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It's gotten to a point where enemies are so aggressive that they will crush our frontliner and come for us next. Our Paladin can't resist a 38 to grab, so if one is targeted at us, I figure I should be more prepared than spells and healing.


That actually sounds pretty desirable. Though progressing into Witch isn't the most important, I can progress my Channel dice to 8d6. I think Spell Combat Would've been nice as I could cast True Strike or something, but my BAB would go up to +7/+2. Can you show me or provide a link to the VMC Magus? I might just propose that.


What is VMC? And It's only never an issue as long as nothing happens to it. That's why I was praying for Spell-Combat to help in most regards like with True Strike or Fallback Strategy or Windy Escape.


It's probably a homebrew piece of equipment, but It's main use is as a quill. I have used it to uncover new knowledge and change the course of battle as some kind of Page-Master. "The Sea Dragon was far too enraged to think clearly about its battle strategy. It clawed recklessly to swat at our ship, but its talons dragged along the stony crags slowing its momentum."


With the equipment we've acquired, my weapon of choice was to be a Timeclaw Phoenix Dagger which gives a +19 to hit regardless of any other modifiers in combat and creates things into existence by using as a quill. I've begun to use it with ingenuity in combat before with things like Death from Above or Lightning bolt, I'd just be screwed if I ever lost that weapon as I'd go down to flat BAB which is a +7 with any spell bonuses.

I am apprehensive about asking him to retrain as I've already done so in this campaign from Demonsworn witch to Hex Channeler as a oath to the Goddess of the Moon. I understand the concerns of not being fully combative, but he kind of gives the impression that will be irrelevant if I take Swashbuckler 3. What is your opinion on that notion?


During a very long campaign, our characters have grown to level 11 only have our party of three slain by a Lindworm. The session didn't end there as we crawled our way out of death's grasp in order to be resurrected safely. By the god's grace we were empowered with 3 additional levels and my character had a lot to consider in where to apply this growth.

My character is a Half-Elf witch who used to specialize in torment and curses but since has given that up in favor of divine healing via the "Hex Channeler" archetype. Regardless, in both incarnations he was a backline caster who devoted to Debuffing, or more recently, healing. However when our Paladin was slain, first before our eyes, he decided this wasn't enough. He would have to step up and fight alongside to make sure this never happened again.

In this campaign, each of us are very committed to our characters and usually act in character at all times and never Meta or OOG. So when I had proposed this plan of leveling into Magus 3 my DM discouraged me.

Our party consists of:
- Holy Vindicator Paladin who wields a falcata and is our source of defense and damage.
- Void Wizard newly initiated as a Time Cleric who offers most of our De-Buff and magical damage
- Knifemaster Rogue who is another source of damage with two demonic weapons
- (Me) Hex Channeler witch who provides protection and healing

My spells mostly are used for story and healing or protection with channel positive energy and Healing Hexes. With 11 straight levels in the class I felt I needed to be more active in combat. Though my strength is low, I have decent Dex and high Con which proposed me to the idea of taking 3 levels in Magus in order to deal some additional damage and most importantly gain the Flamboyant Arcana for Swashbuckler's Parry. Though I was going back and forth on most of these details, my DM said OOG I should pick Swashbuckler instead as picking Magus was a much riskier move but did that whole "in the end its your decision." I honestly don't feel like Swashbuckler is a right pick for the character and I don't like meta gaming, but I obviously don't want to feel punished for playing the character I intended. Is there something I'm missing? Is there any advice someone can give? I'd be happy to provide any other details and information needed.


Thank you for all of the suggestions. To clarify, he was averaging around 16 damage. Not a +16 damage bonus. I admit that 16 average damage is not impossible, but it is concerning to combat as most things will be killed upon taking that much damage.

He actually did pick the Snake Style thank you for reminding me. He is a very big fan of the swashbuckler Parry and was excited to take this style because I believe it allows the unarmed strikes to be piercing.

Again I'm confident he was not optimizing, as the races requested were literally just a gecko and monkey and I had tried to create the races to be accurate to the setting with only 8 RP.

Should I consider dividing the starting wealth in order to set back a little? It doesn't really affect the damage as he uses his fists, but perhaps he can't start with such expensive armor or have a considerable amount of gold to sit on.


Iv'e struggled in the past with a player at our table who is an amazing DM and all around great guy because he is super lucky and makes incredibly strong characters. With my turn at the the head of table I've run myself dry planning elaborate encounters in the past only for a level one character to deal 16 damage with a d4. The setting is converted from 5e's Humblewood and I've made races at the player's requests being a Gecko and Monkey respectively. Nothing too special, just very agile creatures who are small. At level 1 he has an armor class of 21, +7 to initiative, and as stated before can deal 16 damage with a d4. I don't believe he optimizes to an extent, as he worked for a while trying to make a certain concept and ultimately decided on an unarmed brawler ignoring most of the racial abilities that might benefit for a more agile and support class. I'm not opposed to some things being one shot, but in the setting, the first level enemies are Bandits and Swarms of Fire Bats. Clearly the bats are supposed to be the more challenging encounters, but I feel guilty throwing swarms at them at such a low level. Even nerfed, the swarms don't stand much chance against him. Bandits, on one hand are mostly throw away enemies, but with that damage output, they can be killed with one strike and are supposed to be sympathised with later in the story. What's worse is that he has a sort of protege who has also made a quite strong character. A samurai with only a d6 dealing the same amount of damage threshold and 17 AC. He plays for story, so I feel like if I can make challenging encounters it will help drive interest for other players, but I don't want the rest of the party being outshined and I don't want a TPK by increasing the difficulty. What can I do to make sure my challenging encounters are not trumped or one shot? They both have +0 to Will saves, but having a spellcaster enemy so early seems very cheap to me. Any suggestions on how I can help make the story up to their level? I don't want to punish them for making good characters, but I don't want them to be bored one-shotting everything.


I was hoping to get some ideas and feedback on a weapon id like to throw at my players.

In this episode they would be fighting the constellation of Andromeda to convince her to aid them on their journey. In the story of Andromeda, she is chained to a rock as a sacrifice to a sea monster before Perseus saves her. Id like her to use the chains as a weapon.

I also understand that the spiked chains are a weapon but they don't really fit the image and one of my players is already wielding one.

I imagine this as a pair of weapons being dual wielded (each chain linked to a shackle around the user's wrists), and very heavy and cumbersome. This weapon would be bludgeoning damage. It would require a Strength score of at least 15 to wield, but would replace the Strength modifier of a melee weapon for your Dexterity modifier. The idea would be to swing these heavy iron chains around and use the gravity that they impose to deal damage (that's why I think they would belong to Dexterous characters)

They will have the trip, and reach qualities of a weapon
They would be considered to be an exotic two-handed weapon and would take a -6 and -10 penalty without the Two-Weapon Fighting feat

Damage wise I was thinking 1 die higher than the spiked chains. 2D6

I would really appreciate some feedback and assistance


The idea was supposed to mimic maybe that of Mrs. Pryce from the early Disney film Bedknobs and Broomsticks or tropes about witches animating objects to life.

I do like the shift of idea that maybe her black cat can inhabit the vessel of a stool or something. Taking, a standard action to inhabit and come out of.

I think my idea of storing her spells in an object was maybe worded as like storing her Arcana in an item as I thought a unique little flair would be that say you bind into a Shadow. The Witch may not have these spells prepared, but since the shadow now has a source of magic it could be argued that it could possibly use Shadow Trap, or Protective Penumbra as a spell slot instead of one of the spells the Witch prepared.


I was wondering if someone would be able to give me some feedback on this archetype. I'd really like this as a full class but i think an archetype is this idea's niche

Animator

Ever curious with the advancement of technology, the Animator specializes her magic in the art of animating objects to do her bidding. Rather than forming a long bond with a familiar, an Animator can form shorter bonds with various objects that she animates.

Knowledge Lust

The Animator is driven with a pursuit for the knowledge of how mechanics work.
The Animator adds Knowledge (Engineering) to her list of class skills.

Devoted Instrument

Unlike most Witches, the Animator does not form a bond with an animal in the form of a familiar. Instead an Animator is able to form temporary bonds with objects that she creates to show a semblance of life. Once per day, the Animator may store her Arcane magic into one object to animate it and serve as her as she pleases. The Animator prepares spells and delivers touch spells, as the Witch’s Familiar, via the object of her choosing for that day. Since the Animator only made a short bond with the object, if the item is sundered or stolen the Animator does not lose all of her stored spells. The bond formed between an Animator and the object she animates is similar to a contract. Within 24 hours of the Animator animating the object, the contract is void and the Animator may form a new bond. As the Animator is greatly specialized in the ability to animate objects, her talents far surpass those who make use the spell ‘Animate Objects’ or the ‘Craft Construct’ feat. Not only can she command objects to attack, but she can also command them to perform tasks. The animated object only responds to orders given by their master and can perform a range of natural and supernatural abilities; such as a lantern growing brighter to light a dungeon, or a broomstick to take flight and carry the Animator as transportation. When bonded to an object, an Animator may make a Use Magic Device check (DC average 15) to command the object to perform a task within its ability (natural or supernatural). Since the Animator stores her arcana in her chosen object, many can perform spells (of equal level that their master can cast) from their master’s spell list within their own ability to do so. At first level, the Animator may target one Fine, Diminutive, or Tiny object. At 5th level, the Animator may target one Small or Medium objects. Some examples of implements for the class feature are, but not limited to.
Food or Beverage item may use; Poisoned Egg or Putrefy Food and Drink.
Quill may use; Read Magic, Comprehend Languages, or Memorize Page.
Broomstick may use; Levitate or Fly.
Needle and Thread may use; Mending or Lipstitch.

This ability replaces the Witch's Familiar and her 2nd level Hex.


Don't worry I'm not going to type in ever single deity and ask for opinions, no my Home brew campaign is going a little divinely driven and I was wondering if some ideas were too confusing or complicated advice or thoughts would be helpful :)

The setting takes place in a world with 3 main Planes of Existence. The Material Plane, The Astral Plane, and the Divine Realm.

There is a Pantheon of 8 deities in total that reside in the Astral Plane. The Astral Plane in this setting serves as a realm of its own where the stars and constellations are servants, scholars, companions, and warriors for the deities.

4 of the deities are based off of directions of the compass rose North, South, East, and West. They rule the land in the Material Plane and the space in the Astral Plane corresponding to their direction. Each of these four deities had a 'court' a group of followers such as angels or Constellations that take the form of Humanoids, Creatures, or Artifacts. These 4 deities were created by the 'King of Cosmos' (comparable to the god of gods). His rule is far greater than that of his children as he commands galaxies, nebulae, and things beyond sight from the Material Plane.

The other 4 seats of the pantheon are more 'spiritual' deities. They were once archangels of each of the directional deities but moved to ranks of god. They represent Sun, Moon, Comet, and Void (black hole) respectively.

Regardless of their origin the gods are all respected equally, and everyone in the Material Plane acknowledges their existence and chooses at least one to follow their teachings or pray to most frequently.

The gods come with a terrible secret however. Stones of unknown origin each representing a different deity rest somewhere in the material plane. These stones are carved from precious gems and represent a deity in the form of an animal, gem, and ideal (ex. The Golden Ox of Labor). Many occult outcasts believe by communing with a deity and performing a daemonic incantation with the stone in their hand, they can sever some divine power directly from the corresponding deity. These 'Key Stones' once charged, fill a mortal with unimaginable chaotic divine power.

Yet it does not end there, as legends continue to say that more of these stones have been created. They depict certain deity combinations such as; North-East, South-West or Eclipse (Sun & Moon). With this, a mortal may in a sense fuse a projection of two existing deities. The 'projection' has no physical form and does not take the form of both deities used in the fusion. Instead, both deities are unharmed except for being perpetually exhausted. As the projection is incorporeal, often it is a chaotic entity that rampages in fury from having two opposing views arguing and fighting over control of the fusion.

Worst of all, many believe a final means of fusion exists, still. By using four deities, a mortal will succeed in ascending to Divine status, but in exchange create a monster. An amalgamation of deities and animals in a chaotic fury this creature is trapped in the Astral Plane without a vessel to impose any harm. However, its rage can knock powerful constellations or even angels out of the sky and into the Material Plane. With enough motivation, the beast can claw its way up into the Divine Realm and challenge the 'King of Cosmos'. The beast's blood lust will only be satisfied when it has murdered the god of gods, and takes over its form with a chaotic rule and the entire cosmos within its palm.

Thoughts? :3


The light and animated quill were the 'construct familiars' They're animated objects that have supernatural or spell like abilities. Like each is a different option that can be chosen. Just little summaries of each different Circumpolar Bonds:

Ebony Llaw: Animated severed hand made from clay. Its touch spoils food and water or lessens the value of gold 1/day. Can also scratch its master for blood to create illusions that Nauseate or Shaken the target.

Ivory Gywair: Animated winged skeleton key. It can cast Knock 1/day and with an insane Disable Device skill, can DC 10 check locks each time a day, growing by 5 DC. Can also bind a target with chains that prevent the target from using more than one action and also reduces movement speed by half.

Golden Pelydryn: Animated glowing orb. It can act as Dancing Lanterns with the addition of changing of light intensity, flashing, and changing colors. Can also act as a simple crystal ball to act as a decoy.

Azure Dyrsor: Animated smooth blue stone. It can cast Ear Piercing Scream for a number of minutes equal to its master's level. Can also be used for the spell Divination to hear the voices of spirits encased in the stone warning the master of impending dangers.

Crimson Cwilsyn: Animated red quill. It can use Scribe Scroll without prerequisites or its master needing to have the feat. Can also craft (calligraphy) or prepare its masters spells at night while the master is asleep. Understand languages, and search for new knowledge bringing new information to its masters.


Well this idea was just one class feature. Unfortunately, i believe a miscommunication raised as this is not the only feature the Astronomer class was intended to have. I admit looking back it was a little confusing but the class came with a set of multiple class features that the player would gain through level advancement. My campaign featured the party having to travel to collect an IMMENSE amount of constellations for the Astral Deities. The constellations take form of magical artifacts or creatures that are too powerful for mortals. They are weapons, tools, and warriors for the Astral Deities and the entire campaign revolves around returning them Enter: the Astronomer. Its main class feature was to craft a star chart, have it blessed by one of the Astral Deities and be able to locate nearby constellations, receive bonuses to skills that interact with them (Handle Animal, Intimidate, Diplomacy), and know lore about each constellation. One of its class features the Patron would grant Blessings onto the Astronomer based on what Astral Deity he chose to pray to, but this feature was arguably similar to the Shaman's Spirit. The Circumpolar Bond was a form of one of these Blessings used to take a little of the utility spell casting off of the Astronomer's shoulders. (Having a severed hand use Silent Image instead of you). I have decided to split the entire class into Archetypes that offer these class features (The Patron and Bond could work similar to a Shaman's Spirit or Spirit Animal.) My initial plan of posting the class feature was to see how the Class Feature stood. It wasn't an entire class heavens no.


While I do appreciate you suggesting the Improved Familiar option, its not exactly the image I had in mind. The only options were clockwork and Homonculous. At any rate, I appreciate the advice of an archetype. I think that may be much better. Now I do think I am going to delete all of the rules except for the fact that these little guys dont get familiar archetypes. Is there anything undesirable to the constructs themselves? The document provides links to entries for each (Under the kind of imagery of animated items) Does one seem lacking or another seem overpowered? I did spend a lot of time on this feature and I would hate to scrap the entire idea altogether.


wizards arcane bond can only be weapon, animal, ring, or amulet. is it complicated? in what way, that'd really help. Do you think it should be a homebrew archetype rather than a class altogether? it might work as a Shaman archetype. if thats what you are getting at.


this is just a class feature not its only one. and we are in the homebrew section. this is my homebrew campaign featuring a new setting and deities. in my campaign all the deities are tied to the stars. The classe's main role is as a navigator. My campaign revolves around an astral war that is being fought amongst the Star deities. Their weapons and warriors (Constellations) fall from the sky from the impact of the war and certain mortals are imbued with the task of returning them as their divine power is too strong for mortals. The Astronomer's main feature is his ability to graft star charts enabling him to find the three nearest constellations without the party aimlessly wandering the earth. This class feature is a little like bonus. A nice unique feature to the class. It is not what the class is based around. It makes certain tasks like spellcasting easier because instead on wasting a limited spell known for a light spell, you can use your Golden Pelydryn and offer any light brightness or dimness, varying colors, allow it to move ahead and light a corridor, or even send distress signals. Or the Crimson Cwilsyn allowing you to have a magical quill craft (Calligraphy) {Star Charts} in your sleep. Search for new information, Comprehend Languages for you. I suppose the class feature is a secondary one not one the class is based around but it takes a bit of the utility out of spellcasting. You have a tool to cast Knock once per day instead of you sacrificing a spell known for it you could maybe take something less situational. Thats the idea behind it.


The Constructs are tied to the deity Patrons. Its a little hard to explain but the class is extremely similar to the Oracle. They choose a Patron 'Mystery' to receive Blessings 'Revelations'. Headfirst made a good point that the class should be Astrologer. Its less of the profession Astronomer and more of a loyal messenger of the deities in the stars and their role as a class is to use their chart making skills to locate missing constellations. Did you read to the end with the list of constructs? It gives a little description of each. Like one is a key made from the god of heroics, battle, and Freedom. If an Astronomer chooses this bond he values freedom to all creatures and this little winged skeleton key aids the doors and locks that bars his path or the shackles that bind him. Most classes have a familiar (except for the bard i think) this was my little spin on it because the class i featured only had the new ability to create star maps that would help find artifacts based on constellations. I guess in terms of a construct the idea is that it would be an Animated Object instead of a robot. They take forms of mundane objects like a Blue smooth stone, a winged skeleton key, a Crimson quill, a Black severed hand, and a Golden orb. I hope maybe that clears up a bit of the confusion. At the end of the document there are links provided to each of the different bonds. Let me know if that changes the image for you or if you have any suggestions?


Headfirst wrote:
A divine caster based on stars and constellations should be called an astrologer, not an astronomer.

Extremely good point


Cyrad wrote:
I'm not understanding what the point of the mechanic is. It's basically just a familiar with much more vague rules.

The idea was to structure the feature around familiars yes, I'm not sure why that's necessarily a bad thing (like the Shaman's Spirit Animal). I guess the image I had was an extremely dedicated class that was blessed with an aid in their charting and work. Quite possibly the class is meant to be so enveloped in their work the responsibility of another living creature is something they neglect. This class feature allows a construct like familiar to not worry the master about rest or food, and grants them access to unique abilities on behalf of their limited spells per day.


Aralicia wrote:

The link doesn't work because there's a space in the middle of it.

>> Working Link <<

Thank you <3


ugh idk why its not working

Edit: Apparently Google says the public file links are not available for users who are not signed into their google account.

https://docs.google.com/document/d/1llJ3GDIL5MpUHqQVVELO28Kp7j8Bn4qVJuOJBM3 gHVE/edit?usp=sharing


I was hoping to get some feedback via constructive criticism or advice on this Class Feature akin to a familiar. I am currently creating a homebrew campaign that features new deities that rule the stars called Quadrants, magical artifacts based off of constellations, and a new spontaneous divine spellcaster Class called the Astronomer. In this setting, four main patron deities serve in a war against a powerful force. The nature of the war knocks the deities' source of power, constellations, out of the sky and christened heroes are entrusted to collect them in order to help stop the evil force. the new class provides features such as creating star maps that may be blessed to help find the nearest constellations. They also receive a bonded construct that was created by one of the Patrons.

At 2nd level, an Astronomer gains a Circumpolar Bond as a class feature. Once the bond is chosen by the Astronomer, it cannot be changed afterwards. The Circumpolar Bond acts as an construct familiar entrusted to aid the Astronomer in his obligations and tasks. Few forms of the Circumpolar Bond exist however, they all possess the same size and trait to orbit their master.

https://docs.google.com/document/d/1llJ3GDIL5MpUHqQVVELO28Kp7j8Bn4qVJuOJBM3 gHVE/edit?usp=sharing

Please only comment if you have something helpful to say. I am aiming to make each bond equal to each other so that not one is fairly weak than the rest but also extremely niche filled. please provide your advice and thoughts :)


Well, water has oxygen in it... H20. I thought that's how gills worked. It filtered oxygen through water. The mermaid scale idea is very reminiscent of the Seafoam Shawl which is already a good item, just not easily accessible. I like the mermaid breath as a spell-like ability being able to grant people air-breathing 1 hour 1 target 1/day.


I think Thrush is actually Diminutive which makes them better in that aspect


So I'm building a Shaman, very slowly. I've already chosen the Heavens spirit and the Lore as my future wandering spirit. The Heavens spirit makes my spirit animal so flavorful. My character is going to be extremely divination driven so the interstellar familiar was perfect. The only problem is on the decision of a familiar. Nailing down one is very hard, but I've limited myself to ones based off of constellations and began to weed through them. The remaining options are based off of modern and former recognized constellations. I imagine my spirit actually giving him the constellation from the sky as a spirit animal.

Aquila(Hawk), Manis(Armadillo), Vulpecula(Fox), Sciurus Volans(Flying Squirrel), Limax(Leopard Slug), Noctua(Owl), Pavo(Peacock), Scorpio(Scorpion), Testudo(Turtle/Snapping Turtle), Turdus(Thrush), Tucana(Toucan), Serpens(Viper), Ursa Minor(Red Panda), Lacerta(Lizard), Lepus(Rabbit), Corvus(Raven), Aranea(Spider), Hydrus(Sea Krait)

Some possible custom familiars I had thought of were:
Polaris: (Hummingbird. Based off of one star rather than a constellation. Smallest familiar choice at Fine)
Chamaeleon: (Chameleon)
Lyra: (Superb Lyre Bird. Around the same size and family as a peacock, with the ability to speak and mimic noises.)
Cygnus: (Swan. Size of a peacock with an added swim speed.)
Anguilla: (Eel)
Scarabaeus: Beetle

Thoughts? Advice?


The Toad applies its Skill Focus bonus. (+2 Wis) (+3 Skill Focus) = 5

The Raven also has Weapon Finesse. Perhaps it was an error and wasn't supposed to have both weapon finesse and Skill Focus. Other bird familiars only have one Feat.


More items should have been made, as the 5ft. land detriment hinders the Merfolk greatly out of an aquatic campaign. These are just a few of my ideas:

Ocean’s Coin Purse - Bag of Holding (Continuous Create Water)
Grants the bearer the ability to hold aquatic items and creatures of either Salt or Freshwater, but not both simultaneously. The bag can be filled with several gallons of either Salt or Fresh water. Following the science of sea salinity if the bag holds Saltwater, items originating from freshwater are lost or destroyed and vice versa. Items and creatures held in this manner are prevented from deteriorating by being taken from their natural habitat. Creatures up to Small size in either the Aquatic or Amphibious category can be held in this way. Filling the bag with water is a full-round action, as emptying it is a move.

Golden Voice - Silver Tongue (+4 to Charisma)
This alchemical bacteria acts as an adventurer’s piece of equipment. The solution is comprised of a single bacteria that lives off of liquid gold. If golden mixture is ingested, it coats the user’s larynx occupying a slot in the ‘Neck’ equipment category. The bacteria produces vibrations that alters the bearer’s voice to sound more pleasant. One wishing to replace this with another item must purge the Golden Voice from their throat and collect the mixture in a vessel or else it will be lost. Four times the user may take a +4 bonus to Charisma or Charisma-based checks, and each time the bonus is used the mixture loses some of its potency reducing the bonus by one. Adding 100GP to the mixture instantly melts the currency and restores one point of potency bonus to the solution.

Touch of the Sea - Gloves (Harvest resources safely from marine life)
Imbued with the gentle touch of aquatic races, these gloves are designed to safely harvest resources from sea creatures. Once per day, the wearer may harvest one resource from each aquatic creature they find. This does not harm the creature in any way. Examples of resources harvested in this way could be; Coral, Octopus Ink, Pearls, Blubber, Ambergris, Toxins or Venom, Luciferin Pigment (bio-luminescence), Seashells, Barbs or Quills, Underwater Flora, among others. The resources must be harvested one at a time or risk potential contamination on the other resources. When equipped, the gloves provide a +2 situational bonus to Survival checks. When obtaining a resource, one must roll a Survival check with a DC 5, 10, 15, or 20 to harvest a simple, unique, complex, or valuable resource. The user receives a -4 penalty if used on creatures that are not Aquatic or Amphibious.


Animals do have Perception as a class skill. and the only reason why i'm breaking them down is to analyze how each creature works. at my table players avoid animal familiars and companions because the process of converting them is really confusing. i want to maybe remedy that and perhaps make a guide to familiars (as i havent found an updated one) detailing just how many uses each one can get. A lot of them are very interesting and its a shame how some people overlook them


Honestly, the familiar is a very confusing class feature that lies a lot in its stats. very small tidbits of information sprinkled throughout classes and bestiaries its hard to pick a valuable familiar let alone create one properly. My first Witch chose a Rat familiar as I own two rats in real life. While it was nice, I overlooked possibly some more interesting or versatile options.


Similarly, the Raven has 6 Perception with +2 Wis and +3 Skill focus. Missing 1


Ugh trying to break down the Scarlet Spider's stats is terrible. +21 climb, but a +8 racial, +5 Dex, +1 rank, and +3 class only add up to 17. Where does the other 4 go???


When calculating a familiars CMB does it allow to use the master's BAB and does allow to choose between Str or Dex whichever is higher?


Thanks this has really helped so much :) time to get cracking and pick a fluffy familiar :)


Ahh okay thank you so either way if you intend to attack or deliver a touch spell on a target you are moving through its threatened squares and provoke AO. In that case it would be better then to leave valets to lending aid and cure light to party members and leave enemies to the master.


AOO happens after my turn? So even if I provoke as a small valet, I can deliver touch spell and retreat with no fear?


Thanks guys so much! And in regards to 6. pathfinder rules about familiars talks about small familiars not being used in battle because if they move to an adjacent square, the opponent can take AO. I wanted to know if this was true, if Tiny and Diminutive familiars bypass this, and if with the Valet Archetype I still threaten a square if I can move before and after the action?


1. Iv'e heard Tiny Familiars gain a +4 bonus to Fly, and a +8 bonus to
Stealth. Is this true? And similarly, do Small and Diminutive familiars also receive bonuses?

2. The Hawk and Owl familiars to sight-based and opposed perception checks in bright light and shadows, respectively. What does the opposed perception check mean?

3. Many familiars have the Weapon Finesse feat when obtaining them. How does this work? Can familiars use weapons?

4. Chicken and Peacock familiars have 'Clumsy' flight. Is there any way to improve their fly maneuverability.

5. Similarly, how would I determine a familiar's flight maneuverability if it gains a flight speed. (The Heavens Spirit of Shaman grants a 5ft. fly speed.)

6. Small animal familiars provoke AO, but Tiny and Diminutive do not?

7. When vermin familiars gain Intelligence, do they lose immunity to Mind-affecting effects?

8. The Thrush, Parrot, and Raven are said to be able to speak one language. Is this chosen by the master? And similarly, what are the extents it can be used? Magic Items? Distraction?

9. Would the Share Spells/ Comprehend Languages combination allow a scout familiar to maybe lean over an evil wizard's shoulder, decipher a language, and speak with master (Level 5th) to relay the message?

10. Each familiar has their own stats, including Int. Their Intelligence increases with their master's level starting at 6. Do they combine or do you use the base 6 Int?

Sorry for so many questions I am currently trying to decide a familiar.


Blake's Tiger wrote:
Walking and then flying would be two move actions.

Standard to move?


Poor choice of words on my part. They are not indeed built for any such skill but yes as you stated had already points awarded. Familiars are immensely different and a somewhat confusing class feature. Choosing one is no easy feat.


So a familiar could potentially use any skills by using their Master's skill ranks, the Familiars modifiers, and class skills if any (Valet grants Craft, Perform, and Profession.) Ex. the Armadillo (I would re-skin it as a Pangolin) is built for making Swim, Survival (Tracking), and Perception. However, it can be used to Aid Another using a +1 Wisdom Modifier (Wis 12) and +1 Skill Rank (From its master) on a Heal check. (via Valet) Random Example.

Deliver touch spells in combat is very scary. An idea would probably be to deliver attacking touch spells via 'Spectral Hand' and leave the familiar to aid party members by delivering harmless touch spells.


Hi, hey Hello! I'm having difficulty choosing a familiar mostly based on how good it will be in game. I'm starting as a level 1 Shaman with the Heavens Spirit and the flavor of my Spirit animal drives me to choose a familiar based on a constellation. If I choose a familiar with a flight sp. it increases by 10ft. but any other familiar only gain a fly sp. of 5ft.

In this manner, would I be able to use both the familiar's land and flight speed as a move action or would they both be separate move actions? I haven't encountered this before. Similarly if anyone would be able to note what skills a familiar cannot perform (I imagine familiars using Intimidate) and how often they have experienced a familiar using skills.
The final decision is extremely difficult and would appreciate feedback. I'm hoping to use my familiar for NPC interactions and delivering touch spells (Valet Archetype)

Cancer and Delphinus (Crab and Dolphin) are not really appealing from lack of a water-based campaign.

Vulpecula (Fox): +2 Reflex is appreciated, dont get the benefit of +10 flight but +5 is nothing to turn your nose up at. No penalties to Skills. Decent looking overall.

Capricornus (Goat): +3 Survival and its skills based on jumping and finding food seem very situational.

Lepus (Hare): They seem to be an option but the only information i could find is a +4 Initiative.

Aquila (Hawk/Eagle): The bonus to perception confuses me because I've never encountered "Light Dependent" or "Opposed" Perception Checks. Total 70ft. flight. Starting +14 Perception and +11 Fly. As for the need of Weapon Proficiency? I have no idea.

Lacerta (Lizard): +3 bonus to Climb seems unhelpful. Slow, useful if can crawl 20ft to a wall, crawl 20ft on the wall, and fly 5ft to deliver touch, but honestly don't see that happening.

Ursa Minor (Red Panda): Adorable and a less situation +3 to Acro. Still, ultimately, a little slow.

Pavo (Peacock): Flavorful, but clumsy flight?? And having to perch before ending your turn is worrisome. +3 Intimidate seems rarely used.

Corvus (Raven): Skill focus Perception and 50ft fly. Obvious draw is the ability to speak but GM dependent on what is actually possible. Could the animal hold conversations? I don't think so. Activate a magic ring it is entrusted to hold? I thinks maybe.

Scorpio (Greensting, Scorpion): +4 Initiative is great. Fear of it getting stepped on though. Iv'e had the idea of possibly letting vermin hide in my mouth and Intimidate check when I open my mouth and reveal a scorpion but possibility of swallowing if in battle soooo... Poison seems wasted if I'm not going to make it a Mauler but nice nonetheless. Surprising 30ft sp. and +15 stealth.

Hydrus (Sea Krait): +2 Fortitude is handy. No water dependency because it's based off an aquatic snake that breathes air. 20 base Land, Climb, and Swim.

Tucana (Toucan): Raven stats. At the loss of speech? +3 Diplomacy. Kind of mediocre.

Lyra (Lyre/Lyrebird): An attempt of a possible re-skin, a possible amalgamation of Peacock and Raven.

Those are all of the Modern Constellations. There are more based off of the Former Constellations including: Manis (Pangolin/Armadillo), Felis (Cat), Gallus (Rooster/Chicken), Limax (Slug/Leopard Slug), Noctua (Owl), Aranea (Spider/ Scarlet Spider), Sciurus Volans (Flying Squirrel), Turdus (Thrush), Bufo (Toad), Testudo (Tortoise/ Turtle)


okay. the part about preparing and casting spells based on your Wisdom score kind of confused me then. So regardless of my Wisdom score I can't cast 5th level spells until I obtain "slots" to which the "extra slots" can be added.


So I found the Shaman class extremely interesting and began creating a character for my new campaign. What I found was that a level 1 Shaman would be able to cast level 5 spells. Is this right? From what I understand Shaman's don't have a spells known list, they are assumed to know all the spells from the Shaman spell list. From a Shaman's spells per day list, the Shaman can prepare 3 different orisons and 1 1st level spell each day at 1st level. With a Wisdom score of 20 his 5 modifier grants him 2 bonus spells of 1st level and 1 bonus spell from 2nd to 5th level. Pathfinder states that to prepare or cast a spell, a shaman must have a Wisdom score of 10 + spell level. Is this all correct? Is there something I'm missing?


I play a Merfolk Bard outside of an underwater campaign and wanted some feedback on some items I have conceived for her.

Ocean’s Coin Purse - Bag of Holding (Continuous Create Water)
Grants the bearer the ability to hold aquatic items and creatures of either Salt or Freshwater, but not both simultaneously. Following the science of sea salinity if the bag holds Saltwater, items originating from freshwater are lost or destroyed and vice versa. Items and creatures held in this manner are prevented from deteriorating by being taken from their natural habitat. Creatures up to Small size in either the Aquatic or Amphibious category can be held in this way.

Golden Voice - Silver Tongue (+4 to Charisma)
This alchemical bacteria acts as an adventurer’s piece of equipment. The solution is comprised of a single bacteria that lives off of liquid gold. If golden mixture is ingested, it coats the user’s larynx occupying a slot in the ‘Neck’ equipment category. The bacteria produces vibrations that alters the bearer’s voice to sound more pleasant. One wishing to replace this with another item must purge the Golden Voice from their throat and collect the mixture in a vessel or else it will be lost. Four times the user may take a +4 bonus to Charisma or Charisma-based checks, and each time the bonus is used or the item is purged the mixture loses some of its potency reducing the bonus by one. Adding 100GP to the mixture instantly melts the currency and restores one point of potency bonus to the solution.

Touch of the Sea - Gloves (Harvest resources safely from marine life)
Imbued with the gentle touch of aquatic races, these gloves are designed to safely harvest resources from sea creatures. Once per day, the wearer may harvest one resource from each aquatic creature they find. This does not harm the creature in any way. The gloves do not work if the wearer tries to harvest blood, organs or any other part of the creature that would harm or prevent it from surviving in the wild. Examples of resources harvested in this way could be; Coral, Octopus Ink, Pearls, Toxins or Venom, Luciferin Pigment (bioluminescence), Seashells, Barbs or Quills, Underwater Flora, among others. The resources must be harvested one at a time or risk potential contamination on the other resources.

My character is also Divination themed so I was thinking on creating items or masterpieces also based off of various forms of divination and many constellations. Any thoughts or mechanical issues?


The Tattooed Mystic Prestige Class didn't pose many conflicting prerequisites. With that information, I think it will be highly dependent if the DM allows customs. Not that there's anything wrong with the class, but I could get it at 3rd level and the only other draw was the familiar which I could obtain from a feat. I was just insanely hooked on the idea of combining the ability with Transfer Tattoo. Since they are butt expensive, being able to share them between party members justified it a little more for me.


So the Inscribe Magical Tattoo item creation feat is extremely confusing. I gain it for free from my class and wanted to take it's full benefits. I dont even fully understand Spell or Reservoir Tattoos. I have the idea that I can create a +3 Dex Tattoo and pass it between party members (via Transfer Tattoo). Or a _/day Tattoo of Clairvoyance. Is this possible? Is someone able to explain what is possible with this feat and if it is justified even if taken for free? Also, opinions on a Craft (Lucky Charms) a Fortune Teller's wares that may or may not prove to be real. Spiritual and or Divination items that grant Luck bonuses like: Swift Rabbit's Foot (+15 ft bonus to Base Land Speed)? Holy Talisman (+3 bonus against affects of Fear from Evil creatures). Heavenly Lady Beetle (+2 bonus to AC and +1 SR). Any help/ thoughts?


I had played Oracle before and felt it was a MUCH better character than witch I played (Our GM let me play as a Faun) but still. I feel that drawback, that curse made the character so much more alive and fun to play. Yes -4 penalty to attack rolls hurts, but I was able to create a beautifully woven backstory and justify an adventure far better than a witch (and she had a good backstory too). Being a character not akin to a region gives you more explaining to do, which helps me flesh out a character more. I think this question was directed more to if the Bard class conflicted with any of the archetypes or Prestige classes chosen. More information on the impossible Inscribe Tattoo feat. I have been drawn to the unique races who are almost fairy like. It helps establish my role as a party member, usually being loyal to the group but not exactly kindred. Maybe I attempt to give my characters more obstacles to overcome XD I don't know.


I had discussed with a table member about my... movement detriment. I get Fins to Feet 1/day, and expeditious retreat (although I don't know if it proves more useful). So this character agreed to be my escort and try to directly protect me from physical attacks while I just Hydraulic Push non-stop. Acting as both a escort, a translator (because my character refuses to speak in common), and sometimes a mode of transport. I'm sure the land speed isn't that hard to get around. My goal was to sit sidelines anyways. Is there any way to maybe increase my Fins to Feet at later levels? Or justify a semi-aquatic mount like I don't know, Walrus? Would I have to make higher Ride checks at the expense of not having legs? This Race is difficult because they have been interpreted in different ways and there's technicalities like "If I turn into a human (via spell) am I to assume I'm naked and would have to prepare clothing and spend an action to dress in that regard? Aside from that it seems like a very flavorful and fun character for the RP.


A very small party and I are about to start a home-brew setting campaign fairly soon and unfortunately they are often quite busy to go over my character to direct me in any good direction. I wonder if the character I have begun to create is solid enough for a long campaign.

A Merfolk Bard with the Magician archetype and Secret Magic Racial trait. This is my first character I plan on making frequent money outside of dungeon crawling. I have not received a response if we are going to be able to craft custom items, but some character influenced skills thought of were; Perform (Sing), Perform (Dance/Oratory), Profession (Fortune Teller), Craft (Tattoo), Craft (Wondrous Item), Craft (Lucky Charms). No, not the cereal. As a possible flavor, I thought going in hand with being a Fortune Teller I could craft objects and wares told to grant good luck (Luck bonuses) like "Lucky Rabbits Foot" to boost land speed or Dex, or an "Ancient Talisman" to use against Evil aligned creatures who try to strike fear into you. Maybe I could Bluff check to sell someone a rigged or phony item sometimes. Highly Divination driven, with plans to take the Tattooed Mystic and Harrower Prestige Classes. With the Tattooed Mystic Class I plan on getting a Sea Krait familiar with the Valet archetype to get in and get out delivering touch spells on my behalf. A problem I come across is that I'm not allowed to ask circumstantial questions until the party actually meets. So although the justification of no masterwork "Sing" tool is because it's hands free, what about outside of battle? Possibly craft a "Golden Voice", "Soothing Honey", or even "Songbird Tattoo"? Would a Sea Krait function as an aquatic animal for purposes of "Speak with Animals?" It says to use Viper's stats. Many questions like these. XD