Also: another interesting option is to take Evangelist and devote yourself to Lymneris. His 2nt boon, which you can get as early as level 11, is you can cast Greater Polymorph once per day on any creature with a duration of permanent until you cast it again. This would be the fastest way to get to BS IV, and can even be taken with nothing but Rogue or Brawler.
@BadBird: Gargoyle is an interesting option. Especially as a possible replacement for Beast Shape I to give you a fly speed instead of pounce when flying might be more useful. At higher levels, I think BS II and III and high level spells may prove better than a bunch of monk levels. You get a bigger boost to your Str and your 8 or 10 tentacle attacks have no penalty.
@Ellioti: That's what Build 1 is, Druid with VMC Rogue and Accomplished Sneak. You can also get another 1d6 by having you and your animal companion take Precise Strike. This also goes for all builds that give you a flanking buddy that can take feats.
@Imbicatus: If you can reliably get flanking (which you should be able to), I would say both options are about the same. Jabbing Style can only give +1d6. Jabbing Master changes that to +4d6, but at the cost of heavy feat investment: Jabbing Dancer (kinda neat), Dodge and Weapon Focus: Tentacle (very meh), mobility and feral combat training (almost worthless).
Note: I started to write this response a week ago and then got slammed with work.
The problem with Bane is that it can only be used for 1 weapon (or natural attack). It's not like Weapon Focus: Tentacle that gives you a bonus for all your tentacles.
Your suggestion is probably best compared to Build 2 from above.
= Studied target is less than half as good as Mutagen but can be used more often
= Beast Shape I and III at same levels
- No BS II or IV
= Same spellcasting progression, but much different spell list. Don't know which list is better. Probably mostly depends on the rest of the group.
- More feats need to be spent on extra sneak attack
+ Animal companion for flanking.
= Bane and Teamwork Feats instead of Discoveries.
Definitely works as another possible build, but I don't think it stands out as the best of the bunch.
A note on SAD: All the builds need 2 stats. Str primary and spellcasting stat secondary (Int or Wis). Build 4 also requires you to have some Cha, but not much.
Another note fore all the builds: Seems like you can only take Accomplished Sneak Attacker once, but you can still get extra sneak attack dice by "spending feats" on Variant Multiclassing: Rogue.
I have come up with 4 different ways to make a polymorphing sneak attacker and want to get some feedback on which one would be the best. The main idea is to have a char that turns into an animal with a large number of natural attacks to maximize the sneak attack damage output. The big ones at each level being:
For Infernal Cabalist, I would suggest you either make it require 5 ranks in Knowledge (religion) or grant the boons at 1/4/7 to make it in-line with the other prestige classes.
For Weaver of the Tapestry, I would recommend that you give a type to the attribute bonuses. Probably Enhancement or Moral. You could also add Grapple to the CM list for the tentacles.
I would like to see this as an archetype change to challenge or perhaps a tactic that adds this effect to the challenge:
Challenge – At 1st level, 2 times per day, the fighter can mark an opponent with a Challenge. As a swift action, the fighter can mark an enemy within 30ft. This mark lasts for 1 hour or until the enemy is slain. While marked, the enemy has -4 to attack and -2 to damage when attacking anyone except the fighter. If the enemy moves more than 60ft away from him, the mark is lost. At 6th, 11th, and 16th level, the fighter gains an extra use per day of this ability. At 11th level, the ranges which the mark can be made and which the mark is sustained and lost are doubled.
Also, a note: you changed Bravery to Battle Focus but many tactics in the doc still mention Bravery.
1) I would remove this one. The size modifiers and restrictions make a lot of sense mechanically. A gnome shouldn't be able to grapple a kraken.
2) Sounds fine for the free Greater. If you want the bonus to scale, I would have it start at +2, then increase by 1 at lvl 4 and every 4 after (like power attack), but remove the additional +2 from Greater.
3) I would add "*within reason"
4) I prefer "only provoke on a failed attempt without feat", but this one works too.
5) This is just making rule 2 work for monsters as well.
Pizza Lord wrote:
Scud422, that seems way more generous than the Commoner class I read (D20pfsrd). Assuming you were only a 1st-level character you would become a 2nd-level Commoner. Definitely not Full BAB, only +1 every even level. Saves are more like 1/3rd HD, so not even a +1 base until 3rd level.
The commoner has 1/2 BAB and 1/3 saves per level. But for every hero level you give up, you get 2 levels of commoner...2 x 1/2 = 1 (for +1 BAB every "level")
Pizza Lord wrote:
For any who are curious like me, this is what your new "class levels" would look like in relation to normal class levels.
HD: 2d6 +Con x2
Weapon and Armor Proficiency: The commoner is proficient with one simple weapon. He is not proficient with any other weapons, nor is he proficient with any type of armor or shield.
I was also wondering what it would cost to make a similar item, a slotted item that let you polymorph into a Giant Octopus per beast shape II with a command. I don't agree that it should be cost the same as just beast shape 2 on command, as you lose out on a lot of versatility because you can't turn into something small, stealthy and flying.
There's a big difference between "only a panther, and not a bear" and "only a panther, not a bat or shark."
There has to be some sort of discount, otherwise you might as well have it just be Beast Shape II twice per day.
The only way that this makes sense is if it's combined with several house rules that give feats automatically (like power attach, combat expertise, weapon finesse, etc.), or removes feat pre-reqs, and combines feats and feat chains into single feats. (Like I have done for my house rules.)
If that is the only house rule, then it is really harsh and unbalancing.
I also should have mentioned in my justification for the 25k/12.5k price of the sword that I was going by the rule: "The correct way to price an item is by comparing its abilities to similar items"
The whole slotless thing is hard to determine. I'm pretty sure that any item that doesn't take a specific spot on the body is considered slotless.
Unfortunately, you have the price of the sword wrong:
"Use-activated or continuous: Spell level x caster level x 2,000 gp"
So your crafting cost would be 4 times as much, which would make it cost more than a +10 weapon.
That being said, I could see a +3 Force Sword/lightsaber just costing around 25k base, maybe less.
As far as adding Weaponwand to it goes, that would probably be 8000/4000.
If the main thing you want is for players to be able to use the gates to explore different worlds, than this can be done in many different ways.
Have it be a completely different galaxy that had it's own ancient civilization that set up a gate network.
Have it be a galaxy where some of the seed ships have peppered gates throughout it. This gives the possibility of Destiny eventually showing up.
Have it be the Milky Way, but thousands or millions of years from now. Then it's up to you if the known races are even still around, even humans, and whether or not Earth is accessible as it could be after our Sun goes red giant. Even if Earth and Humanity is dead, Cthulhu would still live :)
With all of the above options, you would have complete control over what technology, if any, they come across and exactly how said technology would function.
43. Sky Jellies: These airborn creatures live their entire lives in the sky and prefer humid areas that have near-constant cloud cover. These gargantuan jellyfish are almost indistinguishable from clouds in their appearance and their mesenchyma is filled with methane gas to keep them aloft. Their sticky tentacles are only strong enough to hold onto insects and small birds as they have difficulty digesting anything larger. Even so, dragons, flying adventurers, and other such creatures have learned to avoid these troublesome creatures as getting entangled in their tentacles can sometimes cause both parties to tumble dangerously towards the ground.
I did something similar in a Starwars Saga game I was running. While exploring the outer regions, I had them come across Destiny while everyone was still in stasis and slow-rolled what the ship was as much as possible. It was pretty fun watching them freak out about how the ship was heading straight towards a very close star and trying to explain that to the one awake crew member (Eli Wallace) without a common language.
I always liked the idea that Earth and Golarion are in the Milky Way because we know that Cthulu and the other great old ones are in the Pathfinder universe. However, keeping Golarion completely separated from the rest of SG cannon would be very infeasible. So here's my suggestion:
Use SGU after the series finale. The ship eventually reaches a new galaxy. After it refuels on Golarion's star, it wakes up the crew from stasis. That's when the crew notices the sensors going nuts as it scans a nearby planet in the system. Not finding any gates on the planet, they decide to park Destiny in orbit and send an expedition crew in a dropship.
From here, you have several possible options. The game starts some amount of time after the above events, after the crew has made relations with one of the countries.
Alternately, you have the party encounter the dropship as if a random encounter, or you could start the game with the dropship encountering a group of heroes (that way you could have a player play as an Earthling). King Maker might be a good campaign for this as it would have the players' actions determine the relationship between the crew and Golarion.
If you want some inspiration on how to have high technology act with fantasy, I would recommend checking out the Galactic Mage book series.
For the ability swapping thing, I have a house rule for the Adopted trait. Instead of getting a racial trait of your adopted parent's race, you can choose this:
32. Tree Octopus
An intelligent and inquisitive being (it has the largest brain-to-body ratio for any mollusk), the tree octopus explores its arboreal world by both touch and sight. Adaptations its ancestors originally evolved in the three dimensional environment of the sea have been put to good use in the spatially complex maze of the coniferous Olympic rainforests. The challenges and richness of this environment (and the intimate way in which it interacts with it,) may account for the tree octopus's advanced behavioral development.
Reaching out with one of her eight arms, each covered in sensitive suckers, a tree octopus might grab a branch to pull herself along in a form of locomotion called tentaculation; or she might be preparing to strike at an insect or small vertebrate, such as a frog or rodent, or steal an egg from a bird's nest; or she might even be examining some object that caught her fancy, instinctively desiring to manipulate it with her dexterous limbs (really deserving the title "sensory organs" more than mere "limbs",) in order to better know it.
Tree octopuses have eyesight comparable to humans. Besides allowing them to see their prey and environment, it helps them in inter-octopus relations. Although they are not social animals like us, they display to one-another their emotions through their ability to change the color of their skin: red indicates anger, white fear, while they normally maintain a mottled brown tone to blend in with the background.
The reproductive cycle of the tree octopus is still linked to its roots in the waters of the Puget Sound from where it is thought to have originated. Every year, in Spring, tree octopuses leave their homes in the forest and migrate towards the shore and their spawning grounds. There, they congregate (the only real social time in their lives,) and find mates. After the male has deposited his sperm, he returns to the forests, leaving the female to find an aquatic lair in which to attach her strands of egg-clusters. The female will guard and care for her eggs until they hatch, refusing even to eat, and usually dying from her selflessness. The young will spend the first month or so floating along currents, sometimes traveling hundreds of miles before eventually moving out of the water and beginning their adult lives.
Arcane Addict wrote:
Actually... There is a feat called Inscribe Tattoo that basically allows just this. And more!
I know. The point of the house rule is so that the characters don't have to take an extra feat. Also, the feat doesn't allow magical tattoos to be used in conjunction with magic items (no arm tattoos with bracers) while the rules I posted do.
Speaking of bracers, forgot to put that into my list:
75. A 5-foot radius depression is formed in the ground that deepens by 5 ft. each round. Treat as Create Pit with a DC of 10 + 1/10' deep. The pit evolves into the following spells at the indicated depths: Spiked Pit at 30', Acid Pit at 50', and Hungry Pit at 100'
76. Blood Mist, DC 1d8+21
That sounds like a fine balance because if you do the math for the Automatic Bonus Progression, the bonuses it gives is the equivalent of 50% of the gold for that level in slotted items but without actually taking up item slots.
Here's another optional house rule you could use that would be limiting in one way but more freeing in another:
I started typing out these suggestions as I read through the talents. I haven't had the time to go through all of them yet (I only really check these boards while at work), but here are my notes so far:
Trapfinding: I would make the counterspell ability be it's own talent that requires Spelltheft, have it use Spellcraft, require a prepared action, and up the DC to 20+CL. The reason for the bumped DC is casters only get 1d20+CL vs 11+CL.
Triple jointed: Freedom of movement is a really powerful ability. I would make this minimum level 8 or 10.
Battlefield Medic: I would not have treat deadly wounds take any less time than 1 minute. A swift action for a normally 1 hour action is insane, no matter the effect.
Ace Knowledge: I would make the Lore Master ability a second tier talent requiring Ace Knowledge first. The third ability basically allows the Ace to pay 1/5th the cost for scrolls, so I would try to find a way to scale that back.
There's some REALLY broken stuff in there.
This sounds similar to a house rule I made for a Barbarian's rage.
A Barbarian can enter a rage a number of times per day equal to 2+level. Each rage can last for a number of rounds equal to Con mod+level. Any ability or feat that would increase the number of rounds a Barbarian can spend in rage can instead be used to increase the number of times she can enter into a rage each day. At 1st level, the Barbarian has to choose a number between 0 and 20 to represent how close she is to her rage. This will be known as her Rage Number. With each new level, a Barbarian can raise or lower her Rage Number by 1 or 2 with proper roleplay. A Barbarian’s Rage Check bonus is the higher of her Will save or Profession: Barbarian skill. While raging, the normal +2 bonus to will doesn’t boost Rage Checks. Whenever she wishes to enter into a rage, she has to make a Rage Check with a DC = to 20 + ½ level - Rage Number. Whenever an event would trigger her to go into rage, or she receives damage, she has to succeed at a Rage Check DC = to damage taken + Rage Number + ½ level, failure means that she has to go into a rage. She can not choose to fail this check. Someone can attempt to goad a barbarian into a rage by making a Bluff or Intimidate check, DC = 20 + Rage Check bonus - Rage Number. If a Barbarian wishes to end a rage prematurely, she must succeed at a check with a DC of Rage Number + number of remaining threats. While raging, a Barbarian must continue to fight, even if the only remaining targets are allies. All other aspects of a Barbarian’s rage remain unchanged.
Quick reference of DCs:
Enter Rage: ½ lvl + 20 - R#
Prevent Rage: ½ lvl + R# + dmg
Exit Rage: R# + # of threats
Something I want to do with my games is have them tell me what they want their alignment to be and then put their character through a very simple scenario:
I always run alignments where Evil is Selfish, good is Selfless (or altruistic), and illegal acts are chaotic.
Pick up coin purse, catch up to the guy, return purse to him, turn down offered reward.
"Hey shopkeep! Looks like someone left their coin purse here." "I'll make sure it's dealt with properly, you can have one of the items on the clearance shelf." Take wand of Mending, donate it to a rundown orphanage that character passed on way to the mall.
Take coin purse. Donate the coins to a rundown orphanage that character passed on way to the mall.
Pick up coin purse, catch up to the guy, return purse to him, accept offered reward, buy something that benefits the party.
Take the coins, donate some of it to a rundown orphanage that character passed on way to the mall.
Turn coin purse inside out to change the color. Turn it into the lost and found knowing that it's yours if it isn't claimed in 24 hours.
Wait for someone else to pick up the coin purse, catch them in the act, take half (or more) of the coins in return for not turning them in for stealing.
Take the coins.
Say you have a player who wants to be Meta or you want to have the party come across a crazy priest of "The almighty DM! The one true god that controls our actions and determines our fate!"
God of Adventuring, Gaming and Knowledge
Something I throw into each of my games:
I would probably price this at 2000.
I came up with a similar but more versatile item:
Staff of holding
Staff of Holding, CL 9th, 5,000 gp
This staff can be given weapon enhancements like a normal staff in addition to having the below abilities.
Seth Dresari wrote:
For most characters most of the time, this might as well read: if you miss your attack, your next attack will hit.
I like the idea of having the PCs come up with the activities themselves, buy you could also have NPCs available that have some ranks in Profesion to help train the PCs in exchange for favors/bribes/really good diplomacy or intimidate checks.
Another can attempt to give an aid bonus (+2) by succeeding at an ability check or an appropriate profession check with the same DC. The trainer needs to spend all of the training time with the trainee but can simultaneously aid a number of trainees equal to their modifier in that ability (min 1) or their ranks in profession.