A spell-like ability has no verbal, somatic, or material component, nor does it require a focus. The user activates it mentally.
Which means a SLA do not require to speak a word or any movement
While we're at it, it also comes to minde that all the spells without verbal and maybe somatic components are usable, so the whole can of Psychic Magic is also open
That is true, in general. But what I am recommending is to keep an eye on the nuance of each ability and its specific wording. consider that many (Sp) assume that you an speak. For instance, here is a hex:
Steal Voice (Su):
(Dirty Tactics Toolbox pg. 23): (Tiefling Only) The witch can steal the voice of one creature within 30 feet, causing it to lose, for a number of rounds equal to the witch’s Intelligence bonus, all abilities that rely on speech, including talking, casting spells with verbal components, and using auditory bardic performances. A successful Will saving throw negates this effect. If this hex is used upon a willing target, the duration lasts for a number of hours equal to the witch’s Intelligence bonus. Additionally, the witch can change her voice to match that of any creature whose voice she has stolen with this hex, as per vocal alteration (Pathfinder RPG Ultimate Magic 248).
You don't gain the ability to speak if possess object keeps you from speaking or casting spells.
Even some Supernatural abilities will be squashed. Think about Cackle and Chant.
Cackle (Su):
(Advanced Player's Guide pg. 66): A witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round.
A GM could say (and has said) that if you can't speak, then you can't cackle or chant, because that requires vocal cords. This is why I toss a yellow flag that permissions may vary.
But I can see I'm not being clear on the restrictions of one Mecha-related spell:
Possess Object - This spell functions as magic jar, except you transfer your mind to a single object, animating it as if using animate objects, except your mind controls the object as if it were your own body. You cannot speak or cast spells while possessing the object. Because your original body is effectively dead while under the effect of this spell, this temporarily suspends disease, poisons, and other afflictions affecting you.
My point being, it doesn't matter if it has components, somatic or verbal components; the spell just can't be cast in any way. And that both the not-casting and not-speaking parts combined put a kibosh on a lot of stuff. So, shop carefully.
Spell-like abilities do not have somatic or verbal components so you should be able to use them
PRD wrote:
A spell-like ability has a casting time of 1 standard action unless noted otherwise in the ability or spell description. In all other ways, a spell-like ability functions just like a spell.
The emphasis is mine. Since GMs in the past have considered speaking or casting to be show-stoppers to using SLAs, I've decided to avoid using them entirely for this build. Also, (while possessing an object) this is especially true when the SLA's description reads "this works just like the spell, ____". I've overlooked some Su-powers too, if their descriptions conflicted with one of these two factors. YMMV.
The question you have to ask is "Will my mech come to a screeching halt because the GM determined I can't use this SLAs while possessing an object?". If your answer is 'meh' and being able to occasionally get that combo off is good enough, then go for it.
Unless my understanding is wrong. Aren't Hex's Supernatural abilities. Perhaps I missed an errata.
Hexes are supernatural (Su) abilities, but that is exactly the point of choosing them or other magic abilities. While possessing an object, one can no longer speak or cast "spells" , which would also affect spell-like abilities (Sp) And yet, (Su)-powers and exceptional (Ex) abilities are not impacted unless they are directly tied to your original form, like the low-light vision inherent in some base-species would be..
ProximaC wrote:
I feel like there needs to be some way to make this with a Vigilante, for that full Power Rangers experience.
I feel that way too. I plan to dip avenger for the "Nothing can Stop Me (Ex)" and the "Assault Training (Ex)" talent/abilities and the martial weapon proficiencies. It also, fits the "Tank" feeling I aspire to, along with the "Cut Your Losses" feat which I will take at 17th level. Yep I plan to push this character all the way to 20th level.
On other topics, Brigh, Nethys, and Torag each have perks as deities befitting mechs.
And a Battle Host's Panopoloy Bond might also be an approach for somebody. You get a free suit of armor that never breaks and it comes back in mint condition if you resurrect. Implements like this one don't start out as magical. I don't see why you can't bond to a suit of armor meant for somebody larger than you to wear. It too can benefit from Enhance armaments.
@Thisledown, I like the mock armor, the monster dummy and the sentry mannequin. All can be protected with the Fortifying stones and allow for more creative application of the construction points than my creation.
Another approach somebody could try is to delegate the "main gun's" responsibility to two small PC/NPCs in an Artillery Team riding in or on the mech.
Everything I listed is legal. Aside from the Slivers it's all mundane equipment. Piller is Melee Tactics Toolbox. Mock Armor and Sentry Mannequin are ultimate equipment. Monster Dummy and Taxidermy tools are Monster Hunter's Handbook. Legal wagons are in Ultimate Combat.
The Slivers are Inner Sea Gods. And yeah, you can't purchase a large firearm. Doesn't mean you can't have one, simply not available in stores.
Thanks for checking into the other stuff. Note that being mundane isn't what restricts an item; It's only whether the item is banned or not. For instance, a 'double hackbut' is a mundane firearm, but its banned. I didn't expect your pretty cool list of suggestions to be banned, but I've been wrong about other things before.
On another topic, I'm not sure I follow you on the 'large or larger firearms' work-around. Aside from finding it on a chronicle sheet, which I have yet to see, If you can't buy them and crafting is banned in PFS, then how does one get a large musket in Society Play?
But that means that there are additional loopholes one must jump through:
The large non-humanoid armor wes well below the 100-pound max weight restriction of the fortifying stones for them to still function (made even lighter by including armor vents). Later I will add armor spikes to the armor. Some GMs might argue that the spikes are part of the armor for weight restrictions. Doesn't matter; the total weight will still be in compliance.
Even though Snuf could possess something of huge size, there is a PFS restriction that you can't buy weapons/armor larger than Large (unless it shows up on a chronicle sheet). There might be other items that I have yet to come across, that could be purchased and possessed.
The shaman's possession ability (by way of the spells it is based on) doesn't allow for the possession of something that is already magically enhanced.) Thankfully, the armor's consecrated and special materials don't count as such so pick your favorite metal as well.
Playing up to 10th level before being able to possess something means that there is an awfully-long time where you are exclusively a supporting character. Then again, you can always take Ionnia's GM-blob approach.
I've tried to build this character to enhance the gaming experience of others. Unfortunately, I've encountered very few small PCs who can ride inside (i.e. 2, both times halflings, once was a pregen).
Ohhh! Beautiful! We should swap some stories at some point. I've only got to level 7 myself with Karai. I'll have to take some time to look over your recommendations. As I'm not 100% familiar with some of them.
Also I would LOVE to add it to the guide. So thank you! I'm going to have to find the perfect place to slap this picture in. Ha ha ha! Hell, can I get a quote from Snuff to plaster in?
Edit: ((for now I'm placing it on the Useful Equipment section. I think it makes sense with what you've tossed at me)) I'm also going to come back to your extensive list as I'm out of time. GOD after reading over your list I wish our toons could be in a game at the same time ha ha ha. It'd be HILARIOUS.
Here's your quote:
"See! I told you, One day I'd possess a roller-bladey tanky." - Snuf Wheeler, armored courier for the Exchange
Maybe one day, Karai, we'll ally at a Con together.
Oh. I thought the idea was to be inside the armor when you possessed it. Was that not the idea? Why come up with a different place for your body?
The pilot's corpse goes in the "trunk" (which is also inside of the armor). The reason I included it in my purchases was that I wanted something to represent a cockpit/stasis chamber, which the Chest of Keeping does surprisingly well.
Snuf is an animist shaman that's now 11th level. I didn't do the UMD build, but went the slow route to 10th level to get access to the possession ability. And my build was more for damage absorption than for damage production. Even still, here's some of the tricks I've used, some of them could be beneficial to your builds, too:
Feats:
Barroom Brawler, Tribal Scars-Great Tusks,, Power Attack, Improved Familiar (Get one that can read minds or Truespeech and learn sign language so that it can translate for you.), Improved Overrun, Greater Overrrun, Toughness (HP sources not directly tied to your form are interesting because they transfer with the feat to the new husk/construct.)
Hexes & Spirit Abilities:
Channel - used w/ Construct Channel Brick
Healer's Touch
Life Sight
Powerful Smash
Strength of the Beast - level-improving strength enhancement
Thunderfoot - gives access to the overrun feat tree
Shapeshift - Transform into a shape that fits through tight spaces, but still retain construct traits
Aura of Purity - onboard filtration system.
All of these abilities can be used in mecha-mode since none of them are spell-like abilities. Will take the Flight hex at 12th to become a hover-tank.
Poignant Equipment:
Bracelet-Braille - Can communicate by pointing to letters when made speechless during possessions
Heavy Warhorse(2) -to pull a cart full of mecha
Wand: Heightened Awareness - Combos with "Magic is Life" Trait
Safecamp wagon -Can't possess it, but can haul things that can be possessed. Also shrinks so Snuf's fleshy form can skate around with one knee in it.
Rowboat -Useful and also a backup thing to possess
Muleback Cords -Sometimes you got to carry everything
Fortifying Stone - Get multiples of this PFS only item. Benefits won't stack, but they will help to keep your "Project" intact, Snuf installs them in green, yellow and red order so that when they pop off, they double as condition alerts for passengers.
Lucky Horseshoe - Ways to buff a mecha are few and far between when you can't cast spells.
Chest of Keeping - Needed a safe place to stow the "corpse" while possessing something. Can also pack the armor into the chest when in "naked" mode.
Wand: Reinforce Armaments - Won't work on non-armor type "mechs"
TheProject - a large consecrated fire-forged vented non-humanoid full-plate armor - Doesn't count as a pre-posession magically-enhanced item, and has the added perk of when caught on fire, it redirects the heat the the bashing parts. Downside: Its very expensive.
One-way Window -. If somebody has to hide inside TheProject, now they have a way to see out without being seen.
Construct Channel Brick
Wand: Make Whole 3d6 -Sometimes you gotta outsource repairs to a caster
Boots of Escape - Before going into possession mode, give 'em to a little person. In a pinch, they can bamf themselves into TheProject.
Other items to enhance the ride and the "mecha" feel for passengers include: Magnets(10), Riding Kit(exotic, med.), Folding chair(small), Periscope(small)
Masterworked Tools - Also for Mecha-feel include: Drop Absorbers, Enhanced Targeting system, Externally-Mounted Retrieval/Ejection-Seat Arm Rail, Fireman-style Entry Guide Poles, Juke Handle, O.S. Bars, Faux-Fleshy Fixtures, Padded Interior, Peddle-driven Flywheels(x3), Play Lists, climber's Harness
Things to buy still:
Mithral armor spikes - Not cheap, but it keeps the armor under 100 lbs, so it can still benefit from the fortifying stone. Will get Spiked Destroyer feat and dip avenger for "Nothing Can Stop Me" to get the most out of the spikes.
The monstrosity walked (rolled) delicately so as to not scratch the marble. It also then times its actions with Stuf's speaking so that when he says the words "little girl", it makes the hand gesture that represents quote marks.
If ever in history an amorphous asp and a fire-forged facade ever shared the same expression, it was now. Both the monstrosity's helmet head and the talking snakes raised their upper lips to reveal the tops of their upper teeth. Then the monstrosity, followed by the snake replaced those expressions with polite smiles.
The monstrosity then extended its arm towards the male volunteer followed by...
The monstrosity, returns the deep bow, uprights itself. It then subtly presents and then re-stows a wayfinder.
It then works its way to the next room. All the while...
Pressing its knuckles against the floorboards, the monstrosity bows. At the same time the chubby face lifts up like one would expect from a great helm's visor, the image of this is a bit unsettling since the monstrosity's smiling face shouldn't accompany what is akin to a slow-motion partial-decapitation.
Only slightly visible inside of the armor's neck hole is a Jug wrapped in a blanket.
In response, the Metal giant waves his hands in a jazzy fashion as if to mime "ta-dah".
It then begins to unfurl the clenched parchment and turns it to Righty so that he may see it. On the scroll are the pictures of three individuals, one of which is the spitting image of Righty.
Also on the scroll is a list that reads as follows:
.
__Inventory sheet__
Boulderhead bock, 1 Jug
Caydenbrew, 1 keg
Icecap ale, 1 Jug
Lisken's Tonic, 1 Jug
Luglurch Ale, 1 Jug
Mulded wine, 5 bottles
Oldlaw Whiskey, 4 bottles
Magnificent mystery meat (slice thinly and serve with cabbage. In the past, clients have paid up to 30 gp per delectable serving)
Please initial, each item, and sign, date and circle the employee of the one whom accepted the goods.
The fire-forge facade greens with something akin to corgeality. The construct bows followed by an armor vent opening on at the "hip" allowing its gauntlet to delicately reach in and pluck out a piece of rolled parchment. All the while...
An entity approaching eight feet in height, stoops to inspect the clearance at the front door of the establishment, then like a maiden attempting to don a corseted gown, pulls the remainder of its armor-plated frame across the snug threshold. The monstrosity looks like a collage constructed from several unrelated anatomy books. Its upper torso resembles a giant wearing a great steel helm complete with the face-plated likeness of a chubby-faced boy. Its lower torso is long like a horse's, but with the saddle placed ahead of the upper torso. And instead of horses legs, six armored appendages project out of the sides of the lower half, each leg perched on a metal, one yard in diameter, toothed wheel.
Knowledge (Arcane) ≥ 13:
an Animated Object
Knowledge (Arcane) ≥ 18:
...probably really good at overrunning things.
Knowledge (Arcane) ≥ 25:
...that's likely controlled by something akin to possess object
Knowledge (Religion) ≥ 12:
The consecrated sigils on this creature's full-plate armor is Nethysian in origin.
It scans the room with empty glowing magenta eye sockets and turns its focus on the person standing closest to the door. The monstrosity's faceplate-mouth opens and...