, once per day, you can add a second effect to the target. The Bouda's Eye hex says that, if you have the evil eye hex, you can increase the number of effects the bouda's eye hex imparts by 1.

My question is: Is there any mechanical difference, other than that, for having both hexes, or is gaining the evil eye hex later on a waste?

Dark Archive

I've got a goblin alchemist going through the Way of the Wicked campaign (this character, actually), and I built him using the Grenadier and Winged Marauder archetypes. However, my GM is saying that I wouldn't be getting the flying mount from the Winged Marauder archetype until the beginning of the second book, which to me is way to long to be able to use a 1st level ability.

We already have another alchemist who focuses on the mutagen feature, and I'd like to use an archetype that gets rid of the feature. My only problem, though, is that the only other archetypes I can find that gets rid of it gives you basically a different version of it like the mindchemist and inspired chemist archetypes. Is there an archetype that I'm missing?

I'm looking to start playing in official PFS. I live in the Kansas City, Kansas area, and am wondering if there is a group in the area that I can join.

2 people marked this as FAQ candidate.

I know that the ruling is that Unchained Barbarians cannot take an archetype that changes the mechanics of how Rage works (i.e. Savage Technologist, Urban Barbarian), but what about Mad Dog? All it does is change the level at which you gain the Rage ability and make it work at your level -3. Would that be considered changing the mechanics like the above examples, or would work with the unchained mechanics?

I got a quick question. I've got a Hunter build I'm planning on, but I don't want spells. Instead of just ignoring my spells, cause I'm not fond of having something and not using it, what are peoples' thoughts on giving a Hunter the Trapper Ranger archetype? Since the only thing it replaces on Rangers is their spellcasting, would you homebrew Hunters getting it?

Just got a quick question. How many marbles would roughly be in a bag? Got a character I'm making, and unfortunately I need to know how many he'd have for the concept I'm making. Any thoughts?

Okay, I was looking over the Kineticist class, because that was the class I was most looking forward to since the playtest (me and just about everybody else it seems), and was reading the info for the Kinetic Blast class feature.

It says that you are able to use any prehensile appendage to fire the blast, and was wondering if that would allow a creature with a prehensile tail, such as a Vanara, Monkey Goblin, or Tiefling with the appropriate alternate racial feature, to fire off a kinetic blast using their tail.

Occult Adventures pg. 11 wrote:
She must have at least one hand free to aim the blast (or one prehensile appendage, if she doesn’t have hands).

Does that mean you literally cannot have hands in order to use a different appendage, or can you use the appendage if your hands are full? (I.E. a kineticist/fighter multiclass using a two-handed weapon/sword and shield?)

I'm wanting to build a TN Cleric of Pharasma (or Nethys, not sure which yet) that will prestige into the Envoy of Balance prestige class in Champions of Faith and was looking at the endowments they gain. Spiritual Equilibrium is the first one I'm getting, but I have questions about the Twinned Channeling endowment. How exactly does it work? Does it both heal and harm the same characters at the same time? Or do you choose which character gets healed and which gets harmed?

I'm just curious, has anybody ever played a Pureblooded Azlanti before? If so, RP-wise, how did it go? I'm thinking about asking a GM if I can play one in a campaign and wanted to see if anybody had any advise for the best ways to go about this idea.

A friend of mine is a Paladin archer who was allowed a T-Rex mount. I know, terrifying. Anyway, he wants to be able to use it while in dungeons and other locations, more like an animal companion instead of a mount, and was wondering if there is an item that can resize animals at command/wearing. Is there such a thing? I want to know, too, because I want a mad dog barbarian with one lol

A friend of mine is making a Paladin archer for a campaign he's in, and is wondering if there is an animal limit to what he can choose.

Making a Spirit Binder wizard, and am picking out opposition schools for him. I was originally going to go with necromancy as one of them, until I reread the class and noticed that it said I couldn't, because after he created his familiar with his mother's spirit after watching her being killed in front of him and feeling disgusted with what he did afterwards, but then I thought about evocation.

Evocation, to me, is pretty much the bread and butter of wizards, containing a lot of the damage potential for the class. However, as the character is a 16 year old who was relatively sheltered during his life, he isn't big on being in combat so I'm thinking about making him more of a support character, using a lot of buffs, debuffs, and illusion spells to control the battlefield. Would the character be good and not a hindrance in combat with evocation spells at a penalty?

I've got a question about the animal companion and familiar archytpes in Animal Archive and Familiar Folio. I have both and have read the passages on the archtypes in both of them, but it never explains how you can apply them to the animals in question. Is it just picked up like a class archtype, only applied to the animal, or do you need a class archtype or feat or something that allows you to apply it to the animal, like the School Familiar feats in FF? Thinking about making an Eldritch Guardian with a mauler familiar and a Spirit Binder with a protector familiar and wanted to know how to do it legally.

So I'm writting a Pathfinder story/campaign, and was wondering, is there a cannon way for mortals to kill the gods? I know that there are gods that have died due to lack of followers and other divine beings killing them off, but what about mere mortals? Something like the Raven Queen in 4e who killed off the old god of death and took his spot.

Okay, so I'm building an Arcanist/Sylvan Sorcerer, and looking at the exploit Dimensional Slide, I'm wondering: Would you be able to use it while mounted and charging? All it says is that you use it during a move action and go through a rip in reality to land in another square, and it counts as 5ft of movement. I can think of some nice things, especially if you're riding a triceratops after level 7 when it gets powerful charge + one of the elemental exploits.

Okay, so my GM gave me a challenge to create a crazy character. By that, I mean mentally unstable. So I gave it some thought, and decided to create a CG Martial Artist Monk. However, then I decided to see what the ACG has for monk, and saw the Wild Cat archtype. I love the Martial Artist's non-alignment restriction and some of it's abilities. The Wild Cat's abilities, I believe, would suit the character concept more, but it's still restricted to being of Lawful alignment.

Should I just ask my GM to waive the alignment restriction for Wild Cat, or stick with the Martial Artist? I really want to use a frying pan or something similar as a weapon, and the Wild Cat gives the ability to use the monk's unarmed damage at -4 levels (or full damage with the monk robes), but again I want the character to be of Chaotic alignment. Any ideas?

I have a question about the tech items in Technology Guide. Is it possible to get tech weapons and armor magically upgraded? Or does the tech and magic combining cause a warp in the space-time continuum, bringing about the end of the world? Cause, I gotta say, I really want my chainsaw (3d6 18-20/x2) to have the Keen magic weapon property. If not, I will be more than happy to take Improved Critical feat just to get crits on 15-20.

I love creating characters, most of which I end up never using in actual game play. It's more of an intellectual/creativity exercise for me. Right now, I'm thinking about making a Human character using the Younger Character rules in Ultimate Campaign, and homeruling it so I can have a PC class. I was thinking either the Feral Child racial druid archtype in ARG, or the Wild Child brawler archtype in ACG.

My question is, what does anybody else think? Any ideas of how to make it possible/not completely underpowered? The minimum age I want is 12, and the animal companion is either a small cat or ape.

2 people marked this as FAQ candidate.
Tech Guide said wrote:
A savage technologist can enter rage as a barbarian, except she gains a morale bonus to Strength and Dexterity instead of Strength and Constitution, and she does not take a penalty to Armor Class. She retains the bonus on Will saving throws. When a barbarian ability would increase the savage technologist's Strength while raging, it increases her Dexterity instead.

I'm slightly confused about the bolded parts. I'm wondering if it's a misprint, and is supposed to say that it increases Dex instead of Con, since a savage technologist's rage doesn't increase it anyway, or if you literally only get a bonus to Dex when the barbarian would gain greater rage and mighty rage.

How it reads:

Lvl 1: +4 Str and Dex, +2 Will
Lvl 11: +4 Str and +6 Dex, +3 Will
Lvl 20: +4 Str and +8 Dex, +4 Will

How I think it should read if it is a misprint:

Lvl 1: +4 Str and Dex, +2 Will
Lvl 11: +6 Str and Dex, +3 Will
Lvl 20: +8 Str and Dex, +4 Will

I can understand only giving the increase to Dex if you were going for a pure ranged build, but I'd rather have the bonus to both, especially since I can see a really good pirate-themed character with this archtype. And if you were to use the archtype with the bloodrager class from the ACG (GM allowance for non-PFS games since the archtype replaces the same abilities from both classes at the same levels) and choose the the Abyssal bloodline, for instance, which grants an increase bonus to Str when raging, would you instead gain that further increase to Dex?

Just thought I'd let the people of the Paizo Boards a chance to help out. I could just be over thinking things, it has happened before, but clarification often helps.

I like the new Shaman class, soooo much better than the Shaman from the Tome of Secrets. One thing I'm a little confused about is how the Companion Animal greater spirit ability works. When your familiar turns into an animal companion at level 16 or 20, does it completely stop gaining anything as a familiar and only gain the animal companion abilities, or does it gain both as you continue to level up if not taken at 20?

And how does this work with the new Animal Archtypes introduced in the Animal Archive book (something I really hope is expanded upon in later books)? If your familiar has an archtype, such as Valet, does it lose it upon becoming a companion? Or would you be able to keep it and perhaps gain a companion archtype like Racer as well? Or do you have to trade the familiar archtype for the companion archtype?

I'm wanting to build a Ghoran Druid revolving around plants, and all I can think of using is the Growth subdomain for Plant, and one of the location archtypes, either Jungle Druid or Plains Druid. Not wanting either an animal companion or really use wild shape, since I'll already be the plant-type and you don't get plant-shape until later. Any advice?