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![]() Ammon Knight of Ragathiel wrote:
I highly recommend these: Escape Route (No AoOs when moving when next to your companion, low priority)Outflank (Hunter gives this free at level 2, increases Flank bonus to +4) Pack Flanking (Flank with your companion while adjacent to it) Improved spell sharing (Split the duration of your buffs, but use 1 spell to buff both you and your companion at the same time) Planar Focus (MY GOD, TAKE THIS, IT'S SO GOOD) All of those are teamwork feats except Planar Focus. From lvl3, hunter shares all of his teamwork feats with their animal companions. ![]()
![]() Palestag wrote: Also, I don't have a 30 point buy. I was confused as to how the point buy system worked. I thought 1 point costed 1 point. I now see to get something to 18 it actually costs 17 points, not 8. Which is crazy. I would much rather roll since when I did it that way I got 14, 17, 14, 10, 19, 8.... which is apparently pretty amazing. I think with a 20 point buy I would do something like Str. 10, Dex. 15, Con. 15, Wis. 16, Int. 8, Cha. 8 and use a Human/Half-elf race bonus of +2 on Wisdom, bringing it to 18. Rolling for stats is nice until you roll like 12, 13, 11, 10, 8 , 8. Sure, if you rolled great it's nice, but when you roll crap you're in trouble. Point buy ensures everyone in the party has a more or less similar stat array and you don't have like 1 guy who rolled incredibly well and is having a blast, and another who rolled absolute crap and can't enjoy the game because he can't do anything competently.![]()
![]() Trevor86 wrote:
This is correct. Also Unhindering shield is not legal for PFS. Archives of Nethys has labeled the feat incorrectly. "Feats: All feats in this book are legal for play except Mobile Stronghold and Unhindering Shield. " ![]()
![]() Markov Spiked Chain wrote: Here's the official blog post listing weapon groups for a bunch of new weapons, including the Fauchard counting as a Polearm. omg, thank you DX *sobs* thank youuuu![]()
![]() It's not that I really needed it to count as a glaive. I just wanted the fauchard to work for a fighter weapon group. I'm applying for a living campaign where the gm wont be same person each time so asking for GM approval each time is risky. Now I need to figure out what kind of polearm would be good for a future dragon slayer... ![]()
![]() Question about EDV. Do the EDV numbers for higher levels include iterative attacks or just for a single attack?
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![]() Derklord wrote:
Oops, didn't see this. Will add it in real quick! Thank you! ![]()
![]() Chess Pwn wrote:
Oh, my sheet actually has the drop down sheet, I guess it doesn't get copied over when you copy/paste it. I'll try changing it to a format that can be copy/pasted. ![]()
![]() Chess Pwn wrote: **HELPFUL STUFF** I've changed it to Dice number and Damage Dice. The original was meant to be Min roll and Maximum roll (so 2d6 would be 2 and 12), but that wasn't clarified so I hope this is better. Added a section for crit, but not added to EDV cause my math's not great and it'll take me a bit more to edit the EDV formulae. Level was supposed to look up the AC on a list, but I dropped that and forgot to remove it. It's gone now. I'm not sure what you mean about the yes/no part. I'm not very familiar with google sheets. Can you explain it a bit? I'm also not sure how to add non-crit damage. I'll add that in later, after I math it out, unless someone can recommend a way for me to add it? ![]()
![]() Chess Pwn wrote:
Agh, so many mistakes. I'll get to work on it now! EDIT: On a seperate sheet, because it'll prob take awhile to fix some of those. >< ![]()
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![]() Thunder_TBT wrote: I would go with the Dragonheir Scion fighter archetype. The flight is delayed and gets less feats but there are some nice abilities, especially the arcane strike which would allow extra damage without the arcane pool. If you are concerned with flight, you can get the Animal Totem Tattoo with the dragon totem. It would give you 5 min of flight a day. How good is that archetype? It does give me some stuff I want but the wings come in so late and it replaces Bravery. ElterAgo wrote:
I was hoping the low will save would be covered by Armed Bravery, which converts the bonus from Bravery into a direct will bonus. I will prob only use this build with a gm that okays it, of course. I'm not that sure if wings are that useful at lvl7 tbh, but I thought it would be great for covering the weak movement speed. It does save costs for potions though. The fauchard is the only reach weapon that has a 1d10 damage die and 18-20 crit range. Arcane pool can enchant keen, so that's a 15-20 crit range. I will probably modify the build further when I use it in a group, but is good as it is now? ![]()
![]() nate lange wrote: Eldritch guardian stacks with mutation warrior... that gets you off to a slower start in some ways (since you lose your first two bonus feats) but your familiar will be more powerful, plus it makes UMD a class skill (which lets you take pragmatic activator instead of dangerously curious for one of your traits) and frees up your arcana. The familiar wouldn't really be that more powerful since I barely have any combat feats that would take advantage of it gaining my combat feats. Maybe if I was going for a mauler archetype familiar. I already picked up UMD as a class skill with the Fey Magic Human alternate racial trait, and have pragmatic activator. These are written at the lower part of the spreadsheet.![]()
![]() Deadmanwalking wrote:
I don't have the highest opinion of Warrior Spirit. Standard action activation, far too few uses per day, and it shares limited slots with the other Advanced Weapon Trainings. It's been recommended to me from my old thread and I still say no. Plus I think you can only choose 1 weapon ability for it per use.(i think?) Inspiring Bravery seems situational, it only applies to fear effects right?
That courage in a bottle item sounds friggin awesome though! ![]()
![]() Claxon wrote:
I play online(with strangers usually), and this character is made for future purposes so I'd rather not have to convince the future GM for both VMC AND ABP. I picked the magus vmc because it adds Arcane Pool and the Arcana gives me access to stuff that is good mechanically and would have required more investment otherwise. (Magus as a class is good, but not what I want atm) I am also aware of Warrior Spirit, but it's got too few uses per day at low lvls and it's a standard action to activate.I purposely chose to place points in int despite the loss of stre/dex/con. It gives me bonus feats/languages too so it's not really a waste. My build would still work if I didn't put points into int, I'd just need to use the Arcane pool less before the mid lvls. Though I'd need to wait even longer before I can use UMD decently. Claxon wrote: Also, by wearing full plate you already have a gauntlet. Now, it isn't spike so slightly less damage but honestly that is a backup plan that hopefully you never need to use. Honestly though, it doesn't make much of a difference either way. Oh right, I forgot heavy armors come with gauntlets.. Does that mean I can't use a Spiked Gauntlet with heavy armor? I'd still rather use the spiked version since it doesn't provoke AoOs. I won't need to enchant it with Arcane Pool so it's a free investment anyway.Claxon wrote: Oh, and if you're really worried about having access to enhancement on your other weapons, I would suggest you have a wizard/cleric or other caster friend just cast greater magic weapon on your backup weapons. Buy them some pearls of power or something and they'll probably be okay with it. I'm not really worried about access to enhancements, it's just that the Arcane Pool lets me pick up a weapon and make it decent with minimal investment so I feel it's a valid strategy. As for asking party members, while that is a valid point, it also raises the question on if my future party will have members with access to those spells. Even if they do, I'd rather not have to spend even more money to fund them if I can do it myself. avr wrote:
I'm not really fond of the rage classes, and Draconic Bloodline abilities are kinda... lame until lvl12 when you get the wings. I agree that "heroic strength" doesn't quite work with drinking a potion. I honestly just picked up Mutation Warrior just so I could get access to wings at lvl6. There's an additional column for "Feats" and another column for "Advanced Weapon Training" on the spreadsheet. Unless you mean you didn't see the link to my spreadsheet, in which case it's at the top of the post.![]()
![]() I made a similar thread on the reddit awhile ago, but figured I'd get you fine people's opinions too after refining it a bit.
Race: Human
Questions:
Link to my reddit thread if you want to see for some reason. ![]()
![]() Ciaran Barnes wrote: Lets say that at 1st level, he can enchant a weapon two or three times a day. Thats enough for a normal number of combats per day, and combats do not often last more than a minute. By 8th level, he can do it probably ten times per day, or five times adding a special property. At a certain point, he doesn't need more points because he's not in that many combats. Since he has enough points to enchant his weapon in every combat and there is nothing else to spend points on, there is little or no need to be economical with the points. You might as well ditch the points and just say that he spends an action to make his weapon magic. Or, decrease the points. Or, add additional ways to spend points. I apologize, I misunderstood the "He gets nearly twice as many points as a magus" part and thought you meant the enhancement bonuses, but I'll elaborate more. I usually expect 3-5 combat scenarios a day(based on my limited experience with RotRL, CotCT, and WotR), and I expected him to have to enchant multiple weapons per combat around mid-levels to be able to handle multiple kinds of scenarios with usage of different weapons. Every weapon should have a different style, and I intended for them to change weapons to suit the scenario, much like a brawler would change feats to suit scenario.At lvls 1-4, he can enchant 3-7 times a day, enough for 1 weapon per combat, but it doesn't heavily penalize him to fight with a normal weapon yet. At lvl8+ onwards, he'll start enchanting with stronger weapon abilities and he'll need to pay more to access the stronger abilities. So the higher pool was to compensate for the fact that he enchants 1-3 times per combat, and spends 2-3 points per enchantment in combat at mid-higher lvls. 1 point per lvl might be too much though, maybe try 3/4 per lvl? That wording sounds a bit too weird though. Half level like magus feels a bit too low considering plenty of Magus arcana don't cost arcane pool points and Magus isn't as bad screwed over when they run out. If the Warden is out then he needs an enchanted weapon as a backup, but if the magus runs out, he still has plenty of spells and spell combat and a way to replenish a large amount. However, someone in another forum has brought to my attention, that the selection for weapon abilities is a little too good though, so I will remove some of the much stronger abilities, and maybe try to reduce the enchantment bonus to a +7/8 instead. ![]()
![]() Ciaran Barnes wrote: Looks like you still have a lot of work to do. The concept is "he's great with weapons", which seems to make it a narrow focus version of a fighter. The concept could use some refining. Your thread title mentions "nightmare", the name warden implies that it is protecting something, and every class feature has to do with improving weapons. The fighter's name is at last accurate: he has armor training, bravery, and the freedom to customize his arsenal with any feat he qualifies for. Keep on working on this. Broaden the concept, add something new, and don't be afraid to ditch things that don't work. Erm, I guess I didn't name the thread well, the nightmare part had nothing to do with the actual class just that on the reddit whenever ppl post homebrew classes, ppl usually seem like "sigh, another op/up/weird class ppl try to make work and fail to". And I have mentioned in the notes that Warden doesn't fit the class concept, I'm not fantastic with names. I do agree the concept needs to be broadened though. Ciaran Barnes wrote:
Agreed, will work on it. Ciaran Barnes wrote:
I coulda sworn there was a class that specifically said"proficient in light armor, but not medium or heavy armor", but my apologies. I have made the adjustments. Ciaran Barnes wrote:
I replied to Cyrad on my reasoning for this. I have also mentioned that it was originally a lot more like the Arcane Pool and why it was slowly taken away from that direction. I expect him to need to enchant quite a few times since each enchantment lasts 1 min. And I'm hoping he will spend the extra Spirit Pool points to get the good enchantments as well. I do agree on the free action part, perhaps I shall just remove it. Ciaran Barnes wrote:
I implemented this feature to prevent people taking a dip into the class for free goodies. The point of it was to prevent them from specializing, they still have access to feats that affect entire groups of weapons, just not specific ones. I do agree it's... troublesome though, maybe there's another way to go around this. ![]()
![]() Halek wrote: I dont want to be mean. It seems like the magus has anything you could want from this class. The mechanics for profiencies are weird and a two weapon figthing one is hosed. Figthers can already pick up any weapon and use it. I am not sure what role this class has. It seems like the magus or a figther fits into its niche. Almost no one does though. Fighters get bonuses for a few weapon groups, then continue to take feats that enhance a small selection of weapons. They pick up two-handed weapons then power attack away, then take like weapon focus/spec. or maybe Two-weapon fighting and maybe weapon finesse. Or a reach weapons and take feats to take advantage of the reach and AoOs and trip. Each fighting style always has the advantage when you specialize, then aren't as fantastic with the other styles because half your feats aren't as fantastic with it. Most magus pick like the scimitar and have to stick with it, or maybe whip for the range. They can have other options, but the more common strategies are those.
A warden who wants to do TWF can carry an actual enchanted weapon, they will have to spend more than a non-TWF warden, but that's still better than other classes who have to get 2 enchanted. Only light blade and double weapons usually TWF, so it's still doesn't break flexibility TOO much. I will admit that I probably coulda just made a fighter archetype for this concept, but I wanted to make a new class. Plus I'm not sure how to solve the "have to enchant many weapons to use them all" issue. Every class can pick up any weapon and "use it", but can they be good with several at once? (only one I can think of is Slayer actually, nd that's usually no more than 2/3 weapon types) ![]()
![]() Cyrad wrote: It honestly doesn't sound all that interesting of a class. It doesn't really have any unique game mechanics to keep it afloat. It basically feels like a bland fighter that gets more bonus feats and the magus's arcane pool. The concept of a weapon master is intriguing enough for many possibilities. Yeah.. I was afraid of this, the more I looked at it, the more it seemed... weak as a concept. Cyrad wrote: I think giving them proficiency in all weapons and tons of feats at the cost of a penalty to everything and restricting choices is not a good approach. I think a better approach would involve creating a class feature that has "floating feats" that you can swap with the restriction that they must list "Weapon Focus" as a prerequisite. Something like the inquisitor's teamwork feats except the warden can swap all of the bonus feats rather than just the last one. I had not considered the inquisitor's teamwork feats approach. I never played the class, but it does seem like it'd fit what I'm trying to do. Cyrad wrote: For exotic weapons, I think a more fun idea is having a class feature that works like the brawler's martial flexibility except it only lets you take Exotic Weapon Proficiency, Improved Unarmed Strike, Throw Anything, and Catch Off-Guard. Ooh, that's a good idea. I will def think about this a bit more. Cyrad wrote: I also have issue with the Spirit Pool class feature. Spirit pool should either work like the magus's arcane pool or work like the magic weapon spell. As is, it's really clunky, overpowered, and takes the fun out of buying magical weapons. The spirit pool thing is ...yeah... It originally worked like a magus pool, but if weapon enchantments stacked with the pool, it'd be too strong at low-mid lvls. If I weaken the pool to +5 like the arcane pool, then it doesn't solve the issue that the warden would have to have multiple enchanted weapons to be decent at many of them. The spirit pool was originally made to balance out the fact that most pure martial classes get innate class bonuses to att/dmg rolls like a fighter's weapon training. Swashbucklers get swashbuckler weapon training, warpriests get swift action buffs, magus can burst like crazy with spellstrike/combat, and barbarian's rage gives nice fat bonuses to str.I included a wider selection of weapon abilities than the arcane pool because magus gets spells to do damage whereas the Warden just attacks with fancy weapons. The warden also has to pay for anything beyond basic weaker enchantments too. You pay an extra point to access good +2 enchantments like bane, and another extra point for the nice +3/4. and you get 1 point per lvl to your spirit pool(+charisma mod) with no way to regain them other than when it refreshes daily. Using the feat to gain more pool points pays the feat cost which other classes wouldn't have. They do save quite a bit of money by not paying for weapons, but casters don't really pay for weapons either(i'm not trying to compare this to anything like a caster, just giving an example where there are classes that also pay a bit less for their special stuff). They might be able to afford much better armor, but start off with weaker armor selection and have no base armor bonuses. ![]()
![]() Link to the Warden Purpose/Goal/What I want out of the class:
What it is not intended to do:
Notes/Comments on class features:
Weapon/Armor Proficiency:
Spirit Pool:
Crippling Under-specialization:
Weapon Master:
Spiritual Strengthening:
Exotic Weapon proficiency:
Skilled Weapon Master:
Stronger Spirit:
Experienced Weapon Master:
Flexible Strengthening:
Strongest Spirit:
Perfect Weapon Master:
Further Thoughts/Notes/Considerations:
SO, thoughts/criticism/suggestions/feedback from you guys? Feel free to tell me it's completely shit/OP/UP, but please also explain why. And if possible, say which parts(or combination of parts) are shit/OP/UP. Sorry for double wall of texts. Thanks and I look forward to your replies. P.S. Hope this is the right section. ![]()
![]() Weapon focus/spec is pretty common for most weapon types, so they don't quite fit the theme I'm looking for.(Power attack is too, but is more heavily associated with two-handed weapons due to the bonus) Style feats do fit close weapons very well, particularly with Ascetic style.
MOAR FEATS, GIMME MOOAAAAR Feats that are decent but usually get heavy feat taxes are fine as well.
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![]() I'm looking for feats that are often used for, related to, or associated with weapons of these weapon groups.
For example: Two-Weapon fighting is often used with Light Blades, and Improved Trip with Polearms The related feats could be anything like style feats, combat maneuver feats, and even normal combat feats like power attack(which are most commonly seen with, but are not limited to, 2-handed weapons). Wasn't sure if this was the right section, hope it's right! ![]()
![]() Johnnycat93 wrote:
I think he means Prescient Attack, which allows me to ignore the target's dex bonus and trigger Sneak Attack. ![]()
![]() Surprised no one seems to vote for Accurate Strike, figured touch attacks were really good. Enduring Blade is a good point though. Brawler will have 14 Int. He prob wont go for familiar as it wont fit his character, though I do know how awesome familiars can be. I'm trying not to choose arcana that are too Pool intensive, but Reflection IS pretty good. Just to clarify, to use the Bane Blade arcana, I have to spend at least 2 arcane pool points right? (since the arcana says "1 additional point") Pool strike sounds like an interesting choice for when I can't charge.(or if I need to do elemental damage for some reason.) Magus VMC doesn't say I cant use the Extra Arcana. So I'd probably use that to grab a good arcana at lvl9. ![]()
![]() PossibleCabbage wrote:
Ah, forgot that regular occultist gets 2 more before lvl10. I have never played a game past lv8 so I can't judge. I've played 3 PF campaigns so far. One's at lvl8, another at 4, and the last at 2. I don't even know what lvl most campaigns end at.I realize Battle Host loses quite a bit of utility, but honestly I never intended to build this character for party utility. Don't get me wrong, I will offer whatever aid I can provide, but I don't want to give up what I want for my character for it either. Based on my inexperienced view, I feel like even with normal Occultist, its party utility is much more limited than other 6th level casters anyway. Spells on untaken Implements don't even count as being on their spell list. And honestly speaking if I was told to provide more party support I'd have just played another class. I mean, there are classes with 3/4 BAB and 9th level spells. That seems weird to me. Even if their spell selection is weaker, they'd still have much stronger spells and have more spells slots at the end of the day. They even still get great strong class features. Anyway, sorry to ramble, but I would still prefer to stick with the Battle Host. NoTongue wrote:
What if the enhancement bonuses were different though? Like I took basic enhancement from Arcane Pool and special abilities from Legacy weapon? I've pretty much chosen wizard vmc alrdy, but it's still good to know for future reference. And yes, I agree that Battle Host is very nice for melee. It comes at a cost but it's acceptable for what I want for my character.![]()
![]() PossibleCabbage wrote:
I mostly took it cause it looked cool. The Heroic splendor bonus to stats is nice, and I wanted the Spirit warrior to be my character's mentor coming to help him in battle. Mechanically speaking, the loss of an Implement isn't too bad for me, the only real concern was the party's need for a clw user, but it should be manageable. I also didn't care much about the circle stuff, so that wasn't too bad either. The bonus combat feats can also be nice to offset the loss of feats to VMC. Without them, I'd have to take power attack at lvl 9! (or 5, if I choose to take craft magic arms/armor later) TLDR: Picked it cause the penalties weren't too bad and the abilities/limitations fit what I wanted from the character anyway. Which is a Magic Martial Blacksmith. ![]()
![]() Quentin Coldwater wrote: **Many helpful things** Hmm yeah, lead blade is def not worth it. 2D6 increases to 3D6, which isn't much unless I expect the fight to drag on. I saw the table wrong and thought it went up to 4D8 for some reason, my bad. I'm still at a bit of a toss up between Divination and Abjuration for the 2nd Implement, but I can just play the first level and see how it goes I guess. Thank you for all the advice! I def missed out a few things about combat strategy and such.Zombie Boots wrote: Do levels of Psychometrist (Vigilante) stack? Might be a way to snag some extra Implements quickly if they do - No Resonant Powers with Psychometrist thou, hampers your spell casting as well. Hmm.. I don't see why they wouldn't stack, but I'll pass. I think dipping a lvl in psychometrist loses more things than it gains. (well, xept skills and reflex/will saves) ![]()
![]() Quentin Coldwater wrote: ** Helpful stuff** Yeah, I think I'm gonna take conjuration out, the more I look at it, the more I think that pulling wand of clw duty isn't worth me losing an entire implement for at least 8 lvls. I'd rather just buy tonnes of potions to hand out to everyone. I really wish they didn't have that limitation about the spells not being my list without the school. It makes sense theme-wise, but Occultist has such a limited list anyway.. I guess it's normally made up by the UMD bonus, xept I lost those for Battle Host. I have pretty much confirmed on Transmutation, Divination, and Abjuration as my first 3 schools. The remaining 2 will be decided as per need when I reach those lvls. The tip on spells is something I didn't consider. Taking lead blade for my 1st lvl transmutation spell probably isn't the best idea then...
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![]() Someone finally answered me! ;n;
Slight update on party composition:
Malkier1023 wrote: **Helpful Words** Oo, I didn't notice Air gave flight. Does "Fly at will" still require standard action to activate though? I'll most likely be taking Mind over Gravity to fly anyway,... but then Featherfall at will is nice too... hmm... so many choices.. I'm def taking Wiz VMC now though. Magus is probably better offensively(kinda thematically for me too), but Wizard has more utility. I am definitely going to have Skill Focus(Spellcraft) eventually. Oh yeah, the passive save bonus from Abjuration is good too, hm... I guess if my party picks up a player who can heal/use CLW wands then I'll pick up Abjuration. I was also considering Divination for passive perception and vision bonuses but solid defense is important. avr wrote: **Moar Helpful Words** I'm not sure I'll be able to carry the group spell wise, Battle Host Occultist only gets 2 Implements(Read:schools of magic) until lvl 10(THEN 3), and I only get 1 spell per spell level per Implement. So at lvl 2 I'll have access to... 2 Lv0, Lv1, spells. And I have very few spells slots too, 3 per day for lvl1 spells. Whatever little utility Magus has is probably still better than mine haha. Also, someone on another forum mentioned the Wizard(Arcane Crafter VMC), which might help with the feat load. Lvl3 - Valet Familiar, lvl7 - Item Creation Feat, lvl11 - Cantrip, Lvl15 - Discovery:Arcane Builder, lvl19 - Metamagic Mastery. Think that'll be enough?
Is Weapon Focus by itself worth it? If it worked with any weapon or if there was other feats that required weapon focus, I might consider it, but +1 attack to a single weapon type seems pretty.... weak. ![]()
![]() Making this character for a Curse of the Crimson Throne campaign. It's not for PFS. He'll be a Battle Host Occultist who will invest into crafting magic weapons and armors(with MAYBE wondrous items)
Class: Battle Host Occultist
Feats and Class Features
Taking Power Attack at lvl4, Craft Magic Arms and Armor at lvl5, but the rest are mostly free or not sure yet.
What I want:
General combat strategy:
What I need help with:
Occultist lacks so many spells, which will penalize it for crafting a bit, but if I max out spellcraft it should be okay right? Any recommendations for Implements? I only get 5, and only Transmuation is an absolute must have, so the rest are still under consideration though Abjuration(defense), Divination(utility), Conjuration(utility), and Illusion(defense) seem pretty good. Other related questions:
2. Does the enhancement from Arcane Pool from magus and Legacy Weapon Stack? They both say they stack with the weapon's enchantments, but what about other similar abilities? Arcane Pool wrote:
Legacy Weapon wrote: Enhancement bonuses gained by this ability stack with those of the weapon, to a maximum of +5. Once they reach a total enhancement cost of +10, they'll cap, but that wont be too early. TLDR; HALP WITH SMACKY MAKEY GUY
EDIT: Party is not confirmed, but currently in "concept stage" is Card Caster Magus, Knife Master Rogue, Zen Archer Monk, and a Cavalier or Swashbuckler. Starting to think I should make something sturdier haha. ![]()
![]() Companion Figurine wrote:
Playing a Battle Host Occultist blacksmith in my next game and thought it'd be awesome if he could get a familiar to help him craft. Flavor-wise it woulda been really cool to have a little statue that comes to life and helps him craft. I was thinking it coulda been inherited from his late master, but doesn't work until I spend the time(and money, the figurine cost) to fix it up. Oh, anyway.... Does the Companion Figurine give me a familiar if my class does not give me access to one?The wording says "You may select" which sounds like it's only giving additional familiar choices(if you can alrdy access the feature), but then the feat itself doesn't require the character to alrdy be able to access the animal companion or familiar feature. I looked around on here and reddit and ppl seem to be on both sides of the matter. If that's a no... is there any other way to get a valet familiar without dipping, Eldritch Heritage, or Iron Will/Familiar Bond/Improved Familiar Bond? Dipping is always blegh unless theres a very good reason for it, and my character is alrdy very MAD without pumping CHA(which it's currently minorly dumping). Iron Will/Familiar Bond/Improved Familiar Bond tightens my feat selection, but it is doable... except I get the familiar before it can access the Valet archetype, so does that mean I have to get the familiar replaced to get one with the Valet archetype, or can I just say it's a normal familiar(without some features) and then just suddenly gets them later? I could talk to my GM about it, yes, but he's been really cool so far and I don't want him to have to bend the rules(if there are any on this) for me. TLDR; Questions highlighted in BOLD, also this is not for PFS. ![]()
![]() Ridiculon wrote:
That's a good baseline, I'll work it out with my gm , but the baseline you provided is good to start with. Also, is "The bearer can use this ability three times per day." referring to both abilities or only the second one? I thought it only referred to the second one, but now that I think about it it sounds too good for the first one to be usable all day without cost. ![]()
![]() I heard that it didn't used to contain the text that says it has to be worn for 24 hours before its ability could be used. So people would buy several and change them out inbetween battles. A lot of the magic item guides(from what few I see) haven't updated in awhile. Now it's probably best used for emergencies, so it's slightly less valuable, but it's still quite cheap, and if you have nothing better in that slot... ![]()
![]() My GM recently gave me permission to get the Swirling Smoke magic Tattoo cause I felt it'd add my character's theme of hunting in the dark(kinda). After looking at it carefully though, I realized it's actually pretty strong(for 12.5kgp) and want some clarification on the rules for it. Swirling Smoke Tattoo wrote:
I'm more confused with the first paragraph. I understand that if an enemy hits me with a ranged attack, I can activate it as an immediate action. I assume it means that it doesn't provide the 20% miss chance for the attack that hit me since if it did then the attack might not actually hit me. So that means it only works for attacks after the first that hit me.(correct me if any of this paragraph is wrong though)But then, how long does the 20% miss chance last? For only that turn? Until end of the round? End of Combat? Forever? My gm is pretty nice so I don't him to feel like I cheated him by asking for something really OP. I haven't bought the item yet. (I could afford it, but I had other things to buy as well. My next chance will be when we're in a big city) So I hope I can get a solid answer before I get enough coin again. ![]()
![]() Asks if he can do it. Gets told no. Ignores what people say and does it anyway. What. Sorry if this isn't helping, I just don't understand why someone would ask a question to clarify rules then deny what everyone else says anyway. This isn't even a "maybe sorta could be taken that way". The conductive text explicitly states that it channels supernatural or spell-like abilities. Weapon enchantments are NOT supernatural or spell-like abilities.
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