Cannon Golem

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I have a boon and a build I"m giving to a friend who is going to play in PFS too. I was listing off classes and races, And she says she wants to be a succubus vigilante (avenger).

This is doable.

Pitborn with the following Racial traits:

Prehensile Tail (Advanced Race Guide)}:
Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.

Vestigial Wings (Advanced Race Guide):
Some tieflings possess a pair of undersized, withered, or stunted wings like a mockery of those of their fiendish forbearer. Sometimes these wings are leathery, like those of a bat. Other times they are covered with a scattering of black, red, or violet feathers. Rare manifestations can take even more bizarre forms. These wings do not provide the lift required for actual flight, but do have enough power to aid flight attained by some other method, and grant a +4 racial bonus on Fly skill checks. This racial trait replaces skilled.

Traits:

Berserker of the Society (Shattered Star Player's Guide pg. 5, Faction Guide pg. 62):
Category Basic (Combat) Requirement(s) Barbarian, Pathfinder Society
Your time spent as a Pathfinder has taught you new truths about the origins of the your rage ability.
You may use your rage ability for 3 additional rounds per day.
(See below regarding Barbian 2-dip)

Propitiation (Inner Sea Gods pg. 22, Faiths of Purity pg. 19):
Category Religion Requirement(s) any dwarven deity
Your knowledge of the dwarven pantheon tells you precisely which gods have jurisdiction over which aspects of your life, and you can call upon the appropriate deity for help even if that deity is not your patron. At the start of each day, pick one of the following skills: Appraise, Bluff, Craft (pick one craft skill), Diplomacy, Intimidate, or Knowledge (local). You gain a +2 trait bonus on that skill until the start of the next day.

Feats:
Armor of the Pit (Advanced Race Guide):
Your fiendish traits take the form of a protective scaly skin. Prerequisites: Tiefling.
You gain a +2 natural armor bonus.
Special: If you have the scaled skin racial trait, you instead gain resistance 5 to two of the following energy types that you don’t have resistance to already: cold, electricity, and fire.

Monstrous Mask (Blood of Fiends pg. 25, Pathfinder #25: The Bastards of Erebus pg. 66):
Your fiendish physical traits give you a twisted and fearsome appearance that strikes fear into others’ hearts.
Prerequisites: Tiefling, must be taken at 1st level.
Benefit: You get a +5 racial bonus on Intimidate checks made against all creatures of the humanoid type.

Persuasive :

You are skilled at swaying attitudes and intimidating others into your way of thinking.
Benefit: You get a +2 bonus on Diplomacy and Intimidate skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Cornugon Smash (Combat) (Cheliax, Empire of Devils pg. 26):

Your terrible attacks strike fear into your enemies.
Prerequisites: Power Attack, Intimidate 6 ranks.
When you damage an opponent with a Power Attack, you may make an immediate Intimidate check as a free action to attempt to demoralize your opponent.

Social talent:
Companion to the Lonely (Ex) (Inner Sea Intrigue pg. 33):
Whether religiously motivated, as are followers of Arshea, Calistria, or Shelyn, or for purely carnal reasons, physical intimacy helps the vigilante cope with the loneliness of her double life. Once per day, the vigilante can spend at least 1 hour engaged in acts of physical pleasure with a willing partner to gain a pool of morale points equal to her Charisma bonus or her partner’s Charisma bonus, whichever is higher. For the next 24 hours, the vigilante can spend a morale point as an immediate action to roll a Charisma-based skill check or a Will saving throw again after rolling the die but before learning the consequences; he must take the second result even if it is lower.

She'll be a kalistrade by day preaching celibacy and, by night, a hooded succubus (or more specifically the granddaughter of one) who preaches that abstinence leads to the decline of Druman lineages.

Some avenger talents will include "Shield of Blades" and "Racial Paragon".
She'll buy a masterwork tool to make her more easily mistaken for being a succubus.

She'll also dip two levels of "Flesheater" barbarian. So at night she'll dine on a bat and fly when she's raging.
At some point I'll run an adventure so that she can get access to a chainsaw, too.

You'd be hard-pressed to find a more "passionate" tiefling.

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PFS Additional resources wrote:
Ultimate Combat - Equipment: No Large or larger firearm is available for purchase...

I thought I read that someplace. Sorry.

And I haven't heard of the other items, so you may want to check the Additional resources page (linked above) to make sure they are okay'd.

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JamZilla wrote:
Any others you would want to play but don't feel like the rules are in place to support it fully?

The Meta Mecha trope; you know the one, where some guy pilots a much larger suit of armor. And it doesn't have to be tech that drives it.

It can almost be done with the

Battle Host (Occultist Archetype):

Well versed in military history, battlefield lore, and the occult, a battle host forms a supernatural bond with a chosen weapon, suit of armor, or shield, from which he can channel psychic energy to cast spells, conjure the spirit of the object’s former owner, increase his own physical might, and produce a number of other remarkable abilities.

Class Skills: A battle host adds Knowledge (local) (Int) and Knowledge (nobility) (Int) as class skills. This alters the occultist’s class skills.

Weapon and Armor Proficiency: A battle host is proficient with all simple and martial weapons and with all types of armor (heavy, light, and medium) and shields (including tower shields). This replaces the occultist’s weapon and armor proficiency.

Panoply Bond (Su): At 1st level, a battle host forms a supernatural bond with a specific weapon, suit of armor, or shield. This selection is permanent and can never be changed. The bonded item is masterwork quality and the battle host begins play with it at no cost. The bonded item is immune to the broken condition for as long as the battle host lives. If a battle host dies and is restored to life, the bonded item is also restored if it was destroyed. Any magic powers associated with a battle host’s bonded item function only for the battle host; in the hands of anyone else it is only a masterwork item. The bonded item starts as an implement for any single school of magic at 1st level, and gains access to additional schools of magic at 2nd, 10th, 14th, and 18th levels, granting the battle host access to base focus powers and resonant powers accordingly. The battle host’s bonded item serves as his implement component to cast occultist spells of all the schools that he knows. However, he must split his mental focus among the schools he knows for the purpose of determining resonant powers and using focus powers, even though he possesses only one physical item as an implement. This ability alters implements, mental focus, spellcasting, and implement mastery.

Battle Skill: At 2nd level, a battle host’s magic item skill ability applies only on checks with weapons, armor, and shields. This ability alters magic item skill.
Battle Reading: At 2nd level, a battle host can use object reading on only weapons, armor, and shields. This ability alters object reading.

Bonus Feats: At 4th, 8th, 12th, and 16th levels, a battle host gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats. The battle host must meet the prerequisites of these bonus feats. This ability replaces shift focus, magic circles, binding circles, and fast circles.

Spirit Warrior (Sp): At 5th level, a battle host can call forth the spirit of a dead warrior who once owned his bonded item. Calling the spirit is a standard action, and unlike the use of most spell-like abilities, it doesn’t provoke an attack of opportunity. This ability functions as spiritual ally (Pathfinder RPG Advanced Player’s Guide 246), using the battle host’s occultist level as his caster level and his Intelligence modifier instead of his Wisdom modifier to determine the spell’s effects. The battle host can summon a spirit warrior once per day at 5th level, plus one additional time per day for every 4 occultist levels he possesses beyond 5th. This ability replaces aura sight.

Heroic Splendor (Su): At 6th level, a battle host can draw power from his bonded item to imbue himself with superhuman strength, agility, or resilience. As a swift action, a battle host can grant himself a +4 insight bonus to Strength, Dexterity, or Constitution for 1 minute. The battle host can use this ability once per day at 6th level, plus one additional time per day for every 4 occultist levels he possesses beyond 6th. If he activates heroic splendor again before the duration expires, the new use of heroic splendor replaces the old use. This ability replaces outside contact.

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Space Butler wrote:
Any ideas for giant pieces of armor, or heroes piloting giant golems? Was just teasing with an idea for a mythic game. I'm sure someone has asked this before.

That's exactly what I was going for in this thread, albeit, its more gnomish steampunk than mecha. It runs on a 10th level Animist (shaman archetype)'s ability called Dominate Spirit (Sp), but any ally with animate object, possess object or object possession could certainly give it a spin as well.

Since that posting, I've updated plans to have the armor be a large vented, consecrated, non-humanoid, fire-forged full-plate armor. 10,150 gp Then I add some masterwork tools like "Drop Absorbers, Enhanced Targeting system, Externally-Mounted Retrieval/Ejection-Seat Arm Rail (EMRESAR for short), Fireman-style Entry Guide Poles, Juke Handle, O.S. Bars, Faux-Fleshy Fixtures, Padded Interior, Peddle-driven Flywheels, and a Play Lists"

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Bump

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    6. With the new possession, the host can recall what his body was up to, but with magic jar, he just remembers the inside of the jar.

Any thoughts yet?

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I've been trying to make one of my animist's abilities usable in PFS for his next levels up.
its called

Dominate Spirit (Sp):
{ACG pg. 110, Anamist, a shaman Archetype} At 10th level, the animist can attempt to possess creatures or objects as magic jar or possess object. When the animist is attempting to possess the creature, his familiar acts as the jar and must be within 10 feet when the animist attempts to possess a creature. The animist’s soul can perceive his surroundings through the familiar’s senses, clearly evaluate potential targets for possession, and communicate with his familiar telepathically. The familiar retains its autonomy while alsoacting as the jar, and is not harmed by being used as a vessel for the animist’s soul. The animist can use this ability once per day at 10th level, plus an additional time per day every 4 levels thereafter. This ability replaces the hex gained at 10th level.

But, as you might expect, objects rarely pop up in game usable by this ability, So I figured he'll buy a suit of armor to lug around and posses it when he needs to, just so I can get an aesthetic I've been searching for for over a decade. (I even scratch built a sweet mini for it). And this works because

Possess Object:
{UM pg. 1} School necromancy; Level arcanist 5, sorcerer/wizard 5, witch 5 For Reference only
Casting Time 1 standard action
Components V, S, F (a gem or crystal worth at least 100 gp)
Range medium (100 ft. + 10 ft./level)
Target one object; see text
Duration 1 hour/level or until you return to your body
Saving Throw Will negates, see text; Spell Resistance yes
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.
allows the caster to animate an object just like the spell

Animate Objects:
Brd 6, Chaos 6, Clr 6
Transmutation
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: One Small object per caster level; see text
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
You imbue inanimate objects with mobility and a semblance of life. Each such animated object then immediately attacks whomever or whatever you initially designate.
An animated object can be of any nonmagical material. You may animate one Small or smaller object or an equivalent number of larger objects per caster level. A Medium object counts as two Small or smaller objects, a Large object as four, a Huge object as eight, a Gargantuan object as sixteen, and a Colossal object as thirty-two. You can change the designated target or targets as a move action, as if directing an active spell. This spell cannot animate objects carried or worn by a creature. Animate objects can be made permanent with a permanency spell.

while also acting like

Magic Jar:
{Core Rulebook pg. 309} School necromancy; Level alchemist 5, arcanist 5, investigator 5, sorcerer/wizard 5, summoner 4, witch 5 For Reference only
Casting Time 1 standard action
Components V, S, F (a gem or crystal worth at least 100 gp)
Range medium (100 ft. + 10 ft./level)
Target one creature
Duration 1 hour/level or until you return to your body
Saving Throw Will negates; see text; Spell Resistance yes
By casting magic jar, you place your soul in a gem or large crystal (known as the magic jar), leaving your body lifeless. Then you can attempt to take control of a nearby body, forcing its soul into the magic jar. You may move back to the jar (thereby returning the trapped soul to its body) and attempt to possess another body. The spell ends when you send your soul back to your own body, leaving the receptacle empty. To cast the spell, the magic jar must be within spell range and you must know where it is, though you do not need line of sight or line of effect to it. When you transfer your soul upon casting, your body is, as near as anyone can tell, dead.
While in the magic jar, you can sense and attack any life force within 10 feet per caster level (and on the same plane of existence). You do need line of effect from the jar to the creatures. You cannot determine the exact creature types or positions of these creatures. In a group of life forces, you can sense a difference of 4 or more HD between one creature and another and can determine whether a life force is powered by positive or negative energy. (Undead creatures are powered by negative energy. Only sentient undead creatures have, or are, souls.)
You could choose to take over either a stronger or a weaker creature, but which particular stronger or weaker creature you attempt to possess is determined randomly.
Attempting to possess a body is a full-round action. It is blocked by protection from evil or a similar ward. You possess the body and force the creature's soul into the magic jar unless the subject succeeds on a Will save. Failure to take over the host leaves your life force in the magic jar, and the target automatically succeeds on further saving throws if you attempt to possess its body again.
If you are successful, your life force occupies the host body, and the host's life force is imprisoned in the magic jar. You keep your Intelligence, Wisdom, Charisma, level, class, base attack bonus, base save bonuses, alignment, and mental abilities. The body retains its Strength, Dexterity, Constitution, hit points, natural abilities, and automatic abilities. A body with extra limbs does not allow you to make more attacks (or more advantageous two-weapon attacks) than normal. You can't choose to activate the body's extraordinary or supernatural abilities. The creature's spells and spell-like abilities do not stay with the body.
As a standard action, you can shift freely from a host to the magic jar if within range, sending the trapped soul back to its body. The spell ends when you shift from the jar to your own body.
If the host body is slain, you return to the magic jar, if within range, and the life force of the host departs (it is dead). If the host body is slain beyond the range of the spell, both you and the host die. Any life force with nowhere to go is treated as slain.
If the spell ends while you are in the magic jar, you return to your body (or die if your body is out of range or destroyed). If the spell ends while you are in a host, you return to your body (or die, if it is out of range of your current position), and the soul in the magic jar returns to its body (or dies if it is out of range). Destroying the receptacle ends the spell, and the spell can be dispelled at either the magic jar or the host's location.

Magic Jar has some versatility because it allows for some hopping between possessions.

Now the plot thickens with the release of Occult Adventures with its new spells,

Object Possession:
{OA p.178} School necromancy; Level medium 4, mesmerist 5, occultist 4, psychic 5, sorcerer/wizard 5, spiritualist 5, witch 5
Range close (25 ft. + 5 ft./2 levels)
Target unattended Large or smaller object (minimum Tiny) Duration 10 minutes/level (D)
This spell functions as lesser object possession, except as noted above. The possessed animated object has a number of Construction Points appropriate for its size (up to 3 CP for Large objects).
You can return your consciousness to your body as a standard action. On your next turn, you can attempt to possess a different object as a standard action instead of ending the spell.
Lesser Object Possession also adds: A possessed object becomes capable of animation, gaining the statistics of an animated object of its size (including 1 CP worth of abilities; Pathfinder RPG Bestiary 14). You can’t use any spells or other abilities while possessing an object.
A spiritual tether connects your body to the possessed object, in a manner similar to a silver cord (see page 244). If the possessed object and your body are ever farther than close range (25 ft. + 5 ft./2 levels) from one another, this tether breaks, returning your consciousness to your body.

and
Possession:
{AO p.40} School necromancy; Level medium 3, mesmerist 5, occultist 4, psychic 5, sorcerer/wizard 5, spiritualist 4, summoner 5, witch 5
Casting Time 1 standard action Components V, S
Range medium (100 ft. + 10 ft./level) Target one creature
Duration 1 hour/level (D)
Saving Throw Will negates; Spell Resistance yes
You attempt to possess a creature by projecting your soul into its body. The target creature must be within spell range and you must know where it is, though you do not need line of sight or line of effect to it. When you transfer your soul upon casting, your body appears to be dead. Failure to take over a host ends the spell.
If you are successful, your life force occupies the host body. The host’s soul is imprisoned with you, but can still use its own senses (though it can’t assert any influence or use even purely mental abilities). You can communicate telepathically with the host as if you shared a common language, but only with your consent. You keep your Intelligence, Wisdom, Charisma, level, class, base attack bonus, base save bonuses, alignment, and mental abilities. The body retains its Strength, Dexterity, Constitution, hit points, natural abilities, and automatic abilities. A body with extra limbs doesn’t allow you to make more attacks (or more advantageous two-weapon attacks) than normal. You can’t activate the body’s extraordinary or supernatural abilities, nor can you cast any of its spells or spell-like abilities.
As a standard action, you can shift freely back to your own body regardless of range, so long as it remains on the same plane. If the host’s body is killed, you return to your own body and the life force of the host departs (it is dead). If your body is slain, when the spell expires or the host’s body is killed, you are slain. It is possible to cast this spell on a new target from within another creature’s body; this resets the duration. You still return to your original body (not any intermediate body) when you take a standard action to do so or the spell’s duration expires. Returning to your body ends the spell. Creatures whose souls are their bodies, such as incorporeal undead and non-native outsiders, use the effects of greater possession instead.

which were followed with this side note about
Possession and magic jar:
{OA p.181} The old magic jar spell is unwieldy, particularly with respect to creatures like ghosts and shadow demons that don’t really use a jar at all. Consider replacing magic jar with the new possession spells for both spellcasters and monsters. Likewise, consider using spells based on possession rather than magic jar.

and later followed by a
Core Mechanic and Clarification:
{OA p.206} The possession spell contains the core mechanics for possession. The description of the magic jar spell states the possessing creature can use her “mental abilities,” and the possession spell works similarly. This term wasn’t previously defined, and has been a source of confusion in many games. The term “mental abilities” as used here refers to the following.
• The possessor uses her skill ranks, along with any feats the possessor has for which she still qualifies in the host’s body. The possessor doesn’t gain any of the host’s feats or skill ranks, but does apply bonuses and penalties associated with the host’s body. For example, when attempting Fly checks, a character who possessed a bird would use her own ranks in the Fly skill, but the bird’s Dexterity modifier and racial, size, and maneuverability bonuses.
• The possessor can use spells and spell-like abilities. Appropriate spell components and foci are still required for spells that call for them. Some spell-like abilities are racial in nature, but the soul’s essence temporarily instills the possessing creature’s quintessential nature into the host’s body. For instance, a shadow demon possessing a paladin can still use its racial spell-like abilities during that time.
• The possessor can use nonmagical and magical class abilities such as domain, hex, rage, and school powers. Supernatural abilities (with the exception of class abilities) are not considered mental abilities, as they generally rely upon a creature’s physical form. For example, a red dragon possessing a cleric of Iomedae could not use its breath weapon ability to breathe fire while inhabiting the cleric’s form. The GM can choose to make a specific exception if she believes an ability is solely mental in nature.

Finally, from all that, I've constructed the following list of conclusions based on the previous info.

    1. "Consider" in the side note means I can choose not to switch to the new spells for the animist's spell-like ability (which is also my preference). Then again, maybe that side note doesn't even pertain to this class ability.
    2. While the gnome animist is possessing the suit of armor, a ranger with a hatred of gnomes can now use her ability against the possessed construct. (This would also imply that holy water should burn a body possessed by a demon, but not the demon itself.)
    3. The clarification now makes the bonus HP from the gnome's Tribal Scars and Toughness feats carry over to the possessed armor.
    4. If a GM insists that, for the session, I respectively use Object Possession and Possession instead of Possess Object and Magic Jar, then the gnome loses the ability to use his hexes while possessing an object, but the hexes that were activated before the possession will run until their allotted time has elapsed.
    5. And the previously-mentioned substitutions would consequently allow an animist to possess a magic item

I'd like to know if you've reached the same conclusions. Thanks

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Bandw2 wrote:
"Dragonfly" wrote:
Snuff Wheeler wrote:
Mark Seifter wrote:

Shakes magic 8 ball.

Huh, that's weird. It says "Wait for July."

With July being upon us now, I was wondering to which resource you were referring.

Probably Occult Adventures, which gets released next week.
will we get clarifications regarding body/soul and magic's relation to it mechanically?

That's my hope, however there's also the possibility that something was already released and I missed its reference to this topic. This question could also be directed at anybody who has read all the books released in July.

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Mark Seifter wrote:

Shakes magic 8 ball.

Huh, that's weird. It says "Wait for July."

With July being upon us now, I was wondering to which resource you were referring.

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bump

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Carla the Profane wrote:
  • Let me do the talking

Nice! Anybody else?

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I'd like to inject a more "smart tactics" feel into the group I play with and came up with the following mundane item:

    Mwk-tool, Play List (+2 circumstance bonus to pass a secret message DC 15 Bluff & vs Sense Motive checks): This prismatic matrix has column headers of colors and row headers of numbers. By cross-referencing entries on the table, a teammate can holler out any of the one-hundred combinations and each other teammate can reference their own copy of the table to recall what is trying to be communicated. For example, “Gray Three” could mean “Keep distance and focus on range attacks”

I have plenty of empty spots and wanted to assess what characters often find themselves wanting to secretly communicate with their allies during your games. Here's what I've got so far.


  • Attack
  • Delay tactics
  • Make an exit/ withdraw
  • Have target come to us
  • Focus on Ranged tactics
  • Stealthy mode
  • Get item(s) from target
  • Sense what's motive?
  • Bluff
  • Parlay/Diplomacize
  • Intimidate
  • Impede target's movement/ Slow it
  • Where is the target located?
  • What's your Status?
  • Do we know what the target is?
  • Okay/Living
  • Not Okay/ Dead
  • Construct
  • Undead
  • Hiding
  • Incorporeal
  • Cloaked or Invisible
  • Expose Invisible opponent
  • How do you want target to be?
  • Suffering from a condition
  • Cursed
  • Disarmed
  • Flanked/flanking
  • Grappled
  • Blind/Deaf
  • Poisoned
  • Prone
  • Brighter Lighting needed
  • Darkness needed
  • Fatigued/Rest is needed
  • Spell requested?
  • Bull Strength
  • Bless
  • Blessing of Fervor
  • Fly
  • Giant Growth
  • Guidance
  • Haste
  • Need healing

So, let's here your suggestions.

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Plus:

  • Svathurim from the monster codex
  • Lamia-Kin, Hungerer from Rise of the Runelords Anniversary Edition

The pickings are still pretty thin.

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Samasboy1 wrote:
Fortifying stones are not armor enchantments....

True, tho they can lead to the enhancement of armor. My point was more regarding special cases of stacking effects. In hindsight, my comment probably added nothing to this thread. Note to self: Must be more awake next time before posting.

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Samasboy1 wrote:

The only benefit I would see for doing so would be abilities with limited uses per day.

I can think of another benefitting example: Imagine two fortifying stones on the same suit of armor. One would be inert since abilities effects from the same (type of) source won't stack. But once one stone was depleted, it would fall off allowing the second stone to become active when the next block of damage hits. Both cases are still not "stacking".

Then again, maybe this is a variant of "limited uses" per day.

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Nefreet wrote:

What about Bestow Curse?

Are you cursing the "body"? The "mind"? Or the "player character"?

Exactly! I can visualize a situation in which a possessed person gains the physical aspects of the curse while the departing possessor takes with him the mental aspects of the curse. Maybe paragon surge should also.

And nobody has really tackled question G yet. I didn't really expect reduce person and shrink object to stack, but I was hoping to clarify if a body (that for all intents and purposes is dead) would count as an object when it is devoid of the mind(/spirit/soul) portion. Which of the two spells do you use to make a fallen ally's body more portable?

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LazarX wrote:
Did he also remember to take off that fighter's armor when he started casting his boat load of spells? Did he remember to pick up his spell pouch and arcane bond if any? You don't get around Arcane Spell Failure and other aspects of casting by moving into another body.

Excellent point. Let's assume that the fighter was in his sleeping robe, for simplicity's sake, since its a distinct issue from the whole mind/body topic.

LazarX wrote:
The answer to the question is on a case by case basis, generally siding on whatever is worse for the caster.

I'm hoping to fall more on the side of the official rules. I'd hate to punish a caster just for being one, especially if the rules would did work in his favor.

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Pirate Rob wrote:
PFS has no specific rules regarding this situation. Flagged for moving to the rules forum.

Thanks Pireate Rob. I thought this might be the case.

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Kalindlara wrote:
Also, an elf cannot cast the paragon surge spell. Half-elves only. And a tiefling is not a person and so cannot be enlarged by such. ^_^

That was mistake on my part. I meant for the spell caster to be a half-elf. This point was to, indirectly, clarify the hatred of rangers; trying to determine if it would still work on the tiefling possessed by the half-elf. (would, during that brief moment, an attacking ranger need to hate humans and/or elves or would tieflings still be the effective object to hate.

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The alternate title for this thread was going to be Possession is 9/10ths of the law!

Magic Jar and possess object both open up a world of thought-induced nosebleeds. Imagine if you will the following scenario:

A 6' tall male elf spellcaster successfully possesses a 5' tall male tiefling fighter and then gathers his spell components so that he can cast the following spells:

  • Shrink object and reduce person on his for-all-intents-and-purposes dead body
  • Alter self (to look less like a tiefling and more like a female gnome)
  • Enlarge Person on the newly possessed body
  • Paragon surge to gain the toughness feat
  • Dancing lantern
.
But before any of his spells can run out, he returns to his original body.

  • A. What size is the spell caster?
  • B. What size is the fighter?
  • C. Who does the lantern circle?
  • D. Which, if any, of these two men now appears to be female?
  • E. Who became more charismatic?
  • F. Who gained dexterity and toughness?
  • G. How small was the Elf's corpse just before he repossessed it?

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BigNorseWolf wrote:
I have a barely used kangaroo pouch rider name Joey.

This just goes to show you that I no longer have any original ideas.

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gnoams wrote:
I have mulled with the idea of making a druid that wildshapes into a tiger, with and AC ape with boosted int so it can take the mounted combat feats and ride the druid in to battle.

Too funny. :)

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I see mounted characters so rarely that I decided to see just how far I could take it. Albeit, its not always useful in the ways that one expects, I bring along a Safecamp wagon and the horses to pull it whenever possible. It has served as an expensive portable doorstop better than anything else.

Stay tuned, though; if you want to see more mounts in PFS, then you're going to have to BE the mount. That's where my gnomish brain is heading.

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Be sure to check out the shaman's Mammoth true spirit ability

Megafauna Companion (Su):

The shaman’s spirit animal transforms into a megafauna animal companion (Pathfinder RPG Core Rulebook 51), using the shaman’s shaman level as her effective druid level. The shaman must choose an arsinoitheriumB2, a mastodon, a megalocerosB2, or another mammalian megafauna that has animal companion statistics. It retains its Intelligence score and the special abilities it gains from the spirit animal class feature, but it also has the statistics and abilities of an animal companion. If the animal companion is dismissed, lost, or dies, it can be replaced in the same way as a normal spirit animal.

Now its a familiar and an animal companion; albeit, it won't kick in until 16th level. Combined with the other suggestions mentioned (valet archetype, improved familiar, etc.) and you can max the number of feats it gets and get a dynamo-dino to boot.

Or if Valet isn't you flavor, you can save up for
a saddle. You'll have to go for the more exotic pricing than the base cost shown.

Horsemaster's Saddle (Ultimate Equipment pg. 304):

Aura faint transmutation; CL 5th Slot none; Price 12,000 gp; Weight 5 lbs.
This ornate military saddle, tooled with an elaborate equine motif, grants the mount a +5 competence bonus on Acrobatics checks and the mount’s rider a +5 competence bonus on Ride checks. In addition, the mount gains the benefits of any teamwork feats possessed by the rider.

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Bob Bob Bob wrote:
A Huge white dragon turning into a rabbit would first be adjusted to medium (-8 Str, +4 Dex, -4 Con) then gain the modifiers for beast shape II (or higher) into a rabbit (-2 Str, +4 Dex, +1 NA) for a grand total of -10 Str, +8 Dex, -4 Con, and +1 NA.

Aaah! Okay. So its not going to drop helplessly to the ground, unless it also took 23 points of strength damage. Consequently, not too likely to see this kind of negative side-effect ever kickin' in.

On the plus side, the rabbit would have a 1d3+11 bite. But would it still gets its 1.5x bite multiplier?

Quote:

Tim:There he is!

King Arthur: Where?
Tim: There!
King Arthur: What? Behind the rabbit?
Tim: It is the rabbit!

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Thanks Handaxe Beak for the link. Its one-stop shopping for all of the addendum and such.

Also to Orfamay Quest. the subschool made more sense on the second read. I can now buy into 1. & 2. but am still not understanding why not 3. Can you explain why not? Or better yet, can you walk me through an example, say, of an ancient white dragon (Huge Str 33, etc) turning itself into a rabbit (tiny Str 3, bite –2 (1d3–4))?

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Here are some observations that I've made that I would like to see if people concur:

1. Nowhere in the description of beastshape (or polymorph) does it tell you what happens to your base movement. You get additional movements (and some other stuff). Your base movement rate is unaffected by the polymorph (e.g. a gnome that beastshapes into a cheetah still moves at the rate of a gnome. inversely the unemcumbered gnome could become a fish that walks 20' on land.) This seems counter-intuitive to me, but as far as I can tell, RAW seems to lean in this direction.

2. There are no modifiers for changing from Medium to small or vice-versa (unless using the alter self spell.)

3. The modifiers of polymorphs that transition across multiple sizes are additive.

Creature's Original Size ..Str ..Dex ..Con Adjusted Size
......................Fine ........+6 ..–6 .... — ... Small
............Diminutive ........+6 ..–4 .... — ... Small
......................Tiny ........+4 ..–2 .... — ... Small
....................Large ........–4 ...+2 ... –2 ... Medium
....................Huge ........–8 ..+4 .... –4 ... Medium
..........Gargantuan .......–12 ..+4 ... –6 ... Medium
...............Colossal .......–16 ..+4 ... –8 ... Medium

(eg. according to the table, going from from Large to tiny would be a strength penalty of -8, possible leaving a large, Str 8 creature in a helpless state.) I could see a scenario where I convinced a tiny fairy of how cool it would be to be huge, then polymorphed it, only to have it be paralyzed due to its dexterity dropping to zero.

4. Alter self stat mods are Size bonuses. Are the mods from the table also Size bonuses? I know this is only an issue if the two affects aren't both polymorph effects, but in this narrow set of cases, will they or will they not stack?

5.

mplindustries wrote:
Yes, you're correct. You do get all of the natural attacks, not just 2.

Where you get access to all of the attacks, are you also saying that you get to use all of the attacks as a full-attack action, even if you BAB's iterative is less than the number of attacks provided by the newly adopted form?

I am very interested in if this how things work, especially in PFS. If at all possible, please quote sources.

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Proley wrote:

Strap a few siege weapons on it- damage problem solved

Strap MANY siege weapons on it- damage problem SOLVED

I definitely would like to, but Siege Engines aren't allowed in PFS. So, I'll just have to settle for the more powerful option and strap on a couple Glass Cannons. Casters can do greater damage output at 10th level and up and with quicker refresh rates and no crew to boot.

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Well either this post is:

    1. of a caliber that nobody feels they can improve upon
    2. not worth pursuing because the final product is weak in survivability, damage production or benefit to a party.
    3. so alien to the world of role playing, that nobody besides me would want to play such a character.
    4. All of the above

ANY feedback is welcome.

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Any ideas on how to make this more survivable?

I was thinking I could use a fortifying stone as damage alert buttons for the occupants.

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For quite a while I've wanted to play a tank. And by tank, I don't mean some guy in armor, but the armored transport for some guy(s); one that would get monsters (& GMs alike) to scratch their heads in confusion. I play exclusively in PFS so that narrowed my options, but I think I have the build and the character ia already 2nd level. Here's the build:

Snuf Wheeler (& his wily sidekick, Squeeler)
Animal Spirit: Pig
Gnome Anamist (a Shaman Archetype), Lawful Nuetral
Racial traits: Obsessive {Profession (Drive)}, Gift of Tongues
Str13 Dex10 Con10 Int10 Wis16 Cha16
Traits: Magic is Life & Fate's Favored
Levels

    1st - Orisons, spirit:Lore=Monstrous Insight, spirit animal=pig, spirit magic
    2nd - Wrangle condition
    4th - Hex=Confusion curse, wandering spirit
    6th - Wandering hex=Eyes of Battle
    . . . + Favored Class: Extra hex = Shapeshift
    8th - Exorcism, spirit (greater)=Automatic Writing
    10th - Dominate spirit
    12th - Contact with the spirit world, Wandering spirit (greater)=Enemies' Bane
    . . . + Favored Class: Extra hex = Flight
Feats
    1st - Tribal Scars=Great Tusks
    3rd - Toughness
    5th - Power attack
    7th - Improved Familiar
    9th - Improved Overrun
    11th - Greater Overrun
(I've already earned a befitting improved familiar boon):
A raktavarna can take the shape of a handheld object. He'll be my periscope. I'll call him Stuf

All three Stat increases will be applied to my Intelligence so that I can get access to Make Whole and others via the Lore Spirit

The real fun begins after I've done my community service for the first nine levels. By then I've I purchased the following:

  • Large Steel Non-humanoid (w/ multiple legs) full-plate armor. 6,150gp
  • Safecamp Wagon 3,000gp (to carry the armor in during the off-hours)
  • One-way window 4,000gp (for the small rider in the lower torso to see out of the armor)
  • 8 magnets 4gp (to mount the mirror and periscope inside the armor)
  • Folding chair 2gp (for the small belly-rider to be more comfortable during transit)
  • Second-story harness 55gp (to hold another small rider in position at shoulder-level)
  • Periscope 20gp (for the 2nd-story rider to peer out the open helmet visor port)
  • Belt of Thunderous charging 10,000gp
  • Boots of the Mastadon 10,500gp
  • Silver Thorny Ioun Stone 8,000gp
  • The porter boon to carry a chest with my body in it. (during the 10 hrs that I'm possessing the armor).
Then I will switch to slow track and look for wizards and artifice clerics of small stature to haul around.
For narrow passageways, I can transform into a small (construct) animal. If I have a rider, I'll turn into a mecha riding dog.

Since I wont be able to cast spells while possessing a construct, I'll carry a braille bracelet so that I can spell (point) out a request to temporarily possess another PC to do repairs/buff/etc.

Feedback and advice are welcome.

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R2D2TS wrote:
Mike Brock stating they keep alertness

Thanks R2D2TS.

I did think that that solution made the most sense from the get go.

The Exchange 1/5 5/5

Kevin Ingle wrote:


No. The archetype swaps out it by base rules. PFS has a house rule that the bonus feat is illegal, so you just don't get it. You still have to follow all of the base rules of the build though unfortunately. For some of these corner cases, it does make a noticeable difference I'm afraid.

I have seen other cases where craft-related feats have been substituted in PFS with something like skill focus. Might this be a good environment to suggest/request such a substitution be made?

If so, then here are two examples pulled from the Additional resources doc, either of which might serve as reasonable substitutions to the Valet archetype
A) The Forgemaster's 5th level master smith ability is replaced with Skill Focus (Craft)

B) A soul forger magus can add his magus level to Craft checks as part of a Day Job check, but may not craft magic or mundane items for use in scenarios or for resale.

If the editors were leaning more towards B, maybe it could read "With the assistance of the the Shaman's spirit guide, he may apply his familiar's level..."

The Exchange 1/5 5/5

Kevin Ingle wrote:
If the underlying bonus feat is illegal in the campaign, you just don't get it. In some instances, a substitution is called for (see Wizard and Scribe Scroll). If no substitution is called out, then you just don't get the ability and gain nothing instead.

Tell me if my logic is correct. If the archetype is not banned but the free feat is (e.g. the familiar doesn't get Able assistant, then it also doesn't lose the alertness feat. That would seem fair, but would necessitate a higher ruling.

As was pointed out by Brian, the other half of Able assistant would also be marginalized for PFSociety play.

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Dwarfakin wrote:

So animated objects have hardness as opposed to damage reduction.

is hardness effectively the same the thing as DR game mechanic wise?

Mind you, it is possible for an object to have both DR/- and Hardness, as in say, Admantine armor. But when its animated, the DR/- has little relevance to the survival of the construct, because the DR/- on armor is only applied to the person in it, and not to the armor itself.