Sennje's page
Organized Play Member. 39 posts. No reviews. No lists. No wishlists. 2 Organized Play characters.
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In spite of having the iconic druid on the front page, this book doesn't seem to contain a lot of options for druid beyond a few spells and general caster feats. Please correct me if I'm wrong, I have only looked through a friends copy before a play session.
More or less what I expected but it is nice to have some confirmation. I can still try to pass a squirrel or failing that a monkey off as being able to wield it.
As Rysky says the archetype is from Monster Hunter's Handbook.
With the new green scourge archetype I have a few weird ideas to make the archetype more viable, but I have a hard time finding out if they are strictly legal so here are some questions.
1. What makes you able to use flameblade?
1.1 It does not scale with size so could you use it while smaller than small?
1.2 Since the "weapon" is immaterial do you need hands to wield it or will front paws or a mouth do?
2. What do you need to add dex to hit, is weapon finesse sufficient as it is a tough attack and part of a spell or do you need something like dervish dancer?
alkatrazshock wrote: Sennje wrote: You get all three attacks, but the claw attacks are secondary and gets a penalty of -5 (or -2 with the multiattack feat). I get that, that much is clear, I just want to know what the difference between the 3 attack examples, what does the comma, or, and the and change? or does it not change anything and they just decided to be weird and write attacks different for no reason? Can you give an example, I took a quick look in the bestiary and didn't find any "and", and I only saw "or" in creatures with a different attacks occupying the same limbs.
You get all three attacks, but the claw attacks are secondary and gets a penalty of -5 (or -2 with the multiattack feat).
The pantheons made by Paizo in faiths & philosophies should enable you to worship several deities at once, and it even says "Most people on Golarion are pantheists to some minor degree", unless I'm playing a religious class or a particularly monotheistic character I normally worship all deities that makes sense for my character, the character I'm currently playing is worshiping Pharasma and Desna mainly, but will also pray to Erastil, Alseta, Calistria and Gozreh. A deity is much more than an alignment pray to Desna for a good trip, to Erastil for a good hunt, Alseta for a safe return and Pharasma for a good death.
I would personally change the wording to your patron deity or something like that if they want to keep you to one, I haven't run into trouble with it as of yet but I would probably house rule that you can only get feats and other benefits from a single deity.
Originally I would have said no, but the wording in this PRC has me doubting myself.
Before you complete the feat you get "You temporarily gain the Craft Construct feat for the purposes of building one golem to satisfy the goal of this story feat. You do not need to meet Craft Construct’s prerequisites, and it can’t be used as a prerequisite for any other crafting endeavor." and once you complete the feat you can use it for anything (I can't think of anything other than crafting constructs and using it as a prerequisite), but nowhere does it say you can ignore other prerequisites for making the constructs.
Waldham wrote: My question is about :
Completion Benefit(s): You gain Craft Construct as a bonus feat without meeting its prerequisites and can use it for any purpose. The cost to build any construct that normally costs less than the cost of your donated golem is permanently reduced by 10%; the cost of the base materials is not reduced, however.
My answer is the same, you get the feat but you can't make any constructs without caster levels or a work around. You have the crafting feat but not the caster level to use it for anything.
Perhaps if it was a supernatural ability, but vestigial arm (which I assume you used) is extrodinary if I remember correctly.
He can't make a construct alone without some kind og work around, like the feat you mention yourself.
The Amateur Swashbuckler feat lets you pick one 1st level swashbuckler deed, but what about 1st level deeds from swashbuckler archetypes. Could a character taking this feat take the mouser swashbucklers Underfoot Assault?
Can you use a single natural weapon for all attacks during a flurry of blows with feral combat training or can you just use the natural attack in place of one unarmed/monk weapon attack?
Unless otherwise noted a SLA has a cast time of a standard action.

Zagig wrote: Fuzzy-Wuzzy wrote: Zagig wrote: Rub-Eta wrote: I haven't really used templates for players myself. I just know that many of the templates I've used as a DM isn't really anything I'm willing to give out to players too easily.
Anyway, if you haven't already, you and your player should take a look at the Skinwalker race (a playable race, not unbalanced) from the 'Blood of the Moon' player companion and the Lycanthrope corruption from 'Horror Adventure'. I'm pretty sure they're should be up at the PRD. I did check out Blood of the Moon but, unfortunately, it does not include variant humanoid races and the player is dead-set on an aasimar, mostly for the roleplaying. An aasimar is not type humanoid, being an outsider(native) instead, and therefore is not eligible for the lycanthrope template, which is why they weren't covered.
EDIT: Unless they took the racial trait that makes them both outsider(native) and humanoid(human), in which case presumably their lycanthropy is exactly like any other humanoid(human)'s. What is that trait and where can I find it? Well here, here or "Blood of Angles"

Zagig wrote: Sennje wrote: Zagig wrote: Rub-Eta wrote: I haven't really used templates for players myself. I just know that many of the templates I've used as a DM isn't really anything I'm willing to give out to players too easily.
Anyway, if you haven't already, you and your player should take a look at the Skinwalker race (a playable race, not unbalanced) from the 'Blood of the Moon' player companion and the Lycanthrope corruption from 'Horror Adventure'. I'm pretty sure they're should be up at the PRD. I did check out Blood of the Moon but, unfortunately, it does not include variant humanoid races and the player is dead-set on an aasimar, mostly for the roleplaying. There is a box titled "NON-HUMAN SKINWALKERS" in "Blood of the Moon" it basically says non-human skinwalkers changes in size (and effects dependent on size) but other than that they are statistically identical to those of human decent. She wants all the angelic appearance that comes with being an aasimar, so that's partly why she didn't like it. She seems to have very specific ideas for her character, but there is agatheon-blooded aasimars, which would mix the appearance of the celestial and bestial but is not related to actual lycanthropes.
Jculbreath wrote: So I know that strong jaw, wild shape, and vital strike do 16d6 damage.
What happens if I'm hasted, can I do it twice in a round?
If so *boom mic drop*
Bachusa
You cannot use vital strike twice because of haste.
Ventnor wrote: Sennje wrote: In the end of the Gorum section of the inner sea gods. It doesn't mention warpriests but since they use the same spell list I would allow it.
EDIT: 4 seconds too late. There's a note at the beginning of the latest player companion, Divine Anthology, that Warpriests are allowed to use variant spells that clerics get. Good to know. I don't have Divine Anthology yet.
Zagig wrote: Rub-Eta wrote: I haven't really used templates for players myself. I just know that many of the templates I've used as a DM isn't really anything I'm willing to give out to players too easily.
Anyway, if you haven't already, you and your player should take a look at the Skinwalker race (a playable race, not unbalanced) from the 'Blood of the Moon' player companion and the Lycanthrope corruption from 'Horror Adventure'. I'm pretty sure they're should be up at the PRD. I did check out Blood of the Moon but, unfortunately, it does not include variant humanoid races and the player is dead-set on an aasimar, mostly for the roleplaying. There is a box titled "NON-HUMAN SKINWALKERS" in "Blood of the Moon" it basically says non-human skinwalkers changes in size (and effects dependent on size) but other than that they are statistically identical to those of human decent.
In the end of the Gorum section of the inner sea gods. It doesn't mention warpriests but since they use the same spell list I would allow it.
EDIT: 4 seconds too late.
Normally classes with access to domains can pick subdomains, but this is a bit of a special case so I'm a bit unsure.
As for the second part I would say no, but RAW is unclear, if you look at the Icon of Aspects (http://archivesofnethys.com/MagicWondrousDisplay.aspx?FinalName=Icon%20of% 20Aspects) Which mentioned feats and other effects which both familiars and the resistance bonus would most likely fall under, which would mean they are not counted as granted powers, in spite of being under the granted powers section of the domain, like feats.
I would make a ruling that you can use the protection domain ability as if you had the resistance without giving it to you outside of using the ability on yourself.
I would allow it with a mundane spiked chain, but RAW the answer would be no.
Xavier319 wrote: Sennje wrote: vhok wrote: bags are not clothing so I would say its fine. but up to your dm I would disagree it even sets belt on the list of things it will not wear, so a bag would be as if not even more intrusive. but as you say in the end it is up to the DM. I talked to the player about it, and phrased it like this: They like to keep collections of valuables, and are not dumb. Do they trust others to hold onto their valuables found during trips? Or would they want something that they can keep track of? I couldnt give him a good answer. I think the restriction on belts and clothing was more to keep them from wearing the magical versions of these things, not to prevent them from having a bag to put stuff in, dont you think? I agree that was probably RAI and I would let a player do it, but it would refuse to carry stuff for other people (as an extension of not letting people ride it).
vhok wrote: bags are not clothing so I would say its fine. but up to your dm I would disagree it even sets belt on the list of things it will not wear, so a bag would be as if not even more intrusive. but as you say in the end it is up to the DM.
You can lower your initiative during combat so I don't see why you shouldn't be able to raise it.
An Oracle would have to ad the spells to spells known seperatly. A cleric should be able to cast them with a wand if he worships Folgrit.
I don't deal too much with society play so I know if it is PFS legal but thoese are the rules.
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The close weapon is the fighters weapon group. Why it doesn't include daggers is probably because they wanted the dagger in light blades. You could go with a punch dagger cestus.
I found them really interesting too, but it seems like they are only good for druids starting at a reasonably high level or another class granting enough polymorph abilities to stay in another shape most of the time.
You could take conversion since it says any deity and black powder and spellkiller says any that your GM will approve of, but as far as I know only the main inner sea deities have been given inquisitions, but outside PFS you can always talk to your GM about it.
1) It does seem to be a problem, you might work with your GM to make a custom feat or trait.
2) It is kinda contradicting but the way I read it RAW it does not gain the negatives but I would probably rule that it is raging with all negatives and positives.
3)Any animal needs to be combat trained.
4)I don't know
5) the feral combat training feat i guess but it only counts for one type of natural weapons.
6)I'm not sure about RAW but I would rule that the AoMF no longer affect the Gore attack.
Unless otherwise stated I would assume they have normal sight.
The moon beast is blind as you can read in its fluff text and can therefor not perceive beyond 90 ft possibly with an exception of creatures with a mind due to its telepathy 300 ft, but that is a whole other discussion, but I would assume the skeleton can see just like a dwarf or something similar, if you say that doesn't make sense I say it is like how it moves without muscles "a wizard did it".
It is kinda contradicting since an ape is a narrow category while wolves is a specific species. I would personally say this translates to cat, big since it would correspond to ape and that would be the limit of the trait.
A human racial feat from the ARG, possibly something else too, can you give us some context?
Prethen wrote: What exactly is allowed by the spell storing in this armor? I'm guessing it's like the weapon property, any spell of up to 3rd level? If that's the case, then the armor already is of +2 enhancement? It seems cheap for 6950 GP. And, I take it that it cannot be enhanced any more since it's a named item? With nothing else stated I would assume it was like the weapon and armor enchantment of the same name meaning up to 3rd level (http://www.d20pfsrd.com/magic-items/magic-armor/magic-armor-and-shield-spe cial-abilities/spell-storing) and that it is effectively a +2 as you state, but that would normally cost only 4000 gp, it does however give you two "free" orisons on top of that. To be honest this is most suited for non-casters or perhaps a ranger or paladin (choosing not to wear heavy armor for reasons unknown) since they don't have 0-level spells.
Just found this:
Multiple Similar Abilities: For items with multiple similar abilities that don't take up space on a character's body, use the following formula: Calculate the price of the single most costly ability, then add 75% of the value of the next most costly ability, plus 1/2 the value of any other abilities.
I'm not sure about the take up space part though.
on top of that since a rune is stuck to your skin you could add a class or alignment restriction without a problem and get an additional 30% cut off the price.
I would also reconsider the x2 for it being a non standard slot since that modifier is used for slot less items not which you can have more than one of I would probably go with the 1.5 you suggested yourself.
Paizo might also have broken their own rules, it happens now and then. (this would be the third time I have noticed happen even if I might just be overlooking a rule here).
The gaseous form only lasts 5 rounds and even if you could hypothetical cast it at level 1 it would last 2 minutes, on top of that it is not freely usable but it is arguable that getting to use it when you hit 0 hp is better than using it normally so lets set that aside, but it is the most expensive part of the spell since you have taken it as always usable and cast at level 7.
Entryhazard wrote: Interestingly it might also work with theologian cleric, I have to look into it tho I doubt it would work with focused domain since domain abilities of the exalted only uses exalted levels, you might be able to modify a spell or two from the exalted domain but it wouldn't be until character level 15 and 20.
Can you show your work? I tried to do it myself but the abilities don't match the abilities of standard item creation.
I was looking through prestige classes when I came across the Exalted from Inner Sea Gods a prestige class offering full divine casting progression and a domain at level 5.
Now for the question could a Storm Druid with Exalted levels use the Exalted domain with its Spontaneous Domain Casting? at first I didn't think so, but the wording of the two abilities makes me think otherwise.
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