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williamoak wrote:
THe +1 caster level ONLY increases spells per day & (if you're a spontaneous spellcaster) spells known. Domains rely on your effective class level, and not your caster level. Same for bloodlines (sorcerers), revelations (oracle) and "wizard schools".

Well, that explains a lot, then. Being a standard druid with a domain is then better than being a Green Faith Acolyte with one. Now I understand why people are hesitant with this PrC.


So, the domains don't expand? I thought +1 caster level would increase it, since domain progression is typically based on your caster level.


LazarX wrote:
Restores100HP wrote:
I'm having a hard time understanding why people dislike this PrC.
because most charop munchkins would rather cut off their left knee than give up a single caster level.

But you...don't lose one.


Bump. Maybe someone can enlighten me. Does your domain not progress or something? I assume it should.


I'm having a hard time understanding why people dislike this PrC. If you take a domain, you can get an animal companion and your caster level is 1-to-1 with a standard Druid. Plus, you only really trade out Thousand Faces to end up with a few goodies (including +10 spell levels from Grand Druid).

I feel like I'm missing something. I understand that it takes 2 feats to really be great (Shaping Focus and Boon Companion), but they seem worth it.


Mojorat wrote:
I do not know anything about the prc but it looks like you plan to take a domain with treesinger then get an AC from elsewhere? The problem is an ac from another source won't let you pick a plant companion.

Will it not? Even though the Treesinger limits you to a plant AC?

And, if so, how would Wild Shape function? Because you earn it from both classes, and Treesinger limits you to plant shapes only.


I've been looking at the Green Faith Acolyte PrC as an option for a druid. Everything I've read says that it's inferior most PrCs and the druid as well. However, I like it for the flavor, so I'm curious.

If a druid selected a domain, would they also get an animal companion by taking levels of GFA?

I'm considering running a Treesinger with the Growth Domain, and then picking up a plant companion and the Boon Companion Feat.


Azelyan wrote:
Never looked at the World Walker archtype! Thats a cool mix. I would not mind seeing your build to see how you go about playing. With Eldritch Heritage (Verdant Bloodline), you must have a high charisma, something i initially intended on dumping.

We rolled for stats, so I ended up with some weird/decent stats. But, you don't need a massive CHA to use it. It helps, but you can still use it three times a day even with a negative score. I don't have the build right now, but I've focused on Forests as my terrain right now (Kingmaker). It's probably not optimized, but it's a lot of fun!

Oh, also, make sure you have Bestiary 4 for the plant shapes. It adds the Mi-go from a core source, and it's awesome. And there are a few other cool creatures. Oh, and look into leshys. Creating them can be a fun little addition.


NOG the Demoralizer wrote:
Restores100HP wrote:
Knick wrote:
I know the artwork was used in the NPC Codex Pawns for the CR6 barbarian (Forest Guardian), but if it was used anywhere else I don't know off-hand.

Oh, thanks! I've been wondering where they used it. This might help in my hunt, but I still haven't found a larger version of the image.

Can anyone else help?

You could buy the pdf version of the pawns set it is in and then make it any size you like perhapse

I ended up just asking the artist, and he posted it on his DeviantArt. Here it is, in case anyone else needs to find it. Link


Azelyan wrote:

Archtypes I have looked at:

Treesinger (would be allowed to use Half-Elf) - would be cool to have a plant animal companion, wildshaping kinda sucks though.

I'm playing a Treesinger/World Walker, and I'm really enjoying it. I highly recommend talking to your DM about houseruling the Wild Shapes to fix them. Just adding the equivalent movement speeds really helps out the class.

I also used the Half-Elf Skill Focus trait and Racial Heritage (Verdant) to get Tanglevine and other plant-themed abilities.


Knick wrote:
I know the artwork was used in the NPC Codex Pawns for the CR6 barbarian (Forest Guardian), but if it was used anywhere else I don't know off-hand.

Oh, thanks! I've been wondering where they used it. This might help in my hunt, but I still haven't found a larger version of the image.

Can anyone else help?


Skerek wrote:
Restores100HP wrote:
If you're more worried about hitting than damage, play a Gnome and use a Hooked Hammer (for the +1 to hit).

The -2 str will actually make that the same as going any medium sized race(that doesn't have a -2 str as well)

Going a double weapon lets you get 1.5xstr and extra damage with power when you're not trying to get all the extra attacks which is useful with AoOs and hard to hit enemies or trying to get though DR. Also you can easily cast spells with out having to juggle weapons

Rayhan wrote:
I will look at those builds when I get home but where should I put the points and how? If I went half-org, dwarf,or half-elf?

Human, Dwarf, Half-orc, Half-elf are all good options.

With only 15 point buy you're probably only going to be able to get to up to 16 str, being a front liner I wouldn't go below 14 con, and you could probably get away with just 12 wisdom, getting a +2 headband of wisdom will let you cast all your spells at the end of the game.

I completely agree with Sherek. 15 point buy is pretty harsh, but luckily you have 2 dump stats.

I'd go with these stats (before racial bonuses):

STR 16
DEX 12
CON 15
INT 8
WIS 12
CHA 7

If human/half-elf/half-orc, put your bonus in STR. If you go Dwarf, lower you CON and raise your STR to 17.


Rayhan wrote:
I want to build a Duel wielding Ranger, so I do good amount of damage and still have skills. down side tho at lvl 1 I can only have a max of a +1 to hit from what I made. at a 15 point buy. it saddens me so can anyone help me break a Duel wielding Ranger so I can be better in combat?

Did you focus on Strength or Dexterity? Focusing on Strength makes you less MAD, and you can just use your Combat Style feats to get all the TWF feats you need.

I'd get a double weapon and take the Weapon Focus feat at level 1. Until level 2, just use it as a one-handed weapon wielded with two-hands. Then take TWF at level 2 as your Combat Style feat and start dual-wielding.

If you're a half-orc, you can take the Orc Double Axe. If you're a half-elf, you can take the alternate racial trait to get the Two-bladed Sword. If you're human, a Quarterstaff isn't terrible, and you can use your bonus feat for Power Attack. If you're more worried about hitting than damage, play a Gnome and use a Hooked Hammer (for the +1 to hit).


I'm trying to find an image that was used to advertise the NPC Codex. Here's the image.

The image in the bottom-right created by Mauricio Herrera doesn't seem to be in the NPC Codex, and I can't seem to find it anywhere online. Does anyone know where it might have been used?


Also, Vermin Heart allows you to Wild Empathy vermin, but you wouldn't be able to train a wild one unless you attempted to awaken it.


Zahir ibn Mahmoud ibn Jothan wrote:
At Diminuitive you'll provoke AOO's when attacking right?

Yes, and when tiny. Any size that requires moving into another creature's square to attack will provoke.

In my experience, diminutive/tiny forms are best for scouting or espionage. They're not really great for physical combat.


I say go Dual-Cursed Lunar Oracle (wolf-scarred/deaf fit the mystery well), and have your animal companion do all the damage while you debuff enemies/heal.

I've played pacifist healers before, and it's exceptionally boring unless you have a secondary role. So, I highly recommend either debuffing, casting illusions (Haunted curse), or a utility role like divination (Seer Oracle).


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Be a waterbender with the Watersinger archetype. It's a lot of math, but it's awesome.


If you could play a grippli in any paizo AP, which would it be?


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Just to clarify, you're aware that the deaf curse doesn't make you mute, right?

As far as you understanding others, you could always use Eldritch Heritage (Arcane) to get a raven familiar that's emphatically linked to you. You could even eventually use improved familiar to telepathically communicate with others through your familiar.


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Plains Domain, Vulpine Pounce (Kitsune), Claw Pounce (Catfolk), and maybe Synthesist Summoner (can they use the quadruped form?).

Edit: Forgot a few. Tiger Trance (Swordmaster Rogue, Tengu), Beast Shape II/Wild Shape, Devil-Bound Template (Hellcat), Monstrous Physique II, Undead Anatomy II.


I love the Coral Capuchin and the Carbuncle, mostly for the hilarity.

And, honestly, the Coral Capuchin is useful if you're playing an aquatic campaign and need to swim. Just let it bite you!

And I've always wanted to play a mute character with a Carbuncle. Without knowledge checks, people might assume I'm an empath.


pauljathome wrote:
Restores100HP wrote:
BigNorseWolf wrote:

Unless speak with animals is going though, the cheeta can only tell the druid "there's something there" not necessarily where it is or what it is.

Druids don't have empathic links with their ACs (something that my group missed for the longest time). So, when using Seek or Detect, my AC rolls perception and then indicates the number of enemies by "barking" that many times (i.e., it smells 5 enemies, barks 5 times).

I personally wouldn't allow that as a GM unless the animal companion had bought up its Int score. Animals really can't count.

A 3 INT is enough to understand a spoken language, but a 2 INT can't count? Horses can obviously count, and how do you think wolves and other pack animals strategize their attack patterns? Hell, even roosters can count, and they're ridiculously dumb (seriously, never get a rooster).

Either way, it's not written in the rules, it's something we assume can happen. Although, it has screwed us before when it started barking and alerted everything in a cave to our presence.


BigNorseWolf wrote:

Unless speak with animals is going though, the cheeta can only tell the druid "there's something there" not necessarily where it is or what it is.

Druids don't have empathic links with their ACs (something that my group missed for the longest time). So, when using Seek or Detect, my AC rolls perception and then indicates the number of enemies by "barking" that many times (i.e., it smells 5 enemies, barks 5 times).


Ok, so do I have this right?

Round 1: Standard Action - attack with grab. Successfully grapple.
Round 2: Standard Action - Maintain grapple and move 1/2 speed. Enemy gets free +4 CMB check to break loose (because it's dangerous).

What can I do as move actions?


I believe that it would take two rounds to move them, but I'm not sure.

Essentially, I'm running a Treesinger druid and my GM has allowed me to have the movement speeds for my Plant Wild Shape (that scale with the Beast Shape progression). I can turn into a medium-sized plant with grab and fly, and I'm curious if I could lift up an enemy after grabbing them.


If you have a fly speed (from a spell or wings) and a decent strength, can you grapple an enemy and then move your speed in flight?


Nope. Core races and core classes only. I wanted to do the Aasimar half-human trait and use celestial servant, but he's limiting quite a bit.


NikTheAvatar wrote:


If you don't believe me or what is written in the rules, as another summary which lays this out nicely, look at the grapple flowcharts on d20pfsrd. The move grapple action is only available to the grappler who is controlling, as part of the standard action to maintain the grapple on subsequent rounds.

From a thematic perspective, I agree with Adamantine Dragon as well. Regardless, the RAW mean the minimum time taken to execute...

This is the correct answer. The proper sequence should have been:

Surprise round: BBEG attempts to grapple sleeping PC as a standard action. PC gets Perception check to wake up (with -10 for sleeping). If awakened, the PC gets an attack of opportunity (unless BBEG has improved grapple).

Roll for initiative/Other PCs get perception check to hear struggle (if PC was awakened and attacked or made a noise).

Round 1: PC gets to attempt to break grapple on his turn, BBEG must maintain grapple on his turn. If grapple is maintained, BBEG moves him off the cliff edge to fall and releases grapple as a free action and casts Feather Fall as an immediate action.

That's the proper process by RAW. If Drag was used, it's a different process. Although, I don't believe you can drag a creature into a dangerous square.


Bump.


Crane Style or Snapping Turtle Style were some of my first thoughts, so I'm hoping that UC is allowed. Maybe Deflect Arrows as well? Just aim at being a defensive caster?


I'm planning a character for an upcoming homebrew campaign, and I'm planning to play a Human Feral Child Druid (with the young character template) aiming at becoming a Nature Warden.

However, I'm completely stumped on feats. Feral Child Druids get Improved Unarmed Strike for free, so I'm considering capitalizing on that, but I may be limited to Core and APG only (not sure yet).

Any suggestions?


Hate to resurrect a dead thread, but I highly recommend Ranger(Warden)1/Druid(Feral Child) 4.

You get two favored terrains by level 4, and have easy entry after level 5. The downside is the lack of Wild Shape, but you lose that with Nature Warden anyway. Oh, and additional bonuses in your favored terrains from the Feral Child Archetype.


mojo27 wrote:

Could a Grippli use Agile Tongue to reload guns? Say, a Grippli Gunslinger that was dual-wielding pistols, and had the feats and whatnot to bring reloading down to a free action?

By RAW, no, you couldn't. You can only only use the tongue for the listed actions. However, if you have a lenient GM, he/she might allow it, since it fits thematically.


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You don't suggest any PrCs under humans. I'd highly recommend the Nature Warden. A Feral Child Druid can meet all of the criteria without multiclassing, and the Eye for Talent race trait combined with the Huntmaster feat work really well with the Nature Warden's class abilities. Losing Wild Shape still hurts, but Nature Warden doesn't progress that ability anyway.

Also, with the Scion of Humanity race trait, Aasimars also make great Nature Wardens. You could combine Celestial Servant with Huntmaster and the Feral Child Druid archetype to have a pretty powerful companion/terrain-focused character, especially with the Magical Knack trait.


1 person marked this as FAQ candidate. 1 person marked this as a favorite.
Caedwyr wrote:
Paizo has said they intentionally make weaker options, so my guess is yes, it was intended and even if it wasn't, they probably don't consider it worth fixing.

Even thematically, it seems ridiculous. I keep getting this scenario in my head:

Normal Druid: "Hey, a high wall. Let's fly over." changes into an eagle
Treesinger Druid: "Alright!" changes into leaf leshy
Treesinger Druid: "Oh, my wings don't work..."

Normal Druid: "No big deal. We'll just dig under." changes into badger
Treesinger Druid: "Good idea!" changes into mandragora
Treesinger Druid: "Um...I can't seem to dig...anyone have a shovel?"

Normal Druid: "Ok...I guess we can just climb it." changes into giant gecko
Treesinger Druid: "Oh yeah! Plants can definitely climb!" changes into one of the many plants that climb
Treesinger Druid: "So...I can't. Maybe some rope would help?"
Normal Druid: "Wow, you're terrible."


James Risner wrote:


So you should stop asking for powerups because you perceive it to be less powerful.

Maybe I'm misrepresenting my question. I'm not "asking for powerups". I'm curious as to whether or not the archetype was intentionally created to be less-balanced due to an oversight on Plant Shape.

Admittedly, I should have worded the question differently and focused on Plant Shape.

EDIT: And it's pretty apparent that this is a confusing ruling for many - if not solely represented by the number of other threads asking this question over the last year or so.


Seraphimpunk wrote:


though i see that as more of a rules oversight / narrow rules view of plants.

I do too, which is the reason I was hoping for some kind of official response. It seems like an oversight. However, if it's not, then it really weakens the Treesinger archetype and any future archetypes/class features that use Plant Shape.

Maybe I'll just have to address it with house rules and avoid Plant Shape in PFS or other official play.


Someone just presented this argument on the Advice Forum: given the description of Polymorph spells, isn't it possible that the movement speeds and senses listed in Beast Shape are limitations rather than allowances?

And, if so, is it possible that Plant Shape intended to grant all of the senses and speeds of the form you assume? It is a higher level spell/ability than Beast Shape, and when the two were originally published there were very few plant creatures...and they all had similar senses to Beast Shape III - the equivalent spell.


Lord_Malkov wrote:
I'm not sure though. The language in the polymorph section is pretty clear, it seems more like the listed movement modes within the spells themselves may just be limiters rather than enablers. Evidence for this might be that elem body 1 gives you a 60 ft fly speed as an air elemental. But a small elemental has a 100ft fly speed and this is the ONLY type of air elemental you can turn into with that spell.

I never thought to read it that way, and that makes a lot of sense. I posted on the Rules Forum, so hopefully we'll get some clarification, but most seem to disagree with your perspective. Although, again, it makes a lot of sense.


trollbill wrote:
Restores100HP wrote:
trollbill wrote:
You forgot Carnivorous Flower, Crawling Vine, Puffball and Sapling Treant. They are all fully statted plant creatures from a legal source.
I think he intentionally left them off because many don't consider companions fully statted.

Really? What stats are missing?

Typically, you can only Wild Shape into creatures who have a full entry in a bestiary or supplement. Some GMs are lenient on this, but others aren't.

For example, if you Wild Shape into a bear, you can't Wild Shape into the companion form. You have to use the bestiary entry.


LazarX wrote:
Restores100HP wrote:
Does the Treesinger Druid gain movement speeds from its Wild Shape ability?
You get the movement of whatever plant creature you emulate by spell. There are plant creatures with movement. If however you emulate something like a Tree, you're limited to 5 feet. You want a movement speed, pick a plant form that gives you movement that fits into the restrictions of whatever plant shape spell you're emulating.

The problem is that Plant Shape I-III don't grant movement types/speeds.


James Risner wrote:
Restores100HP wrote:

By RAW, it's obvious that Plant Shape and Wild Shaping into a plant form doesn't grant movement speeds

senses (blindsense, tremorsense, etc) that Beast Shape grants.

We differ on the RAW of whether or not you get speeds (I read that you do because of the line about stationary get 5 ft speed instead.)

But you are right about the scenes, but I don't think you will see much in the way of power ups.

I really wish you were right, but I think the others here are correct. That's why I'm asking for an FAQ to address the question (which I should have worded differently), because this has come up numerous times. Technically, by RAW, you don't gain the movement speeds.

I've talked about this in my other posts on the topic. It seems like a mistake, especially for an archetype that solely uses Plant Shape, but it's the way the rules are written.


Seraphimpunk wrote:


since flight, burrow , etc, aren't listed in the plant abilities, you'll never gain them, even if they publish a plant that flies. ( which sucks. ). but a lot of plants have poison based abilities, or multiple attacks (violet fungus). which can help mitigate.

Sure, poison is nice, but Beast Shape III or Wild Shape at level 8 for a standard druid still gets poison...along with a host of other abilities.

By RAW, it's obvious that Plant Shape and Wild Shaping into a plant form doesn't grant movement speeds, although it may potentially give you the ability to breathe in the water or ground, if the form would normally be able to do so (under "polymorph" description). However, RAI this seems unintentional or accidental, as all other shapes grant movement speeds and senses.

Especially where the Treesinger is concerned, did they really intend to limit the archetype that much? There are now plants that fly (puffball, leaf leshy, mi-go), burrow (mandragora), swim (seaweed leshy, shambling mound, sargassum fiend), and of course climb. Sure, Plant Shape was designed quite a while ago, but it's really a shame that it doesn't grant these movements or the senses (blindsense, tremorsense, etc) that Beast Shape grants. We're up to Bestiary 4 now...seems like it's time to update.


Majuba wrote:


You do realize that regular druids can Wildshape into Plants, yes? (Just want to make sure).

Yes...of course. It just seems especially harsh and obvious on Treesingers since they lose both other forms.


Majuba wrote:

To be clear, this question is not really for Treesinger druids, it is for Plant Wildshape in general.

However yes, as of 8th level, Treesinger Druids' Wildshape is strictly inferior to normal druids. They have some other benefits (a very resistant companion for one) to make up for it.

But does it balance out losing elemental shape and beast shape? Maybe I'm mistaken, but it doesn't seem intentional.

Especially given Plant Shape's level as a spell and as an ability gained from Wild Empathy, it seems broken.


Mojorat wrote:

No, this is fairly easy to amswer and probably a bit premature for a faq request. Regardless, it works like plant shape. This means you get the ppants land speed with the stipulation if it normally cannot movw you can move 5 feet.

It appears the plant shape spells don't add any movement modes. They don't seem to add movement.

So, effectively, the Treesinger's Wild Shape is incredibly weaker than all other Druids? Was that intentional?

Maybe the question should be, does Plant Shape grant movement speeds? The polymorph description seems to suggest it should, even though it doesn't.

EDIT: Is this premature for an FAQ? I don't know the rules for this sort of thing, but I found roughly 5-6 threads on this with seemingly no good answer.


8 people marked this as FAQ candidate.

Does the Treesinger Druid gain movement speeds from its Wild Shape ability?


Hi, James!

From another thread, by restricting it to Plant Shape only, was the Treesinger Druid meant to lose all additional movement speeds and senses normally granted by a Druid's Wild Shape or was that an accident?

(Beast Shape/Elemental Body grant them, Plant Shape doesn't)


Majuba wrote:


On Movement:
Polymorph wrote:
. In addition, each polymorph spell can grant you a number of other benefits, including movement types, resistances, and senses. If the form you choose grants these benefits, or a greater ability of the same type, you gain the listed benefit. If the form grants a lesser ability of the same type, you gain the lesser ability instead. Your base speed changes to match that of the form you assume. Your base speed changes to match that of the form you assume. If the form grants a swim or burrow speed, you maintain the ability to breathe if you are swimming or burrowing.
It looks like the bolded two lines are independent of the "if the form grants..." section. So you at least can move at the base speed of the plant. And if you are swimming (or burrowing???) you can breathe, even if the spell isn't granting the movement rates.

This has been addressed in almost every other thread I searched when looking for an answer on this. Basically, it's why I divide RAW and RAI on this discrepancy.

By RAI, it seems like Plant Shape should grant movement speeds and senses, or at least that the authors assumed we would check the Polymorph description and infer that it does.

By RAW, you get neither. I guess, by RAW, we could say that you can breathe while swimming or digging, but you'd have to make swim checks or find a shovel.


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