Shapeless Companion requires a caster level of 7 to be taken. It’s a stretch, but Eldritch Guardians count their class levels as Wizard levels. Does this mean they can qualify for the feat?
So in the fluff of the Lostling Creature Template, it says it is an undead monster. However, there are two problems with this: first is that the template doesn’t give what type it gets adjusted to, so we don’t know if the base creature becomes undead or not. Additionally, when you go down to the ability score adjustments, it gives it +6 to Constitution, which undead don’t have. I’m liking the concept of the creature, but the editing needs a lot of work here.
I’m in a kingdom building campaign and we saw the “Fortress of the Faith” 3PP building, which gives our armies the Crusader special ability for 1 Consumption. Problem is, we have no idea what the Crusader ability does. I know it’s in an adventure path (Pathfinder #36: Sound of a Thousand Screams), so someone ought to know…
Have you considered the Puppetmaster Magus? They gain not only all of the bard’s spells (including several illusion and enchantment spells), but also have the ability to maintain even more illusions at once, especially if you pick a School Familiar with the Illusion school. You’d also have access to the Spell Trickery arcana. This allows you to get your spells out faster if you succeed at a dirty trick maneuver, which with True Strike, the Dirty Trickster gnome racial feature, and the Prankster trait, should be easy to do. Going Illusion Wizard/Puppetmaster of Matahallah would let you set up and control a huge amount of illusions in no time.
@ Coidzor Holy hell. I was expecting a few suggestions, and instead you give me a whole damn rundown of practically every non-golem construct an alchemist could make. At one point, I was considering asking about templates, but dismissed the idea on it being too expensive. And then you explained them anyways! Take a bow, buddy! Honestly, the Enlightened Soulbound Shell sounds AMAZING. Especially since it boosts it’s INT further and gets even MORE stuff from it. Maybe I’ll make it for a non-alchemist class. @ VoodistMonk I made the thread on account of starting a new campaign as an alchemist. Evil noble campaign with some kingdom building thrown in. I aimed for the warden role, so if I gain a prison, it’ll need guards. Just one problem. I’m a half-elf, and the human kingdom I’m in hates the elves on account of a war they’re in. So if I can’t hire good guards, I’ll just have to make some. So I’m thinking about defensive options for the prison and offensive options for the war. And since I’m aiming for a Plague Bomb build, why not make some constructs that can spread diseases, or can make diseases by proxy, like the Marrowstone Golem? Oh, and I have Harvest Parts for extra funds/flavor. Also Fleshwarper for giggles.
@Coidzor Kikituks are among my favorite constructs, so I’m glad you mentioned them. Giving them a polymorph SLA such as Alter Self or Beast Shape II can help with the size issue, while also giving them infiltration abilities. You also mentioned Soulbound constructs. What about Soulbound Shells? You can fill in 3/5ths of those spell requirements, and since they’re intelligent, they can be customized with not only feats and skills, but spells as well.
Promethean Disciple Is a discovery that works well on paper but much more difficult to utilize successfully. Sure, You can use Craft (Alchemy) for the skill check, but the Craft DC skyrockets once you realize that the spells are spells that you don’t have. On top of that, they don’t get their bonus from Alchemy because they’re not crafting alchemical items, and the Material Mastery discovery applies to crafting magic items. So what constructs can you easily make with this discovery? I’m looking for ones with either: • spell requirements that the alchemists can easily fit,
Promethean Disciple Is a discovery that works well on paper but much more difficult to utilize successfully. Sure, You can use Craft (Alchemy) for the skill check, but the Craft DC skyrockets once you realize that the spells are spells that you don’t have. On top of that, they don’t get their bonus from Alchemy because they’re not crafting alchemical items, and the Material Mastery discovery applies to crafting magic items. So what constructs can you easily make with this discovery? I’m looking for ones with either: • spell requirements that the alchemists can easily fit,
The Haunted Construct’s Unholy Beacon says it grants nearby undead in the area the construct resistances and hardness. Does this mean it gives Damage Resistance and immunities, or does it just refer to numerical elemental resistances and/or situational save bonuses?
The Fleshwarped Creature template says in the quick rules to add +2 to Dex based rolls, but the rebuild doesn’t say anything about adding Dexterity. This has to be a typo, but for which end? The quick rules or the rebuild rules?
The Drakainia has an ability called Razor Claws, which gives her claws a threat range of 17-20/x4. But the statblock gives her claws as a range of 16-20. So which one is right? The ability or the statblock?
According to it's statline, the Coral Golem possesses the same Powerful Blows ability that other golems have, like the Iron Golem and Noqual Golem. I see the damage bonus, but the only crit range bonus comes from the Improved Critical bonus feat. If that's the case, then it should have a further increased base crit range. However, Quintessence Golems also have Powerful Blows without the crit range bonus. If I make one, should I increase the critical range to 17-20? Or is it just judged by the DM?
I'd bet they'd have to still select the spell in question, but I'm thinking that by worshipping the deity, it'd be on their spell list. For example, Summon Entity as a 5th level spell via worshipping Nyarlahotep. Also, if this is the case, what would happen if you stopped worshipping said deity, either outright or by replacing said god?
Major Air Blessing AKA "Soaring Assault" wrote: At 10th level, you can touch an ally and give her the gift of flight for 1 minute (as fly). The ally gains a fly speed of 60 feet with average maneuverability. She gains a bonus on Fly skill checks equal to your level. Whenever the ally succeeds at a charge attack while flying, that attack deals an amount of additional electricity damage equal to your level. + Pummeling Charge wrote: You can charge and make a full attack or flurry of blows at the end of your charge as part of the charge action. You can use Pummeling Charge in this way only if all of your attacks qualify for using Pummeling Style against a single target. = A Sacred Fist Warpriest fly-charging and landing up to +20 electricity damage on each flurry attack, which is at bare minimum 7 and 9 attacks at most. That's 140 to 180 damage flat if I'm reading right. Anything not immune to electricity is going to get fried.
Blind wrote: All opponents are considered to have total concealment (50% miss chance) against the blinded character. Displacement wrote: The subject of this spell ... benefits from a 50% miss chance as if it had total concealment. Calamitous Flailing wrote: Your target gains a 25% miss chance on all attack rolls. So from what I'm reading and hypothesizing, if a target of Calamitous Flailing is blinded or attacking a concealed enemy, they would not only roll for concealment, but also an additional miss chance. Judging by the way the spells determine who the target is, these should stack.
Blightbond (Ex) wrote: A siabrae has an unholy bond with the blighted earth. It loses any animal companion or access to domains it had from its druidic nature bond ability. In place of nature bond, the siabrae’s close ties to the blighted landscape grant it one of the following cleric domains: Animal, Death, Destruction, Earth, Madness, or Repose. The blightbond ability otherwise functions the same as nature bond. Would it be too much of a stretch to include subdomains as options for a Siabrae to choose?
So a friend of mine invited me to an aquatic campaign and I immediately look into archetypes that are built with an aquatic campaign in mind. The Sea Singer, for example. Half-elves can also pick up Child of the Sea, which is nice for a sailor to have. Another build idea would be a Dwarf with the Saltbeard alternate racial trait and the Darklands Sailor archetype. He'd be navigation focused. If anyone else had any other ideas, I'd really appreciate it!
So a friend of mine invited me to an aquatic campaign and I immediately look into archetypes that are built with an aquatic campaign in mind. The Sea Singer, for example. Half-elves can also pick up Child of the Sea, which is nice for a sailor to have. Another build idea would be a Dwarf with the Saltbeard alternate racial trait and the Darklands Sailor archetype. He'd be navigation focused. If anyone else had any other ideas, I'd really appreciate it.
Since you mentioned slow leveling, Cunning would be a good feat to take since it'll tide you over well. Improved Initiative or Signature Skill (Intimidate) would also be good ideas since you're focusing on intimidate. I would also suggest the Bludgeoner and Enforcer combo if you plan on taking the morningstar. It's more typical of clerics and since Horsechopper is a martial weapon, you don't have to burn a feat on Martial Weapon Proficiency then. Power Attack isn't that good for 3/4 BAB characters, since it doesn't progress as quickly and comes as more of a risk. There are other ways for a cleric to spend their standard action. I'd avoid the FCB since that's more for binders or players that expect to fight outsiders regularly. An extra skill point never hurts, or HP if you roll poorly. Also, how would you proc attacks of opportunity frequently for Combat Reflexes?
avr wrote:
That is right about the FCB, although it has a limit via only allowing spells that are one level below what they can currently cast. That locks them out of Summon Monster IX, but is still good for summoner shamans. The Outer Rifts mystery also has a revelation, Rift Magic, that adds +4 on CL checks against the SR of outsiders, but only ones that have the Chaotic or Evil subtypes.
@ Douglas , I'm glad you like these two cents I'm throwing here! Means a lot, bud. Now for the actual coverage of the sahkil tormentors. They're relatively middling outsiders as far as demigods go, ranging from CR 21 to 25. Their boons aren't extremely powerful, mostly manifesting as twice-per-day SLAs that have a max level of 6th level spells at 20th level. Regardless, they're an option that can be used not only for flavorful NPCs but also there are some actually good options! Note that while the Book of the Damned labels these demigods as CE aligned, the sahkil outsiders are labeled NE. James Jacobs has rectified this in a post a couple years ago, saying that the tormentors are NE. WARNING: AS THESE ARE EVIL DEITIES, GAINING THESE BOONS POTENTIALLY REQUIRE TABOO ACTIONS SUCH AS SELF-HARM AND SUICIDE. READER DISCRETION IS ADVISED. Name: Ananshea (SELF HARM TW IN OBEDIENCE)
Name: Chamiaholom
Name: Charg
Name: Dacherzul
Name: Hataam
Name: Iggeret (SUICIDE TW IN LORE)
Name:
Name: Ozranvial
Name: Shawnari
Name: Velgaas
Name: Vermilion Mother
Name: Xiquiripat (ANIMAL ABUSE TW IN OBEDIENCE)
Name: Zipacna
And that's it! Hope you all enjoyed reading the sahkil subsection. I know I enjoyed writing it.
... Well, that was a hell of a tomorrow. Anyways, I might as well get this breakdown posted. The sahkils are a neutral evil race of outsiders native to the ethereal plane. Former psychopomps that decided to rebel against their purpose of shepherding souls along the afterlife, they are a scourge the planes through sowing fear in myriad forms. As traitors of the great beyond, they have consequently earned the enmity of not only the psychopomps and other common celestials, but also the manasaptras, a lawful good race of outsiders that are unfortunately immune to calling magic. For a general breakdown of all sahkils:
Easy to Call (Ex) wrote: Sahkils count as having 4 fewer Hit Dice (minimum 2) for purposes of spells or effects that call outsiders, such as planar binding. However, they receive a racial bonus equal to 1/2 their Hit Dice on Charisma checks to break free of planar binding spells and similar effects, and their spell resistance counts as if it were 5 higher for the purpose of breaking free of planar binding spells and similar effects. With this being built in mind directly for binders, it's surprising that there aren't as many discussions about this ability in binder builds. In return for making them able to call up sooner, it also makes calling Sahkils a risky maneuver. On one hand, you get more power earlier, but on the other hand, they can wreak havoc against you and your party, especially if they're more powerful than you. Soooooo let's discuss this! NOTE: Stats listed in parenthesis are in regards to binding attempts due to Easy to Call. For example, an Nucol's regular CHA is 16 but it's Easy to Call adds 1/2 it's HD (5/2=2 rounded down), turning it's CHA into 18 in regards to binder. Lesser Planar Binding:
Esipil/CR 2
Nucol/CR 4
Wihsaak/CR 6
Ichkoh/CR 7
Lesser Planar Binding + Augment Calling:
Pakalchi/CR 9 11 (7) HD, +10 Will, 20 SR (25), CHA 21 (26) Possibly the most goth outsider in all of PF, and an incredibly solid creature to call with PB. 6 melee attacks, 4 ranged, and a pseudo-lunge on any one melee attack (including AoOs; remember it has Combat Reflexes!) are a great start. The ability to entangle adjacent creatures without any action on their part and a poison that can disrupt team players make them great at field control. Their SLAs make them look even better, with the ability to fly, charm, and dominate people are amazing. Constant True Seeing is great as well. It's like this thing is the sahkil's answer to succubi. Oh, and their LoH finally make people panicked! Zohanil/CR 10
Planar Binding + Augment Calling:
Thanks to Easy to Call, these two are hands down the nastiest creatures you can call with PB. But it's that same ability that makes them so dangerous to you, too. Call with caution. Qolok/CR 16
Ximtal/CR 17
Greater Planar Binding + Augment Calling + Spell Perfection/Caller's Feather:
Kimenhul/CR 20 25 (21) HD, +23 Will; +8 against mind-affecting effects , 31 SR (36), CHA 26 (38, All sahkils are nightmare fuel incarnate, but the Kimenhul is the most horrible of them all. It's so evil, it can explicitly inflict PTSD on everything within 300 ft. at will. Its LoH can paralyze, and even those immune to paralysis via special abilities or spells are not safe. 7 ATTACKS WITH GRAB AND CHARISMA BLEED. And if you're grabbed, this hulking abomination can drag you screaming to the Ethereal Plane as a swift action with no save. Unsettled Mind can just wreck anybody, with spellcasters being especially screwed. And its SLAs are a literal nightmare to deal with thanks to access to Blasphemy, Eyebite, and Weird. It doesn't get spells though, and to be honest, I'm glad: when this thing gets out, and I DO mean when, do you really want it to have a full spell list against you? It's a short list for the sahkils, but thanks to Book of the Damned, they also have their own demigods, the Sahkil Tormentors. These tormentors are strong enough sahkils that they even offer boons via the Fiendish Obedience feat. I'll cover those tomorrow. And I DO mean tomorrow!
Following (by a long distance of time) in the veins of Douglas Muir 406's binding guide, I realized there were some outsiders that weren't covered. And oh baby, they're pretty damn good. They are also explicitly stuff that you can call via Greater Planar Binding. That, and potentially other stuff. Just Greater Planar Binding (GPB):
Mustelidal Agathion/NG/CR 16 18 HD, +13 Will, No SR, CHA 15 It's basically an earthy monk minus the flurry of blows. They have a burrow speed and some stone-based SLAs, so there is some utility there. Their lay on hands heals for a large amount of damage, but their other abilities aren't worth writing home about. GPB + Augment Calling or Caller's Feather:
Bastion Archon/LG/CR 20 20 HD, +19 Will, 31 SR, CHA 20 The biggest and the baddest of the Archons, and ooh boy, is this a good one. On top of an Archon's usual aura of menace, Bastions also have an aura of mending that grants fast healing to all allies and itself in range. Furthermore, like the Solar Angel, it can cast spells like a cleric. Their caster levels aren't topped out like them however, but having access to 9th level spells cannot be underestimated. Even more so they have a large amount of SLAS, namely blaster stuff like Meteor Swarm and Polar Ray, but also crowd control like Prismatic Spray. Finally, it has nice abilities, such as shooting frickin' holy beams that can't be reduced via energy resistance and can blind. Slam attacks that can also blind when two connect. And if it dies (big if), it heals all its allies and consecrate its death area a la hallow. All in all, not a bad creature to call. I suggest popping 2K GP over spending a feat, though. GPB + Augment Calling + Spell Perfection or Caller's Feather:
Cervinal Agathion/NG/CR 17 21 HD, +19 Will, 28 SR, 19 CHA A decent archer, but also a good sentry; most of his SLAs are vision based and negating entry to areas with options such as Invisibility Purge, Dismissal, and Greater Scrying. Has some nice healing, too. Not worth the feats by itself, though. GPB +Augment Calling + Spell Perfection + Caller's Feather:
Lipika Aeon/N/CR 18 24 HD, +23 Will, 29 SR, 23 CHA "I'm rubber, you're glue" the outsider. 4 attacks for melee and ranged make this one versatile in combat, and its defensive abilities makes everyone attacking it regret it. Not bad in the skills department either, making it a decent face and librarian. Not a whole lot in the SLA department though, but its special abilities more than make up for it. Pleroma Aeon/N/CR 20
Bestiary 2 wrote: ... Should any be so foolish as to attempt to interfere with or sway their work, pleromas immediately retaliate by bringing all of their significant powers and devastating abilities to bear until the intervention is destroyed. Note the immediate part. They. Will. Not. Work. For. You. Calling this damn thing is akin to the scene of Joe Dirt threatening to nuke himself, except with an actual nuke. You may not have the crappy hair, but you sure look stupid. Draconal Agathion/NG/CR 20
Veranallia Azata/CG/CR 20
There was also something that caught my eye in regards to the Shaman class. Specifically, the Dark Tapestry hex, Alien Summons.
Alien Summons wrote: Whenever the shaman calls or summons one or more creatures, one creature of her choice arrives with the advanced creature simple template. The creature presents a distorted mockery of the usual creature summoned, its body deformed and alien in nature. This chosen creature’s anatomy is so confounding that it is immune to the additional damage from critical hits or precision damage (such as that granted by sneak attack). Advanced creatures with immunity to crits? On everything I call and summon? WITH NO LIMIT WHATSOEVER?! Oh, and for those wanting to help out with the binder but isn't actually a binder I'll make a write up on binding Sahkils, an oft-forgotten species of outsiders, tomorrow. Because surprisingly, they have some unique tricks towards people seeking to bind them.
Undine Wizard FCB wrote: Add one spell from the cleric, druid, or wizard spell list with the water descriptor to the wizard’s spellbook. This spell must be at least one level below the highest spell level he can cast. This spell is treated as one level higher unless it also appears on the wizard spell list. When this is taken, and if the spell is taken from the druid or cleric spell list, does this mean that these are considered to be on the wizard’s spell list now? If so, can this particular wizard can make scrolls of these spells for other wizards to learn from AS wizard spells?
I’m playing an arcanist and am going to pick up Craft Magic Arms and Armor soon. I’ve been thinking about useful spells that are also common components in magic weapons, such as Fireball and Rage. Are there any spells that cover or are part of multiple construction requirements for magic weapons/armor?
So the DM of a game I’m playing said I should set up a backup character. I was thinking about making a Toxin Codexer investigator, specifically focused on the Anathema discovery. It seems like a huge debuff that can really help out the party against certain monsters. Is there anything that can compliment that? I know it’s poison based so feats like Poison Focus can definitely help. The setting’s home brew though, so no getting Norgorber’s help through traits or feats. Also thinking about going Dex based with a rapier and half-orc for more skill points. Thoughts?
So the DM of a game I’m playing said I should set up a backup character. I was thinking about making a Toxin Codexer investigator, specifically focused on the Anathema discovery. Is there anything that can compliment that? I know it’s poison based so feats like Poison Focus can definitely help. The setting’s home brew though, so no getting Norgorber’s help through traits or feats.
I was thinking maybe instead of Evil Eye, it could use Touch of Corruption as an antipaladin of its level. Hell, due to its fused aspect, there could be a sort of plot point in splitting the familiar from the witch. In doing so, the witch could be stuck with certain powers while the silvanshee would be stuck with others. While they'd be two separate entities, it'd no longer be able to use both of them at once. A tactical decision if there ever was one.
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