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Depends on what you're looking for in a "tank."

Are you referring to the MMO style of "tank?"

Are you referring to the heavy armor, impossible to hit style of "tank?"

More rarely, but I've seen it, the cannon style of "tank?"

For option 1) The Honor Guard Cavalier, with the Order of the Shield is one of the better tanks. Has the ability to move to intercept enemies, block hits aimed at allies, and can even stop an enemy dead in their tracks so that they're locked down and forced to attack him.

Option 2) Fighters with certain archetypes are perfect for this. Personally, I'm quite fond of the tower shield specialist

Option 3) Invulnerable Rager or Armored Hulk.


Aziraya Zhwan wrote:
Sindalla wrote:

I could be wrong, but I think if you have readily available access to something, it can qualify as a prerequisite. I.E you can't get the fly skill unless you have some way of achieving flight, even if it's only for a limited time per day.

Based off this knowledge, you could look at the Urban Barbarian. They can control the effects of their rage between str, dex, and con. Boost dex, and you should be able to qualify for TWF while in rage.

If I remember correctly, the rule on ability scores is that you need to have that ability score increased for 24 hours before that buff is considered "permanent" for the purposes of qualifying for feats. You would have to be raging for an entire day for that idea to work I think.

That sounds right, I can't really remember though. If anything, GM's can houserule that if you meet the prerequisites at any point, you can use the feat. Otherwise, you've got a wasted feat slot just sitting there until you meet the prerequisites again.

Also, I believe I remember reading somewhere that if you no longer meet the prerequisites for a feat, you can't use that feat until you meet them again. Like if you lose a stat due to poison or something.


Imbicatus wrote:
Also, as a Barbarian, I'd suggest picking up a double weapon. That way you can use it two handed when you can't full attack for the 1.5 STR bonus. Half-Orc, Dwarves, and Half-Elves (and Gnomes I guess) are great for this as they don't need to spend a feat to get a double weapon.

Personally, I'm fond of the dwarven barbarian idea. They can spend their favored class bonus to get extra rage rounds, and they get a racial bonus to con. Their movement can't be impeded by armor, and every barbarian I know of wants to get breastplate at some point. With the fast movement, your dwarven barbarian will be running around at 30ft instead of 20ft. You can drop your base wisdom and spend those points elsewhere, like strength, or dex.


I could be wrong, but I think if you have readily available access to something, it can qualify as a prerequisite. I.E you can't get the fly skill unless you have some way of achieving flight, even if it's only for a limited time per day.

Based off this knowledge, you could look at the Urban Barbarian. They can control the effects of their rage between str, dex, and con. Boost dex, and you should be able to qualify for TWF while in rage.


Hm... okay, swap out ring of freedom of movement to get the 40k gold back, spend 7,500 to get boots of levitation. Use those to move forward, levitate up 5ft. Levitate back down, move forward, levitate back up, repeat.


Okay, so I decided to submit this rogue.

Kerrik Tor-Name:

Neutral Sniper Rogue 20

Attributes

Str: 24 (+7)
Dex: 34 (+12)
Con: 18 (+4)
Int: 10 (+0)
Wis: 8 (-1)
Cha: 10 (+0)
------------------------

Defenses

HP: 202

AC: 34

Touch: 27 Flat-Footed:26

Fort: 12
Reflex: 27
Will: 10

Spell Resistance: 21

Initiative: +16 (+28)

CMB: 22 CMD: 44

Speed: 30ft, Swim 30ft
------------------------

Offenses

BAB: +15/+10/+5

+5 Distance Composite Shortbow of Endless Ammunition (+7 Str) +35/+30/+25

1d6 + 13

Sneak Attack: 11d6 + 33

Improved Vital Strike: 3d6 + 13

Improved Vital Strike w/ Sneak Attack: 13d6 + 33
------------------------

Skills
Acrobatics: +35
Disable Device: +35
Escape Artist: +35
Perception: +22 (+34)
Sleight of Hand: +37
Stealth: +60 (+72)
Survival: +22
Use Magic Device: +23
------------------------

Feats

Skill Focus (Stealth)

Benefit: You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.

Stealthy

Benefit: You get a +2 bonus on all Escape Artist and Stealth skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Conceal Scent

Benefit: Creatures cannot use the scent ability to track you (though they can still track you through standard means such as footprints). Creatures with scent can detect your presence by smell at half the normal distance, but cannot pinpoint your location with scent.

Improved Initiative

Benefit:You get a +4 bonus on initiative checks.

Weapon Focus (Shortbow)

Benefit:You gain a +1 bonus on all attack rolls you make using the selected weapon.

Extra Rogue Talent

Benefit:You gain one additional rogue talent. You must meet all of the prerequisites for this rogue talent.

Vital Strike

Benefit:When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon’s damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.

Wind Stance

Benefit:If you move more than 5 feet this turn, you gain 20% concealment for 1 round against ranged attacks.

Lightning Stance

Benefit:If you take two actions to move or a withdraw action in a turn, you gain 50% concealment for 1 round.

Improved Vital Strike

Benefit:When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon’s damage dice for the attack three times and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.
------------------------
Special Abilities

Enchantment Resistance

Benefit:Gillmen gain a +2 racial bonus to saving throws against non-aboleth enchantment spells and effects, but take a –2 penalty on such saving throws against aboleth sources.

Amphibious

Benefit:Gillmen can breathe both water and air.

Riverfolk

Benefit:Some gillmen groups live in colonies along vast riverways, and have adapted to living on land for much longer periods. Gillmen with this trait have a thin coating of natural oil that keeps their skin from cracking even without water. However, this natural oil also makes such gillmen particularly susceptible to flames, and they gain vulnerability to fire. This racial trait replaces water dependent.

Accuracy

Benefit:Starting at 1st level, a sniper halves all range increment penalties when making ranged attacks with a bow or crossbow.

Deadly Range

Benefit:At 3rd level, a sniper increases the range at which she can apply her sneak attack damage by 10 feet. This range increases by 10 feet for every 3 levels after 3rd.

Sneak Attack 10d6

Benefit:If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.

Evasion

Benefit:At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Rogue Talent (Fast Getaway)

Benefit:After successfully making a sneak attack or Sleight of Hand check, a rogue with this talent can spend a move action to take the withdraw action. She can move no more than her speed during this movement.

Rogue Talent (Terrain Mastery: Aquatic)

Benefit:A rogue with this talent gains a favored terrain as the ranger ability of the same name, though the favored terrain ability does not increase with her level as the ranger’s ability does.

Special: A rogue can take this ability multiple times, each time applying it to a new terrain, and granting all other favored terrains a +2 increase to the favored terrain bonus.

Rogue Talent (Terrain Mastery: Urban)

Benefit:A rogue with this talent gains a favored terrain as the ranger ability of the same name, though the favored terrain ability does not increase with her level as the ranger’s ability does.

Special: A rogue can take this ability multiple times, each time applying it to a new terrain, and granting all other favored terrains a +2 increase to the favored terrain bonus.

Rogue Talent (Terrain Mastery: Forrest)

Benefit:A rogue with this talent gains a favored terrain as the ranger ability of the same name, though the favored terrain ability does not increase with her level as the ranger’s ability does.

Special: A rogue can take this ability multiple times, each time applying it to a new terrain, and granting all other favored terrains a +2 increase to the favored terrain bonus.

Rogue Talent (Terrain Mastery: Swamp)

Benefit:A rogue with this talent gains a favored terrain as the ranger ability of the same name, though the favored terrain ability does not increase with her level as the ranger’s ability does.

Special: A rogue can take this ability multiple times, each time applying it to a new terrain, and granting all other favored terrains a +2 increase to the favored terrain bonus.

Rogue Talent (Terrain Mastery: Underground)

Benefit:A rogue with this talent gains a favored terrain as the ranger ability of the same name, though the favored terrain ability does not increase with her level as the ranger’s ability does.

Special: A rogue can take this ability multiple times, each time applying it to a new terrain, and granting all other favored terrains a +2 increase to the favored terrain bonus.

Rogue Talent (Terrain Mastery: Mountains)

Benefit:A rogue with this talent gains a favored terrain as the ranger ability of the same name, though the favored terrain ability does not increase with her level as the ranger’s ability does.

Special: A rogue can take this ability multiple times, each time applying it to a new terrain, and granting all other favored terrains a +2 increase to the favored terrain bonus.

Rogue Talent (Hide in Plain Sight: Aquatic)

Benefit: A rogue with this talent can select a single terrain from the ranger’s favored terrain list. She is a master at hiding in that terrain, and while within that terrain, she can use the Stealth skill to hide, even while being observed.

Special: A rogue may take this advanced talent more than once, each time selecting a different terrain from the favored terrain list.

Rogue Talent(Hide in Plain Sight: Urban)

Benefit:A rogue with this talent can select a single terrain from the ranger’s favored terrain list. She is a master at hiding in that terrain, and while within that terrain, she can use the Stealth skill to hide, even while being observed.

Special: A rogue may take this advanced talent more than once, each time selecting a different terrain from the favored terrain list.

Rogue Talent(Hide in Plain Sight: Forrest)

Benefit:A rogue with this talent can select a single terrain from the ranger’s favored terrain list. She is a master at hiding in that terrain, and while within that terrain, she can use the Stealth skill to hide, even while being observed.

Special: A rogue may take this advanced talent more than once, each time selecting a different terrain from the favored terrain list.

Rogue Talent(Hide in Plain Sight: Swamp)

Benefit:A rogue with this talent can select a single terrain from the ranger’s favored terrain list. She is a master at hiding in that terrain, and while within that terrain, she can use the Stealth skill to hide, even while being observed.

Special: A rogue may take this advanced talent more than once, each time selecting a different terrain from the favored terrain list.

Rogue Talent(Hide in Plain Sight:Underground)

Benefit:A rogue with this talent can select a single terrain from the ranger’s favored terrain list. She is a master at hiding in that terrain, and while within that terrain, she can use the Stealth skill to hide, even while being observed.

Special: A rogue may take this advanced talent more than once, each time selecting a different terrain from the favored terrain list.

Rogue Talent(Hide in Plain Sight: Mountain)

Benefit:A rogue with this talent can select a single terrain from the ranger’s favored terrain list. She is a master at hiding in that terrain, and while within that terrain, she can use the Stealth skill to hide, even while being observed.

Special: A rogue may take this advanced talent more than once, each time selecting a different terrain from the favored terrain list.

Uncanny Dodge

Benefit:Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.

If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.

Improved Uncanny Dodge

Benefit:A rogue of 8th level or higher can no longer be flanked.

This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.

If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Advanced Talents

Benefit:At 10th level, and every two levels thereafter, a rogue can choose one of the following advanced talents in place of a rogue talent.

Rogue Talent (Fast Stealth)

Benefit:This ability allows a rogue to move at full speed using the Stealth skill without penalty.

Master Strike

Benefit:Upon reaching 20th level, a rogue becomes incredibly deadly when dealing sneak attack damage. Each time the rogue deals sneak attack damage, she can choose one of the following three effects:

The target can be...
•put to sleep for 1d4 hours
•paralyzed for 2d6 rounds, or
•slain

Regardless of the effect chosen, the target receives a Fortitude save to negate the additional effect. The DC of this save is equal to 10 + 1/2 the rogue's level + the rogue's Intelligence modifier. Once a creature has been the target of a master strike, regardless of whether or not the save is made, that creature is immune to that rogue's master strike for 24 hours. Creatures that are immune to sneak attack damage are also immune to this ability.

------------------------
Gear
Wand of Terrain Bond
Belt of Physical Perfection +6
Greater Sniper Goggles
Mantle of Spell Resistance
Amulet of Natural Armor +5
Cloak of Resistance +5
Bracers of Greater Archery
Ring of Freedom of Movement
Ring of Protection +5
Book of Dexterity +5 (read)
Book of Strength +4 (read)
+5 Padded Armor, Greater Shadow
+5 Distance Composite Shortbow of Endless Ammunition (+7 Str)

Combat Strategy:

Kerrik always moves around stealthed. Whether he's in combat or not. He perfers to stick to places that are one of his favored terrains. If he absolutley has to, he will travel to somewhere that isn't one of his favored terrains, but when he has to do so, he uses a charge from his wand of Terrain Bond.

He will always try to attack at the greatest possible range he can. If he knows his opponent will be in an enclosed area, he will instead wait until the creature goes to sleep, then execute the creature in it's sleep. He cares nothing for honorable combat.

Location:
500ft by 500ft enclosed garden on a high plateau, roughly 1 mile above sea level. Does not cause fatigue from height, purely for seclusion.

Before Combat:
The Solar has heard of an incredibly renowned assassin named Kerrik. He also knows he's been marked for death. He commited an unforgivable sin, and he will meet his fate when Kerrik arrives. Kerrik was careless upon entering the Solar's domain, and set off a silent alarm that the Solar hears.

The solar casts Invisibility on his first round, and Summon Monster VII to summon 2 Invisible Stalkers on his second round before Kerrik arrives. He also positions himself 100ft away from the door.

Surprise Round:
Kerrik opens the gate to the enclosed garden allowing the solar to take a shot into the square he thinks Kerrik will be in because he cannot see Kerrik. At the moment Kerrik's minimum stealth roll will be a 73. The solar has no problem hitting Kerrik's Flat-Footed AC, but due to not being able to see his target, the 50% miss chance will result in a miss.

First Round:
Kerrik will go first with a minimum initiative of 29 which is the solar's maximum possible initiative. He moves into the garden 15 ft forward and 15 ft to the left, still stealthed.

The Solar casts earthquake near the entrance hoping swallow him in the created fissure. The fissure is created where Kerrik was (25% chance doesn't happen) and Kerrik manages to stay perfectly calm and balanced maintaining his stealth.

Second Round:
Kerrik fires an arrow at the Solar, using Improved Vital Strike, hitting the creature square in the chest. 13d6 + 33 = avg 72 damage. Kerrik then gets to make a withdraw action due to fast getaway, and moves 30ft to the right, stealthing along the way.

The solar has the invisible stalkers advance and then casts Blade Barrier, 50ft radius, centered about 20 ft in the same direction he thinks he saw Kerrik run, hoping to pin Kerrik in a ring of whirling blades with the invisible stalkers.

Third Round:
Kerrik spends the round leaving the blade barrier, advancing towards the solar remaining stealthed. Invisible stalkers search for Kerrik. The Solar casts Wind Wall to try and block any extra potential arrows.

Fourth Round:
Kerrik moves to the other side of the wind wall, then does a second move action to start trying to position himself behind the solar. Invisible Stalkers continue to look for Kerrik. Solar casts Righteous Might.

Fifth Round:
Kerrik continues to move to the other side of the garden, positioning himself in the middle of the garden, approximatly 180ft away from the solar. Invisible Stalkers continue to look for Kerrik. Solar activates dancing greatsword.

Sixth Round:
Kerrik snipes the solar, for another average of 72 damage, without revealing himself. Stalkers look for Kerrik. Solar readies an action to shoot Kerrik with a slaying arrow the next time he can see him.

Seventh Round-End of combat:
Kerrik snipes Solar from center of garden until dead or until solar decides to flee.


I'm making a character to try out. I'll have him posted later. I'm curious to see how he'll fair against Mythic creatures.


Geomancy is so close to some of the stuff that druids can do, I'd almost say ditch the arcane idea. I'd say it's more of a (natural) divine source.

Also, in FFT, if you had picked up levels in knight, and gathered enough JP, you could equip heavy armor. So maybe make him like a cleric as far as the spellcasting and armor proficiencies go.

Honestly though, I'd just do away with the spellcasting idea altogether. The geomancer didn't actually use spells, he used something closer to an at-will spell-like ability.

The alchemist is a good benchmark to go off of like Cyrad said. That would keep it in line with the rogue and cleric as far as progression goes.

I can see where Cyrad's talking about making them uses/day, because every class has something like that. Even wizards depending on school get a special ability usable 3 + Int/day.

With the Geomancy being more of a main focus of the class than the alchemist's bombs are for the alchemist, maybe make a way that you can get them back throughout the day.

I noticed you have the reflex save to avoid the additional effect on the geomancy. While I wouldn't say to make the entire thing a reflex save, I'd suggest making it a ranged touch attack. It couldn't miss in FFT as far as I remember, but then again, this isn't FFT, it's Pathfinder, and system balance is a little more important than perfect class emulation.

Overall, I like the idea. Geomancer may not have been my favorite job in FFT, but I always liked having one on my squad.


Lol, it happens to the best of us, no worries.

So, how exactly is the Beast Mass done? Opening a new forum for the rolls? Do I decide what would happen? Do you have some sort of simulator?


Shasf wrote:
Sindalla wrote:
Nothing I can think of. Also, note, I made the summoner based off the idea that he would have to travel to all those locations. If I don't have to go to those locations now, I may submit a different character.

By all means, I was actually going to ask that, I was looking over the summoner build and hit preview and saw your post.

Though your summoner with that high of AC may not be hit, I did note that the build had no mention of evasion, which may cause problems from AoEs.

It's in the Eidolon's Special Abilities.

Open the Eidolon tab and scroll down to that, I have evasion and improved evasion.

The stats while fused was mostly supposed to just be combat stats. I didn't want to post everything from the two combined, I was worried the website would break.


Nothing I can think of. Also, note, I made the summoner based off the idea that he would have to travel to all those locations. If I don't have to go to those locations now, I may submit a different character.


Extending the range at which your sneak attack can by applied. Should help you to stay out of melee combat better.


Shasf wrote:
Sindalla wrote:

Okay, I wanted to try my hand at a Synthesist Summoner. I've never built one before, but I spent a good number of hours pouring over the PRD and fourms to make sure that he's legal.

** spoiler omitted **...

Looks good. I will assume a Neutral Alignment for Eiridal the Summoner.

Remember since these are CR 25 or greater encounters you may face multiple opponents.

If we just go with bestiary 1 creatures, to get them to be CR 25:
** spoiler omitted **

So on day one you'll have 3 encounters at some point, first encounter field advantage goes to:
[dice=Field Advantage 1-50 PC(s), 51-100 Creatures]1d100 (rolled 80)
So 2 Solars get a 2 rounds to buff themselves before a surprise round as you trespass into their sanctuary. Their sanctuary is a large open plain along Heaven's planar boarder roughly 2000 feet wide and 8000 feet long. These two solar's patrol the area attacking any non-good outsider creature entering the area. They start 250 feet in the air.

Assuming that Eiridal is in his suit, the Solar's buff themselves with Divine Favor and Energy Resistance (+3 atk and dmg, 30 fire resistance) and draw their bows.

Surprise Round: Solars fire their bows at the flat-footed opponent
[dice=Solar 1]1d20+34 (rolled 49)
[dice=Solar 2]1d20+34 (rolled 42)
[dice=damage from Solar 1]2d6+17
[dice=Eiridal's Fort Save]1d20+20

This would be an example of how things might play out in a post.

Okay, would common sense things come into account? For example, if I'm on a different plane of existence, would I not have traveled to the plane while under the effects of Planar Adaptation?


TarkXT wrote:
Mojorat wrote:
Can't over run more than one target while using charge through. The feat says one overrun attempt. Nees to remember changes that let you do multiple overrun wont change this because charge through isn't just changing how overrun works but changing the targeting rules for charge.

I'm aware. That's why we have Overbearing Onslaught to overrun multiple people at once when charge through isn't feasible.

I think I left out the bonus from size to CMB because its cancelled out by the penalty to attack rolls imposed by size.

Ah, okay, that makes sense.


TarkXT wrote:
avr wrote:
A synthesist summoner can't wear armor (so no spikes) and doesn't have relevant evolutions other than size. I think it'd work better with a mount eidolon. With the eidolon getting the overrun feats and the summoner getting mounted feats including trample, and casting buffs, you could get some synergy.
The lack of spikes just means no free attack with spiked destroyer. WE can replace it with Elephant stomp and reserve it for the last overrun in a chain rather than the first.

I could have missed it, but did you add the bonus to your CMB from being gargantuan? It's an extra +4... As if you need it.


I'd like to think there's another option besides leaving the group. I feel that creates bad blood, and a level of tension.

Here's my 2cp:

1) Reasonably explain to him that what he's doing (targeting you because he thinks you're powergaming) is wrong. No GM should ever do that. I could understand him having stuff attack you if you charged up there. However, like you said, he explicitly told you he was targeting powergamers, this is where he is in the wrong.

2) Explain to him that if he's targeting you because he doesn't like the character, that you'll make another one that can fit your concept. If you're wanting to play the "tank" depending on your version of "tank," the Cavalier archetype Honor Guard, and the Order of the Shield make incredibly effective "tanks."

3) Direct him to this thread. Once he sees that everyone here is in agreement (for the most part) with you, he will hopefully come to the realization that he might be doing something wrong.

4) Warn him before directing him to this thread that some of the posters were a little abrasive about it, and he may read something that he doesn't like. (Honestly, I was a little more than shocked by some of the comments on this thread.)

5) If he refuses to admit what he did was wrong, and refuses to allow you to change over to something else, then do what everyone else said. Don't play with this guy, because if he's still being an asshat after the previous points, he's not going to get better. If you think you're frustrated now, just wait, it could end in a fist fight, with table flipping and broken miniatures.


Okay, I wanted to try my hand at a Synthesist Summoner. I've never built one before, but I spent a good number of hours pouring over the PRD and fourms to make sure that he's legal.

Eiridal:

Half-Elf Synthesist Summoner 20
------------------------------------------------------------------------
Ability Scores
Strength 8
Dexterity 10
Constitution 10
Intelligence 14
Wisdom 10
Charisma 30
------------------------------------------------------------------------
Defense
Hit Points 122
Armor Class 11
Touch 11 Flat-Footed 10

Fortitude +11
Reflex +11
Will +27
------------------------------------------------------------------------
Miscellaneous and Skills
Initiative +0
Speed 30ft

Fly +23
Knowledge (Arcana) +25
Knowledge (Planes) +25
Spellcraft +25

Common, Elven, Abyssal, Celestial

Trait: Metamagic Master (Summon Eidolon)
Trait: Magical Lineage (Summon Eidolon)

Favored Class Bonus: 1/4 Evolution Points per level
------------------------------------------------------------------------
Combat
Base Attack Bonus +15
Combat Maneuver Bonus +14
Combat Manuever Defense 24

Spear +14
1d8-1 x3
------------------------------------------------------------------------
Feats
1:Extra Evolution

Your eidolon has more evolutions.

Prerequisites: Eidolon class feature.

Benefit: Your eidolon’s evolution pool increases by 1.

Special: This evolution can be taken once at 1st level, and again at 5th, 10th, 15th, and 20th.

(+5 Evolution Points)

3:Power Attack

You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.

Prerequisites: Str 13, base attack bonus +1.

Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.

When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.

You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

(-4 to hit, +12 to damage with bite)

5:Extra Evolution (See Above)

7:Combat Casting

You are adept at spellcasting when threatened or distracted.

Benefit: You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.

(Concentration Bonus +36)

9:Quicken Spell (Metamagic)

You can cast spells in a fraction of the normal time.

Benefit: Casting a quickened spell is a swift action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. A spell whose casting time is more than 1 round or 1 full-round action cannot be quickened.

Level Increase: +4 (a quickened spell uses up a spell slot four levels higher than the spell's actual level.)

Casting a quickened spell doesn't provoke an attack of opportunity.

Special: You can apply the effects of this feat to a spell cast spontaneously, so long as it has a casting time that is not more than 1 full-round action, without increasing the spell's casting time.

11:Extra Evolution (See Above)

13:Uncanny Concentration

You have learned to enter a deeper state when casting spells, allowing you to shrug off distractions, damage, weather effects, and even the effects of other spells.

Prerequisites: Combat Casting.

Benefit: You do not need to make concentration checks when affected by vigorous or violent motion or by violent weather. You gain a +2 bonus on all other concentration checks.

(Concentration Bonus +36)

15:Extra Evolution (See Above)

17:Dodge

Your training and reflexes allow you to react swiftly to avoid an opponents' attacks.

Prerequisite: Dex 13.

Benefit: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

19:*(retrain at level 20)*

20:Extra Evolution (See Above)
------------------------------------------------------------------------
Special Abilities
Spells (listed later)

Cantrips (listed later)

Fused Eidolon

A synthesist summons the essence of a powerful outsider to meld with his own being. The synthesist wears the eidolon like translucent, living armor. The eidolon mimics all of the synthesist’s movements, and the synthesist perceives through the eidolon’s senses and speaks through its voice, as the two are now one creature.

While fused with his eidolon, the synthesist uses the eidolon’s physical ability scores (Strength, Dexterity, and Constitution), but retains his own mental ability scores (Intelligence, Wisdom, and Charisma). The synthesist gains the eidolon’s hit points as temporary hit points. When these hit points reach 0, the eidolon is killed and sent back to its home plane. The synthesist uses the eidolon’s base attack bonus, and gains the eidolon’s armor and natural armor bonuses and modifiers to ability scores. The synthesist also gains access to the eidolon’s special abilities and the eidolon’s evolutions. The synthesist is still limited to the eidolon’s maximum number of natural attacks. The eidolon has no skills or feats of its own. The eidolon must be at least the same size as the synthesist. The eidolon must have limbs for the synthesist to cast spells with somatic components. The eidolon’s temporary hit points can be restored with the rejuvenate eidolon spell.

While fused, the synthesist loses the benefits of his armor. He counts as both his original type and as an outsider for any effect related to type, whichever is worse for the synthesist. Spells such as banishment or dismissal work normally on the eidolon, but the synthesist is unaffected. Neither the synthesist nor his eidolon can be targeted separately, as they are fused into one creature. The synthesist and eidolon cannot take separate actions. While fused with his eidolon, the synthesist can use all of his own abilities and gear, except for his armor. In all other cases, this ability functions as the summoner’s normal eidolon ability (for example, the synthesist cannot use his summon monster ability while the eidolon is present).

This ability replaces the class’s eidolon ability, bond senses, and life bond.

(Stats while fused listed later)

Fused Link

Starting at 1st level, the synthesist forms a close bond with his eidolon. Whenever the temporary hit points from his eidolon would be reduced to 0, the summoner can, as a free action, sacrifice any number of his own hit points. Each hit point sacrificed this way prevents 1 point of damage done to the eidolon (thus preventing the loss of the summoner’s temporary hit points), preventing the eidolon from being killed and sent back to its home plane.

This ability replaces life link.

Summon Monster IX/Gate 13 uses/day

Starting at 1st level, a summoner can cast summon monster I as a spell-like ability a number of times per day equal to 3 + his Charisma modifier. Drawing upon this ability uses up the same power as the summoner uses to call his eidolon. As a result, he can only use this ability when his eidolon is not summoned. He can cast this spell as a standard action and the creatures remain for 1 minute per level (instead of 1 round per level). At 3rd level, and every 2 levels thereafter, the power of this ability increases by one spell level, allowing him to summon more powerful creatures (to a maximum of summon monster IX at 17th level). At 19th level, this ability can be used as gate or summon monster IX. If used as gate, the summoner must pay any required material components. A summoner cannot have more than one summon monster or gate spell active in this way at one time. If this ability is used again, any existing summon monster or gate immediately ends. These summon spells are considered to be part of his spell list for the purposes of spell trigger and spell completion items. In addition, he can expend uses of this ability to fufill the construction requirements of any magic item he creates, so long as he can use this ability to cast the required spell.

Shielded Meld

At 4th level, whenever the synthesist is fused with his eidolon, he gains a +2 shield bonus to his Armor Class and a +2 circumstance bonus on his saving throws.

This ability replaces shield ally.

Maker's Jump

At 6th level, whenever the synthesist is fused with his eidolon, the synthesist can cast dimension door as a spell-like ability using his caster level. This ability only affects the fused synthesist and eidolon. The synthesist can use this ability once per day at 6th level, plus one additional time per day for every six levels beyond 6th.

This ability replaces maker’s call and transposition.

Aspect

At 10th level, a summoner can divert up to 2 points from his eidolon’s evolution pool to add evolutions to himself. He cannot select any evolution that the eidolon could not possess, and he must be able to meet the requirements as well. He cannot select the ability increase evolution through this ability. Any points spent in this way are taken from the eidolon’s evolution pool (reducing the total number available to the eidolon). The summoner can change the evolutions he receives from these points any time he can change the eidolon’s evolutions.
Greater Shielded Meld

At 12th level, whenever the synthesist is fused with his eidolon, he gains a +4 shield bonus to his Armor Class and a +4 circumstance bonus on his saving throws.

This ability replaces greater shield ally.

Split Forms

At 16th level, as a swift action, the synthesist and his fused eidolon can split into two creatures: the synthesist and the eidolon. Both have the same evolutions. The synthesist emerges in a square adjacent to the eidolon if possible. All effects and spells currently targeting the fused synthesist-eidolon affect both the synthesist and the eidolon.

The synthesist can use this ability for a number of rounds per day equal to his summoner level. He can end this effect at any time as a full-round action. For the duration of this effect, the eidolon functions as a normal eidolon of the summoner’s class level.

This ability replaces merge forms.

Greater Aspect

At 18th level, a summoner can divert more of his eidolon’s evolutions to himself. This ability functions as the aspect ability, but up to 6 evolution points can be taken. Unlike the aspect ability, the eidolon loses 1 point from its evolution pool for every 2 points (or fraction thereof) diverted to the summoner.

Twin Eidolon

At 20th level, a summoner and his eidolon share a true connection. As a standard action, the summoner can assume the shape of his eidolon, copying all of its evolutions, form, and abilities. His Strength, Dexterity, and Constitution scores change to match the base scores of his eidolon. He can choose to have any gear that he carries become absorbed by his new form, as with spells from the polymorph subschool. Items with continuous effects continue to function while absorbed in this way. The summoner loses his natural attacks and all racial traits (except bonus feats, skills, and languages) in favor of the abilities granted by his eidolon’s evolutions. The summoner retains all of his class features. The summoner can keep this form for a number of minutes per day equal to his summoner level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. The summoner can end this effect as a free action.
------------------------------------------------------------------------
Gear
Headband of Alluring Charisma +6
Ring of Wizardry IV
Tome of Leadership +1 (already read)
(Rest of gear equiped by Eidolon)
------------------------------------------------------------------------
Spells

6- DC: 26 7/day

Walk Through Space
Incendiary Cloud
Maze
Hostile Juxtaposition, Greater
Dominate Monster

5- DC: 25 7/day

Banishment
Hungry Pit
Planar Adaptation
Rejuvenate Eidolon, Greater
Creeping Doom

4- DC: 24 13/day

Baleful Polymorph
Acid Pit
Hold Monster
Infernal Healing, Greater
Hostile Juxtaposition
Evolution Surge, Greater

3- DC: 23 8/day

Rejuvenate Eidolon
Spiked Pit
Control Summoned Creature
Diminsional Anchor
Greater Invisibility
Stoneskin

2- DC: 22 8/day

Barkskin
Create Pit
Haste
Summon Eidolon
Wind Wall
Cushioning Bands

1- DC: 21 8/day

Rejuvenate Eidolon, Lesser
Feather Fall
Grease
Expeditious Retreat
Endure Elements
Infernal Healing

0- DC: 20 -/day

Acid Splash
Arcane Mark
Open Close
Read Magic
Light
Detect Magic

Eidolon:

Eidolon Quadruped
------------------------------------------------------------------------
Ability Scores
Strength 34
Dexterity 28
Constitution 20
Intelligence 7
Wisdom 10
Charisma 11
------------------------------------------------------------------------
Defense
Hit Points 197
Armor Class 54
Touch 25 Flat-footed 44

Fortitude 19
Reflex 23
Will 14

Spell Resistance 31
Immune (Cold, Acid, Fire, Electricity)
------------------------------------------------------------------------
Combat
Base Attack Bonus +15
Combat Maneuver Bonus +27
Combat Manuever Defense 46

Bite: +32/+27 1d8+23
Bite w/Power Attack: +28/+23 1d8+35
------------------------------------------------------------------------
Special Abilities

Darkvision 60ft
Link
Share Spells
Evasion
Ability Score Increase (Strength x2, Constitution x1)
Devotion
Multi-Attack
Improved Evasion
------------------------------------------------------------------------
Evolutions

Bite (2) (1 Free, 1 Spent) 1 Point
Limbs (Legs 2) (Free)
Limbs (Arms) 2 Points
Improved Natural Armor (5) 5 Points
No Breath 4 Points
Swim (2) 2 Points
Improved Damage (Bite) 1 Point
Pounce 1 Point
Spell Resistance 4 Points
Flight (3 Magic) 8 Points
Immunity (Acid) 2 Points
Immunity (Cold) 2 Points
Immunity (Electric) 2 Points
Immunity (Fire) 2 Points
=36/36
------------------------------------------------------------------------
Gear

Belt of Physical Perfection +6
Bracers of Armor +8
Amulet of the Mighty Fists +5
Ring of Protection +5
Truesight Goggles
Cloak of Resistance +5
Harness, Eidolon Anchoring
Manuel of Gainful Excercise +4 (already read)

Stats while fused:

Half-Elf (Outsider) Synthesist Summoner 20
------------------------------------------------------------------------
Ability Scores
Strength 32
Dexterity 28
Constitution 20
Intelligence 14
Wisdom 10
Charisma 30
------------------------------------------------------------------------
Defense
Hit Points 222 (197)
Armor Class 58
Touch 25 Flat-Footed 48

Fortitude +20
Reflex +24
Will +31

Spell Resistance 31
Immune (Cold, Acid, Fire, Electricity)
------------------------------------------------------------------------
Miscellaneous and Skills
Initiative +9
Speed 40ft, Fly (Perfect) 60ft, Swim 40ft

Truesight

Fly +32
Knowledge (Arcana) +25
Knowledge (Planes) +25
Spellcraft +25

Common, Elven, Abyssal, Celestial

Trait: Metamagic Master (Summon Eidolon)
Trait: Magical Lineage (Summon Eidolon)

Favored Class Bonus: 1/4 Evolution Points per level
------------------------------------------------------------------------
Combat
Base Attack Bonus +15
Combat Maneuver Bonus +27
Combat Manuever Defense 46

Bite +32/+27
1d8+23

Bite /w Power Attack +28/+23
1d8+35

I'd like to go ahead and submit him.

If I messed up anywhere, let me know and I'll be sure to fix it.


I guess I'm not too familiar with the Beastmass challenge. Could you post the rules for the challenge, and how it will be done? Order, time-frame, all at once, level, banned classes, etc?


1. Why are we going to find out which one of the 7 dwarves your wife is most like in bed?

2. How on earth did he know that wasn't mildew?

3. Do you think that if we made a bungee cord out of aluminum it'd bounce back quicker?

Your answers are:

1. 42.

2. I suppose a European Swallow.

3. You act like I should have known she was a cop, jeesh, give me a break.


I'd say so. Mystic Theurge is (almost) the perfect support build. I'd play it as such.


LazarX wrote:
Sindalla wrote:

I'm in agreement with chaoseffect. However, there is nothing stating that he can't do it. In fact, he can have 20 hands growing out of his tail. How his eidolon looks is entirely up to the summoner.

That's not a good enough answer. There's nothing that says you can't knit a sweater when you're dead either. The burden of proof is for him to find something that says he can have hands without an arm evolution.
That's exactly what I said in the 2nd half of the sentence.
Sindalla wrote:
In fact, he can have 20 hands growing out of his tail. How his eidolon looks is entirely up to the summoner.

I then quoted the text that allows him to have a hand on his tail, because he can make his eidolon look however he wants it to look.

This is a matter of RAW vs. RAI, and I'm sure that RAI, you're supposed to have the limbs evolution to get hands, because it says you get those for free as part of the limbs evolution.

RAW, the summoner can make his Eidolon look however he wishes. If he wants his eidolon to have a pair of hands in place of ears, he can do that.


DeathQuaker wrote:

But I've never actually been in any discussions about the Paizo guardian, so I haven't "been through" anything to do with it.

Here you go! =)

Link


Blackfoot wrote:
He's trying to have it use MW tools as well. He's not going to be happy with me.

Just rule that using something like lock picks takes 2 hands.

Hint: it does.


I'm in agreement with chaoseffect. However, there is nothing stating that he can't do it. In fact, he can have 20 hands growing out of his tail. How his eidolon looks is entirely up to the summoner.

PFSRD wrote:

Eidolon

A summoner begins play with the ability to summon to his side a powerful outsider called an eidolon. The eidolon forms a link with the summoner, who, forever after, summons an aspect of the same creature. An eidolon has the same alignment as the summoner that calls it and can speak all of his languages. Eidolons are treated as summoned creatures, except that they are not sent back to their home plane until reduced to a number of negative hit points equal to or greater than their Constitution score. In addition, due to its tie to its summoner, an eidolon can touch and attack creatures warded by protection from evil and similar effects that prevent contact with summoned creatures.

A summoner can summon his eidolon in a ritual that takes 1 minute to perform. When summoned in this way, the eidolon hit points are unchanged from the last time it was dismissed or banished. The only exception to this is if the eidolon was slain, in which case it returns with half its normal hit points. The eidolon does not heal naturally. The eidolon remains until dismissed by the summoner (a standard action). If the eidolon is sent back to its home plane due to death, it cannot be summoned again until the following day. The eidolon cannot be sent back to its home plane by means of dispel magic, but spells such as dismissal and banishment work normally. If the summoner is unconscious, asleep, or killed, his eidolon is immediately banished. The eidolon takes a form shaped by the summoner’s desires. The eidolon’s Hit Dice, saving throws, skills, feats, and abilities are tied to the summoner’s class level and increase as the summoner gains levels. In addition, each eidolon receives a pool of evolution points, based on the summoner’s class level, that can be used to give the eidolon different abilities and powers. Whenever the summoner gains a level, he must decide how these points are spent, and they are set until he gains another level of summoner.

The eidolon’s physical appearance is up to the summoner, but it always appears as some sort of fantastical creature. This control is not fine enough to make the eidolon appear like a specific creature. The eidolon also bears a glowing rune that is identical to a rune that appears on the summoner’s forehead as long as the eidolon is summoned. While this rune can be hidden through mundane means, it cannot be concealed through magic that changes appearance, such as alter self or polymorph (although invisibility does conceal it as long as the spell lasts).

He could have 20 heads, for look and flavor purposes, sure, that's what it looks like, but it can only use on of them, because the evolution points have to be spent to use the extra heads.

If anything, I'd rule that he can't use tail slap with a hand though. He either gets the tail attack or the hand. Not both.

PFSRD wrote:

Limbs (Ex)

An eidolon grows an additional pair of limbs. These limbs can take one of two forms. They can be made into legs, complete with feet. Each pair of legs increases the eidolon’s base speed by 10 feet. Alternatively, they can be made into arms, complete with hands. The eidolon does not gain any additional natural attacks for an additional pair of arms, but it can take other evolutions that add additional attacks (such as claws or a slam). Arms that have hands can be used to wield weapons, if the eidolon is proficient. This evolution can be selected more than once.

He doesn't get an attack from having hands, he has to get an additional evolution for that.

Past that, I'd say let him go for it. After all, you're the DM, you're the final arbiter.


Only for the purpose of Incorporeal attacks. Not spells.

PFSRD wrote:

Touch Attacks

Some attacks completely disregard armor, including shields and natural armor—the aggressor need only touch a foe for such an attack to take full effect. In these cases, the attacker makes a touch attack roll (either ranged or melee). When you are the target of a touch attack, your AC doesn't include any armor bonus, shield bonus, or natural armor bonus. All other modifiers, such as your size modifier, Dexterity modifier, and deflection bonus (if any) apply normally. Some creatures have the ability to make incorporeal touch attacks. These attacks bypass solid objects, such as armor and shields, by passing through them. Incorporeal touch attacks work similarly to normal touch attacks except that they also ignore cover bonuses. Incorporeal touch attacks do not ignore armor bonuses granted by force effects, such as mage armor and bracers of armor.

Link

Edit: Ninja'd


Tin Foil Yamakah wrote:
Here is one of my favorite popcorn threads

What....happened??? That's not a popcorn thread, that was an atomic bomb gone wrong.


I was about to post a quote saying something along the lines of "Precision damage and other bonuses that aren't normally multiplied on a critical hit are not multiplied by this ability." As is standard with most things that double or triple damage, like Vital Strike. However, Spirited Charge, nor the description of the lance mention anything about this.

And then I thought, well, spirited charge does say you deal double damage with your "weapon." (triple with lance)

So I had to do some extra digging around and I found this:

PFSRD wrote:

Multiplying Damage

Sometimes you multiply damage by some factor, such as on a critical hit. Roll the damage (with all modifiers) multiple times and total the results.

Note: When you multiply damage more than once, each multiplier works off the original, unmultiplied damage. So if you are asked to double the damage twice, the end result is three times the normal damage.

Exception: Extra damage dice over and above a weapon's normal damage are never multiplied.

Good question, this is just one of those hidden things you have to look around for.

Edit: Ninja'd

Edit 2: Link to PFSRD quote


1 person marked this as a favorite.

In My Fantastically Awesome Opinion?


Absolutely hates magic? Do you also plan on never getting an amulet of the mighty fists, or a belt of dexterity, headband of wisdom?

You will be outpaced by the rest of your group so far to the point that you'll hate the character if I'm interpreting the character concept correctly.

However, if this truly is the intent, then I'd say the best thing you can do is get the Vow of Poverty. It rewards you for not having gear and equipment.

This will give you more ki points to work with, and Wholeness of Body will allow you to heal yourself non-magically.

If you can role-play them well, then take some other vows to give yourself even more ki points.

Lastly, take a look at the Hungry Ghost Monk archetype if you haven't already. It gives you the ability to restore ki points beyond the normal means. Link


I had a situation like this at the beginning of my group's AoW campaign.

I made an artifact for them that they acquired from a side quest I subbed in.

Essentially, it was a ring worn by a very powerful cleric. The cleric died in a grand battle against the BBEG of AoW. His essence was infused with the ring, and the ring essentially embodied his spirit.

It was a makeshift intelligent item, I gave it the ability to take class levels, and it took class levels as a cleric. It basically progressed as a cleric of their level. It only had as many cures/day and channels as a cleric of their level. I gave him an 18 Wis and 18 Cha. It never advanced past that, and he could only prepare cure spells.

This not only allowed me to provide healing to a group that had a very non-optimized healer, but allowed me to provide GM fiat in situations when it was necessary.


If it's harder to move up than down, why isn't this distinction made in the Levitate spell?

I can see where you're coming from. However, I think they made the DC for moving straight up a separate thing for a reason. That reason being, yes, it is more difficult, but that difficulty can be overcome with a proper use of the fly skill.

Moving diagonally while flying however, suffers the same penalties as moving diagonally on the ground.


I could be missing it, but I think the ascending at half speed is only for if you're doing so at a 45 degree angle.

If it says they rise at half speed regardless of the angle, could you post the quote with either bold or italics for me please?

Thank you! =)


1 person marked this as a favorite.

He was being snarky because you were unnecessarily blaming Paizo for your problems.

And again, he may not have posted had he seen where you posted that your GM said he'd allow it.

So no, the sarcasm wasn't necessary, you're just trying to justify your own wrong-doing.


There's nothing officially stating that the weapon gets the extra HP or Hardness. Feel free to houserule.

Just remember, "What's good for the goose is good for the gander."


Hard to tell through a text medium, but that seems like some unnecessary snarky sarcasm there.

Your post in which you said

Yehudi wrote:
And now that he's finally read this thread he's changed his mind. Oh the irony.

is only 5 minutes apart from his, which could have taken him 10-15 minutes to type.

He may not have seen what you posted and been unable to delete whatever he was in the middle of because of that.


PFSRD wrote:

Combat Reflexes (Combat)

You can make additional attacks of opportunity.

Benefit: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.

Normal: A character without this feat can make only one attack of opportunity per round and can't make attacks of opportunity while flat-footed.

Special: The Combat Reflexes feat does not allow a rogue to use her opportunist ability more than once per round.

Additional means, in addition to whatever you could normally make. Which means, if you can normally make one attack of opportunity, and have an 18 Dexterity, which is a +4 modifier, you can make 5 AoO's.


TyrKnight wrote:
Half speed would be every square counts as two squares of movement. Counting every other square as two squares of movement is 3/4 speed.

Good catch on that part, I didn't think that all the way through.

TyrKnight wrote:
I don't think that's what was intended. If you are flying straight up (provided you can and I'm going to presume most monsters cannot) it would still be half movement, because you are ascending.

The fly rules don't say anything about moving at half movement when ascending. Unless it's referring to ascending at 45 degree angle.

Extra note: Listed in the fly skill, there is a DC 20 for ascending up at greater than a 45 degree angle. However, it does not say you must make the check AND move at half speed. They are two separate things.


At the very least, you should be able to get your wagon to hustle if he won't allow the running. Link

Every 10ft movement speed adds 2 miles per hour, so 70ft movement speed comes out to be 14 miles per hour.

14x24 comes out to be 336 miles covered in a day, seeing as how it doesn't need to eat, drink, or sleep. Meanwhile, you can do all 3 while riding in it.

[sarcasm]Now, of course, watch out, it'll take a lot of non-lethal damage and suffer fatigue and exhaustion from the forced march. You might knock it unconscious or kill it by over-exhausting it.[/sarcasm]


Quick note, your link to the D20 PRD is not Paizo material, it's 3.5 Dungeons and Dragons. If you look at Paizo's rendition of constitution here, you'll notice they don't include this.

Also, have you looked at "Overland Travel?" It might have just what you're looking for.

I'll do some digging around and post if I find anything for future readers who may come across this thread with the same questions.


If the campaign is going to primarily take place in a city or cities, have you looked at Terrain Mastery? It goes great with Hide in Plain Sight.

It could allow you an easier escape from a nasty situation where honeyed words may fail.


Ah, neat, I wasn't aware of that one. Must be new?


There is also a mythic feat called "Dual Path" if you're torn between 2 paths, you can take both.


There is nothing that continues to progress their Eidolon, which is pretty much the core aspect of the class. So I'd say no, there's not really a good prestige class for it, unless you only take 1 or 2 levels of one, but then that's not even really worth it.


Komoda wrote:
Anything listed as Bludgeoning and anything that gets changed to Bludgeoning.

^This^

Those feats can even be used with Versatile Improvisation from the Monk of the Empty Hand. (if you used the weapon as bludgeoning.)


Remy Balster wrote:

Uhm. You seem confused.

To use bodyguard you need to be adjacent to your ally. I'm not sure what 'ranged bodyguard' you are talking about. There is no such thing. Nor do I 'want to use it', whatever it might be, if there were.

The only reason this matters to me at this point, is that I am in utter disbelief that people cannot understand what the sentence "If you're in position to make a melee attack on an opponent that is engaging a friend in melee combat, you can attempt to aid your friend as a standard action" means.

Shocked, actually. And I'm not sure why, even after explaining it, that people still cannot or will not comprehend its meaning. The whole thing is bizarre to me.

Even when I break down the very simple language of the Aid Another rules and the Bodyguard text… it just isn’t sinking in.

Take this example. Removed only the bits about action types and replaced with made up fluff, simply to demonstrate how language works.

Aid Another: If you're in position to make a melee attack on an opponent that is engaging a friend in melee combat, you can attempt to aid your friend [By stabbing at the enemy and distracting them].
Bodyguard: When an adjacent ally is attacked, you may [shield them] to attempt the aid another action to improve your ally’s AC.

Now, if you use this example Bodyguard feat and you [shield them] so as to increase their AC, do you need to be able to melee the enemy? No. Why? Because that requirement, being able to melee the enemy, is the requirement for aiding them by stabbing at them and distracting them. Which you… are not doing.

The exact same sentence structure is in play with the actual rules. And… why so many people cannot read that sentence and follow along is just, weird. I have to assume there is some sort of cognitive dissonance going on, but I’m not sure why, or what is causing it. The whole thing is more than a little fascinating really.

Uhm.... You seem to be confused.

You seem to be under the impression that Bodyguard actually says you shield your allies. Allow me to prove you wrong.

PFSRD wrote:

Bodyguard (Combat)

Your swift strikes ward off enemies attacking nearby allies.

Prerequisite: Combat reflexes.

Benefit: When an adjacent ally is attacked, you may use an attack of opportunity to attempt the aid another action to improve your ally’s AC. You may not use the aid another action to improve your ally’s attack roll with this attack.

Normal: Aid another is a standard action.

I'll retype the most important part here.

Your swift strikes ward off enemies attacking nearby allies.

One more time in case you missed it.

Your swift strikes ward off enemies attacking nearby allies.

Got it? There's no "Shield your ally" anywhere in this feat.
------------------------------------------------------------------------

Now, let's double check Aid Another, maybe that's where you're getting the idea of "shielding your ally?"

PFSRD wrote:

Aid Another

In melee combat, you can help a friend attack or defend by distracting or interfering with an opponent. If you're in position to make a melee attack on an opponent that is engaging a friend in melee combat, you can attempt to aid your friend as a standard action. You make an attack roll against AC 10. If you succeed, your friend gains either a +2 bonus on his next attack roll against that opponent or a +2 bonus to AC against that opponent's next attack (your choice), as long as that attack comes before the beginning of your next turn. Multiple characters can aid the same friend, and similar bonuses stack.

You can also use this standard action to help a friend in other ways, such as when he is affected by a spell, or to assist another character's skill check.

Okay, let's pull out the important bit.

In melee combat, you can help a friend attack or defend by distracting or interfering with an opponent.

Ah, that's where it says shield your ally... Oh wait... No it doesn't

In melee combat, you can help a friend attack or defend by distracting or interfering with an opponent.

I suppose if you "infer" that interfering includes tossing a shield around, then you might be on to something here, but it doesn't. So you are not using RAW like you think you are.


PFSRD wrote:

Bodyguard (Combat)

Your swift strikes ward off enemies attacking nearby allies.

Prerequisite: Combat reflexes.

Benefit: When an adjacent ally is attacked, you may use an attack of opportunity to attempt the aid another action to improve your ally’s AC. You may not use the aid another action to improve your ally’s attack roll with this attack.

Normal: Aid another is a standard action.

Let's break this down, piece by piece. I'll also make a quick note of the flavor text in that it says "Your swift strikes ward off..."

-When an adjacent ally is attacked: You must be adjacent to an ally who is being attacked.

-You may use an attack of opportunity: You are using one of your available AoO's for the round.

-To attempt the aid another action:

PFSRD wrote:

Aid Another

In melee combat, you can help a friend attack or defend by distracting or interfering with an opponent. If you're in position to make a melee attack on an opponent that is engaging a friend in melee combat, you can attempt to aid your friend as a standard action. You make an attack roll against AC 10. If you succeed, your friend gains either a +2 bonus on his next attack roll against that opponent or a +2 bonus to AC against that opponent's next attack (your choice), as long as that attack comes before the beginning of your next turn. Multiple characters can aid the same friend, and similar bonuses stack.

-To improve your ally's AC: This is what you're using the aid another action for, instead of giving them a +2 to their next attack roll.

-You may not improve your ally's next attack roll with this attack: Read above.

------------------------------------------------------------------------

Now that we're hopefully clear on what Bodyguard allows you to do, let's look at the Aid Another action, with the broken down components of Bodyguard included.

In melee combat, you can help a friend attack or defend by distracting or interfering with an opponent. If you're in position to make a melee attack on an opponent that is engaging a friend in melee combat, you can attempt to aid your friend as a standard action. You make an attack roll against AC 10. If you succeed, your friend gains either a +2 bonus on his next attack roll against that opponent or a +2 bonus to AC against that opponent's next attack (your choice), as long as that attack comes before the beginning of your next turn. Multiple characters can aid the same friend, and similar bonuses stack.


Charisma isn't always a measure of how you look. Sometimes it's a matter of your personality, or the impression you leave on people.

Of course, being horribly disfigured can affect the impression you leave on people, but a strong enough personality can overcome that.

An easy way to represent this would be to leave the CHA score alone, but give them a penalty on CHA related skills.


I also just realized this thread was necro'd. I was going to mark for an FAQ when I realized this thread stopped in 2012.

Should I still mark for FAQ?


Anguirel wrote:
Flying and charging upward: Definitely not allowed. That would be the equivalent of difficult terrain. Anything that slows you (such as the reduced speed from moving upward while flying) prevents the charge action, as noted in the charge rules. Specifically: "If any line from your starting space to the ending space passes through a square that ... slows movement ... you can't charge." Flying upwards slows movement, therefore you can't charge.

I'd just like to make a point here. There's nothing stating that you are slowed by flying/charging upward. You move half the speed at a 45 degree angle as if you were moving diagonally across an open field.

There is no indication that you move at half speed when ascending directly upwards. (Unless you are using the Fly spell)

Link to FAQ involving flight

You move at half speed when moving diagonally on your gaming grid, this is usually represented by counting every other square as a double. I.E.

First diagonal square costs 5ft of movement, the second diagonal square costs 10ft, the third costs 5ft, and so on.

Flying upward diagonally would do the same thing.

The standard rules are read assuming 2D combat, not 3D combat. Hence the need for the FAQ.


James Risner wrote:

Where is a Huge Lion?

The only Lion I know is Large.

You need to find a monster in a bestiary that your GM agrees is a "feline" and you can become that like a regular druid.

This includes:
Cat (Familiar)
Cat, Cheetah
Cat, Leopard
Lion
Dire Lion
Tiger
Dire Tiger

To my knowledge there are no other cats in any of the B1 to B4.

You can't deviate from printed material, so you can't be a Huge animal without permission to do so. The only time this has been done is the FAQ on Eagle shaman and that was because the listed form could never be taken. So a special exemption was created.

The shaman were written permitting templates to be applied (which deviates from core) and the templates were cut prior to printing. So that leaves some of the shaman less idea.

The dino one (Sauran sp?) is the best one, as you have forms at every level.

Unless your GM is willing to houserule, this is correct.

You can only assume the form of an existing creature, and huge lions do not exist, nor do any huge felines for that matter.

It honestly wouldn't be that unbalancing to allow you to turn into a huge lion though. You get the same stats regardless of the animal you turn into. You don't get the creature's stats. You only get the flat bonuses from Wild Shape.

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