Laughing Elf

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Spell Cartridges lets you fire force bullets, which can technically be considered magical missiles. The spell “Shield” explicitly blocks the spell Magic Missile, which casts force bullets. I get that the wording is exact on Shield, but I’m concerned that the technicalities of it can block an entire feat.


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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?


They can take the Coven hex, which is a hex and can be technically considered a class feature. Would they be able to take the feat? If so, they’d only be able to take basic hexes with no prerequisites, right?


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…


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,
• few non-alchemist spell requirements,
• or a low enough DC that can be easily beat.


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,
• few non-alchemist spell requirements,
• or a low enough DC that can be easily beat.


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?


Looking at the stat block, an Erodaemon has the shapechanger subtype, but does not actually have the change shape ability in its SQ. Does it still have the ability to change shape due to its subtyping, or no?


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.


I’m planning on writing a homebrew setting and I started working on a custom pantheon. I’m looking for domain combinations with duplicate spells on different levels. For example, the Artifice domain and Water’s Flotsam subdomain has Major Creation as the 6th and 5th spell, respectively.


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.


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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
24 HD, +26 Will, 31 SR, 25 CHA

Only has one regular attack, but it will wreck you no matter what you are with no save. Can cast spells like a cleric, but can also prepare "certain wizard/sorcerer spells". Their SLAs can make and/or break whatever the hell they want. They can not only create friggin' spheres of annihilation and wield them as their own personal power tools, but can make the exact opposite and shape their surroundings to their whim?
So why am I telling you to avoid calling these things?
The last paragraph of their bestiary entry tells you why exactly:

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
24 HD, +17 Will, 31 SR, 23 CHA

The mack daddies (and mommies) of the Agathions has a lot of tools at their disposal. Most notably is that they have spellcasting as per Bastion Archons: not as strong as Solars, but unlike Bastions, they have access to domains, which can expand their spell selection slightly. Their SLAs are also really nice, ranging from healing to shapeshifting (Beast Shape II and Elemental Body III) to area control (Control x spells).
Their attacks are alright enough, with a breath attack to boot. A solid creature all around, although if you really want to cherry pick what kind of spells it might have or what element its attack uses, be aware of the colors.
Oh, and their lay on hands heal 10d6.

Veranallia Azata/CG/CR 20
24 HD, +26 Will, 31 SR, 29 CHA

Ho. Ly. HELL. Is this lady hard to bind? I'd say so; just look at that Will and Charisma! But if by some weird chance you can get her to stick? The Veranallia is THE OUTSIDER you want to bind. 7 attacks, 3 with reach and grab. Good SLAs, such as Quickened Wall of Thorns and Regenerate. The ability to reincarnate people as aasimar.
But the real reason you want to bind this lady? Full. Casting. Not just from the Cleric list, but also from the Druid list. And at 20th CL, to boot! And if that's not all, she can ignore the cost of any spell once per day? Need a True Resurrection and short on the cash? No problem!
While there are Veranallia Elders, which are more advanced versions with more abilities, they likely have more HD and are thus unfortunately out of the HD range. Just be careful about their personalities; they're as fickle as the seasons and even other Azatas have problems with them. Nevertheless, if you can get her on your side and deal with her behavioral issues, you're practically solid.

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?! HOLY HELL!

Not quite. They're divine/nature casters and are relegated to the inferior Summon Nature's Ally and Planar Ally spells. However, due to the nature of the spirit you get them from, you can also potentially apply for the Dreamed Secrets feat, which lets them prepare 2 wizard spells per day. Combine that with the Lore spirit Arcane Enlightenment hex which can add more wizard spells, and you can get around that problem with ease. Enjoy your super-abomination Veranallia!

Oh, and for those wanting to help out with the binder but isn't actually a binder or for gestalt purposes, look up the Mockery performance from the Court Bard archetype. A scaling penalty to Charisma checks can be a big defense in this game.

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?


Stargazer’s Mystery Magic: wrote:
In addition, the stargazer adds all hexes available to a shaman with the heavens spirit to the witch list.

Can a player select from any of the Shaman hexes including the ones from the heavens spirit list or is it only the hexes on the heavens list?


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?


Just because I don’t see it on the Permanency list can’t mean it can’t be made permanent. Judging by the spell level (6), my first estimate would be that it’d cost the same as a Symbol of Persuasion, another 6th level symbol spell. 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. 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.


So Slough has a duration of “Instantaneous” in its stat box, but then it says it deals 1d4 Con damage “per round” in the details. Which one is it?


So I’m building a new Mutation Warrior when I notice the Vestigial Arms discovery. Immediately I think, “Oh boy, dual greatswords!” until I realized the math that might entail. Offhand power attacks have the strength modifier on damage halved, but power attacks also mentions upping the strength modifier by half when wielding two-handed weapons. Do these modifiers cancel each other out or is there some additional math involved?

Also, if Double Slice is added into the picture, does that simply mean I do a regular power attack or, again, is there more math involved?


The Stars are Right power says you can swap out your stars subdomain spells spontaneously. Does this mean only the three listed can be swapped or can I use any of the spells from the void domain as well?


So Sense Vitals grants you the ability to make sneak attacks. Does the amount of damage dice it gives you count as damage dice that can be increased by Intensified Spell?

Granted if you could, it’d be pretty hard to increase your CL to level 30 for it to top off, so this is just a theoretical question.


Cherry Blossom Spell causes 2 ability score damage to either your physical or mental ability scores whenever a spell attached to it causes damage. Excruciating deals 2d6 nonlethal damage each round with an additional point of Dex and Con damage. It doesn’t specify whether it only procs once or what kind of damage triggers it, so I’m assuming yes, it does work each round and it stacks with the pre-existing ability score damage. It might not be the most practical way to deal Con damage, but it sure sounds sadistic.


Kabriri has 12 special monsters his worshippers can summon and while most of them are advanced/fiendish/giant variants of themselves, that’s still a lot more versatility in summoning than any other divinity in the game. For perspective, Lamashtu, a full god and Kabriri’s superior, gets only 6 special summons. Anyone else think there’s something wrong with that?


Urgathoa’s may live in Abaddon, but that’s only because Charon let her live there. Ideologically, Urgy’s undeath was because she wanted to continue to experience mortal pleasures. But continuing with anything mortal is the last thing daemonkind wants. And since clergies often mimic the personalities and goals of their gods, no doubt the cult of the pallid princess would chafe heavily with the cults of daemonic nobility.


In Shax’s version of Demonic Obedience, it explicitly says that you gain +3d6 sneak attack and that it stacks with any pre-existing sneak attack dice you might have. In Fiendish Obedience it only says you gain +5d6. Does this still stack with pre-existing sneak attack or is it only RAW and doesn’t stack?


Destroy Identity is a critical feat that causes 2 Cha damage and staggers for 1 round on a successful crit. If more than one crit is confirmed, do the effects stack? I would believe the Cha damage would increase over time, but how about the duration of the stagger?


Promethean Disciple wrote:
The alchemist substitutes his number of ranks in Craft (alchemy) for his total caster level and must use Craft (alchemy) to create the construct.

The only golem I could find that uses craft (alchemy) in it’s recipe is an alchemical golem. So does tham mean those are the only golems I can make, even if I multiclass from alchemist into something else?


I was thinking about how the slayer archetype, the Bloody Jake and how it can damage Dex or Cha in place of sneak attack damage, and how they can learn poison use as a talent. Then there's the Marrowcracker that can do Str or Dex damage on a critical hit and the Destroy Identity feat that causes 2 points of unblockable Cha damage on a crit.

Now I'm wondering who can deliver the most damage to one ability score at a time. Does anyone have any thoughts or ideas about this topic?


1. If a THF gains the Two-Handed Thrower feat, does the THF’s thrown weapon attacks gain a damage increase?

2. Whenever a THF uses abilities that require a standard action and a single attack, can they apply vital strike to the damage?


I know attack roll modifiers contribute to the equation but how? For example, say you get a +1 to attack and damage. Which is more important: the attack bonus or the damage bonus?


A spell using the tumultuous spell metamagic feat propels an enemy 1d4 x 5 feet without triggering AoOs. The spell blast revelation from the oracle’s apocalypse mystery allows the oracle to bull rush enemies whenever one of their spells crits on a target.

Which effect would go first? Could they happen at the same time? If an oracle with the greater bull rush feat procs both effects, can an AoO still trigger?


Dispelling weapons specifically say they can work with barbarian powers that can dispel magic through sunder maneuvers. Since SEM works similarly, can dispelling weapons work with that feat as well?


For example, the Hag of Gyronna archetype implies you worship Gyronna. But you could easily play as a Hag of Gyronna worshipping Mestama instead.


I see a bunch of other rage powers such as Lesser Atavism Totem that increase the base damage of your bite attack. I know that as a general rule, abilities with similar effects but different names stack. So how much higher can this damage go?


Like “Chaotic Stupid” or “Stupid Evil”?


Half-orcs can trade their darkvision for the skilled trait, which grants them +1 skills per level. Human Raised gives you the same thing, specifically “the human’s skilled trait”. But since it’s under a different title, does this mean it stacks?


Book of the Damned wrote:
Black Magic (Su) The Mother of Witches imbues you with the darkest power of witchcraft. You gain a grand hex, chosen from any of those available to witches. This hex’s DC is equal to 10 + half your level + your Intelligence, Wisdom, or Charisma modifier (whichever is highest); if you are a witch, you can use your hexes’ DC instead. If you are not a witch or a hag, you can use this hex only once per day.

Unless I’m reading this wrong, nothing’s stoping you from selecting a different hex every time you perform the obedience.


So Kabriri’s 3rd evangelist boon can replicate any spell under 7th level as a spell-like ability. This’d be great for an endgame encounter, but I wonder if there would be any exploitable weaknesses to it. No cost can get around a lot of expensive spell components and changing the casting time can make it exceptionally useful in a pinch.


So a duergar tyrant has access to some aether wild talents. If I build him to be a geokineticist, would he still be able to take wild talents that have those aether wild talents as prerequisites?