Is their a way to gain immunity to the staggered condition? Obviously the earlier, the better. I want to play the goblin bouncy ball with the Roll With It feat.
Many people by now has seen this image of the Jergal Clerical form along with the story of requiring the character to fill out the form before administering aid, mid combat. I was curious what other medical forms people would think would work converted into a fantasy setting. Also, does Pathfinder have a non-evil deity that fills the same role as Jergal? Thank you!
@LazarX: The above link did not have a list, or a link to more information like many other abilities do. That was why I asked. @Carrick: Is this the page I need for the above ability?
Universal Mythic Path Ability Legendary Item In short, what abilities does it grant? You get to choose the abilities, but from what list? Do you need to have the item in hand or just on person? Can I hand the item to another and they gain the abilities?
I know this is a pre-unchained summoner, but my DM said the pre-unchained is ok! I found this summoner build and I can't figure out how you get 8, 9, or 10 attacks. Is there a rule written somewhere that I am missing that says you get one attack with each weapon you wield in a full attack action? I know the build has Multiweapon Fighting but I don't see how that grants the attacks. And the Eidolon gets a max of 7 attacks at level 20. I don't think Zenith games is lying, the comments are not saying anything about having more then 9 attacks, I am just missing something major. Edit: I am ignoring the quadruped bite attack and speaking only of the falchion attacks.
Deadmanwalking wrote: Don't get me wrong, Bard's great for this, but Empiricist is also great for it and I'm curious about your casual dismissal of it. I am not dismissing it at all. As I said in my previous post, that is the current build I am going with. That ability comboing is silly and I liked it. Silly does not mean bad.
@Cevah - Please, tell me more about this and where I can find it! @onyxlion - That is an interesting twist on the idea. I like how it sounds. Hmmm. @avr - Kitsune is a strong option. The bloodline build I did not think of. As for the subforum, noted. @Just a Guess - It just seemed silly. I like things that stack, I did not mean anything negative about it. Currently it is the option I am going to stick with for the Mummy's Mask AP, but that can easily changed. @Everyone - Thank you! I really want to be able to compile a bunch of options and make a guide once this is over. So many things I never would have thought of or found.
((I truly hope this is the right board for build help threads. Was not sure about here, Advice, or Suggestions.)) In short, I want to make Rico Suave, The Most Interesting Man in the World, with a hint of Austin Powers, all wrapped up in our king Fabio. Requirements
Let it be known, combat is beyond secondary for him. If he stands in the back and smiles like Chip Skylark holding a crossbow the whole fight, that is fine by me. That being said, if you can fit showy swordsmanship to woo the ladies into his arsenal of tricks, please do. I was thinking the most effective way was to go bard, but feel free to show me otherwise. This character will be in two campaigns; one is a level 20 dungeon crawl where the party "has all of the bases covered, make whatever you want". The other is being brought into the Mummy's Mask AP. That party will be loosing a tanky character in the form of a Huntmaster Cavilier. With that, feel free to...
Spoiler:
Arcane Training Half-elves occasionally seek tutoring to help them master the magic in their blood. Half-elves with this racial trait have only one favored class, and it must be an arcane spellcasting class. They can use spell trigger and spell completion items for their favored class as if one level higher (or as a 1st-level character if they have no levels in that class). This racial trait replaces the multitalented racial trait. If I am reading this correctly, a half-elf Cavalier could choose Wizard and can use any wand/staff/scroll/etc on the Wizards spell list without a UMD check. I understand that means you would not gain any favored class bonuses. Is my thought process correct?
The War Scholar monk archtype sounds like it would work here, and it gets you abundant step at level 7 while staying single class instead of level 9 when going in HW. You also gets the inquisitors solo tactics and you can effectively make any terrain a favored terrain with TONS of variation with the rapid planning ability. The archtype gets rid of flurry of blows and all the unarmed strike bonuses for martial weapon prof. and the ability to use light armor and still use fast movement and monk AC bonuses. So you can still have the look of a samurai but get the abilities earlier and (at least to me) with more freedom.
If you want to focus on making Color Spray good later on, I would suggest taking a level dip into Oracle with the Heavens mystery and take the Awesome Display mystery. This makes color spray a viable spell up to double digits, assuming you keep up with your Cha score. Not to mention the mystery works well with many good sorcerer/wizard spells.
Why does everyone want to nerf the summoner? The summoner and Eidolon have a GLOW RUNE on their forehead. Many intelligent creatures would be able to make a check that would say. "Oh, that big scary beast and that guy in the back have the same shape on their head, I bet if I kill the squishy caster the big scary beast will go away too!" At least, that is how I always let the party/NPCs handle summoners. To be fair, I don't allow the rune to be concealed in a mundane way like the book allows. A hat or hood covering it would grant perception checks to notice the glowing rune on the casters head. Make-up does not conceal the rune.
Name: Ji'an Nethair
Spoiler:
The Captain of Ghost Ship managed to grapple her with his trident and she barely escaped him with her life before running into his hoard of undead. Name: Okrin Wywier
Spoiler:
After mourning the loss of Ji'an, the next morning the crew of the Free Joker spotted a vessel and decided to take out their anger on the pour vessel. As soon as they boarder they discover their mistakes as the caged manticore was released. The fight was fought hard, but the party who was now one striker short fell, resulting in the TPK. Tonight we start again with new characters, right before the fight that fell Okrin.
My favorite character was my first character in table-top RPGs. His name was Vlad and was a generic human fighter. Everything he did was epic, whether it was epically awesome or epically horrific. Epically Awesome: Jump off a cliff after someone who stole a relic from a church that was not even his god.
I have seen many amazing threads over the years of goblin songs of eating babies, killing horses, and setting everything on fire. What I have not seen are many songs for a PC goblin. Currently I am playing a Goblin Alchemist/Fire Bomber in the Shattered Star APG with the Exchange Agent trait, most of the others in the Pathfinder Society are not a fan of a hated goblin singing songs about eating their young, but I can't just ignore that part of their heritage. TL;DR - Any good songs or short verses a PC goblin can call out in a NON-evil campaign? Bonus points for songs that include Pathfinder Society Lore
Magical Lineage:
One of your parents was a gifted spellcaster who not only used metamagic often, but also developed many magical items and perhaps even a new spell or two—and you have inherited a fragment of this greatness. Pick one spell when you choose this trait. When you apply metamagic feats to this spell, treat its actual level as 1 lower for determining the spell's final adjusted level. (PRD) Merciful Spell:
You can alter spells that inflict damage to inflict nonlethal damage instead. Spells that inflict damage of a particular type (such as fire) inflict nonlethal damage of that same type. A merciful spell does not use up a higher-level spell slot than the spell's actual level. (PRD) I know it is not really in the spirit of the game, but does that mean I can take Magical Lineage, select Magic Missile and take Merciful Spell; then at level 9 for a level 0 spell get 5d4+9 (nonlethal) at a range of 190ft?
With that being said, maybe talk to your DM about starting him as if he was 4th level for casting (so he could cast level 2 spells, but with the limitation that you roll a die to figure out what spell he casts. Or you could convert the 3.5 wild mage and add/subtract the stuff that does not suit the character. Since the only way to go about this is some sort of homebrew it seems, might as well go all out?
yeti1069 wrote:
I would suggest making the character like a normal character. Schmendrick seemed to get it close everytime (at least from what I remember, it has been years since I have seen the movie.) The character comes out in RP. You can say you are casting open/close, but IC, have him act as he does and be surprised when it works. Every now and then use the wrong spell for RP reasons. Personally, limit them to level 0s but waste a higher level slot when the RP feels right.
Barry Armstrong wrote:
I would rule you are welcome to take the feat, but it has no affect because clouded vision does not allow your vision to extend beyond 60ft. Even if you miracled away the curse, you would no longer have the darkvision and would loose the pre-req for the feat and it would get tossed... And yes, I would rule that a miracle removes the whole curse, bonuses and all, not just the negatives of the curse. Actual divine intervention may vary. EDIT: My preferred curse is haunted, the bonus spells are handy and a handy haversack / efficiency quiver can easy things for you. And your oh-sh!t-I-need-you-often item, throw it in a glove of storing.
Maybe it is this feat? Not sure if this write up is homebrew or not. I only googled [[feat "School Focus" -metamagic]] sans the brackets. Edit: Also, it seems like you have been hunting on a ton of forums over the past few days for this feat, somehow with no luck.
Just last night two members of our party got baleful polymorphed into chickens while the rest of the party was out doing stuff. We were put in cages and sold to a chef (Who was not an embodiment of the Swedish Chef at all). We proceeded to escape, running out of the restaurant. Low and behold, our other party member was in the restaurant and and he had happened to order the chicken that was running past his feet. So after being nearly killed by our own teammate, we managed to escape and find our way back to our boss to transform us back. Watching a chicken use color spray and sotto voce is hilarious by the way.
Tim4488 wrote: I worry that Circular Thrust is a bit weaker than Armor Training. Enemies wielding shields are a lot more circumstantial than a bonus to the armor you yourself are wearing, especially in a campaign that uses more monsters than humanoid NPCs. Other than that, it looks good to me. I can take that hit to duel-wield falchions.
The reason I ask is becuase I am playing an oracle in a campaign where oracles are hunted down by all religions for unknown (to us) reasons. Oracles know that, and choose spells that can make them appear to be a sorcerer and hide the best they can. It is weird how so many sorcerers in this world seem to have had tragic accidents...
Archpaladin Zousha wrote: The character is intended to be human, so Arcane Archer wouldn't be an option. I don't know if the Adopted racial trait allows you to take it, but even if I did, the core concept is the character was adopted by a dwarven family, not an elven one. That pesky Elf-Only clause was removed years ago I believe.
Personal opinion; Fighter. With feats, archtypes, feats, weapon group bonuses, feats, armor training, and feats; the fighter can overpower a monk. WHile the monk is flashier with some interesting archtypes that allow you to make someone friendly for 20+ days just by touching them. In terms of damage output and defensive abilities, the fighter wins in my book.
About AleiraStats:
Aleira
Special Attacks hexes (cackle[APG], evil eye[APG])
Spells known
Cat:
Cat N Tiny magical beast (animal) Init +2; Senses low-light vision, scent; Perception +5 -------------------- Defense -------------------- AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size) hp 7 (1/2 master) Fort +1, Ref +4, Will +3 -------------------- Offense -------------------- Speed 30 ft. Melee bite +5 (1d3-4), 2 claws +5 (1d2-4) Space 2 ft.; Reach 0 ft. -------------------- Statistics -------------------- Str 3, Dex 15, Con 8, Int 6, Wis 12, Cha 7 Base Atk +1; CMB +1; CMD 7 (10 vs. trip) Feats Weapon Finesse [b]Skills Climb +6, Heal +2, Intimidate -1, Perception +5, Sleight of Hand +3, Spellcraft -1, Stealth +14, Use Magic Device -1; Racial Modifiers +4 Climb, +4 Stealth SQ improved evasion -------------------- Special Abilities -------------------- Improved Evasion (Ex) No damage on successful reflex save; half on failed save. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Scent (Ex) Detect opponents within 15+ feet by sense of smell. Background & appearance:
Aleira’s mother, Nivennia, always claimed to be a member of a noble house. Which one, however, changed each time she told the story of how she’d had her birthright stolen away from her. Undeniably, the woman had a noble’s voice and mannerisms, at least when she wasn’t midst of one of her shiver-induced hallucinogenic hazes. Aleira was born in the Midland district of Korvosa to an unknown father. Nivennia was young at the time and managed to scrape together enough coin to live and bring up her young daughter, principally by singing and dancing in the various district’s inns. During these early years Aleira was happy and, though they were poor, the girl was well fed, well clothed, and always had a warm place to sleep. Aleira’s life began to change when she was eight. It was then that Nivennia was introduced to shiver by Gaedren Lamm, a despicable low-life who’s regular haunts included the shadier taverns where Nivennia sometimes performed. Before too long Nivennia had become addicted to the drug, supporting her habit, at first, by selling off her possessions and then, as she became increasingly less able to perform, by turning to prostitution and small time crime. Meanwhile Aleira, of course, was neglected. It was only days before the end of Nivennia’s short life when she finally traded her daughter to Gaedren for the dose of shiver that finished her. For several years Aleira worked as one of the old man’s “Little Lamms”. As an insolent child, who blamed Gaedren for her mother’s death and the sorry life she now lead, Aleira was frequently cuffed and beaten during this time. As Gaedren himself became more twisted and bitter, the beatings became steadily worse until, one night when the old man was drunker than usual, Aleira received the final beating that come close to killing her and left for dead on a rank garbage heap. It was as Aleira lay in the filth, her life slowly slipping away, that she first let her consciousness free itself from her pain-wracked body. Disembodied, her spirit wandered the alleyways and merged with the life of the city around her. Aleira felt the pulse of the city fill her, filling her awareness the swarm of minds that made up the city’s soul; nobles, beggars, street peddlers and sailors; Humans, elves, halflings and other races; the crows, mice, gulls and rats that scavenged for garbage and scraps throughout the metropolis. Most strongly of all, she sensed the cats that hunted the city’s vermin. Feeling a strange, warm sensation against her face and filling her body, Aleira returned, suddenly, to consciousness. Opening her eyes she was confronted with a small black and white kitten, its nose marked with an uneven white stripe. The cat stared at her for a moment, its yellow eyes inscrutable, before it pushed its way forward, licking her face and then settling down in the crook of her body and beginning to purr loudly. Over the next weeks Aleira slowly recovered, huddling cold with the cat in the lee of abandoned buildings and begging for food. The she like this for several years, always avoiding Gaedren’s Little Lamms but doing her best to help the street children and homeless denizens of the city using her newly-discovered magical gifts. Earning coin by magically mending clothes and healing the sick and injured she eventually managed to find better lodgings and make something of a normal life for herself. Aleira is young at 18 years-old and still bears the scars of her beatings on her body and face. She has the raven-black dark hair of her Chelaxian heritage, which she cuts short to help avoid the unwanted attention of the city’s male population. Aleira wears a simple dress and shoes that do not stand out amongst the city’s general population but always carries a number of daggers about her person (two hidden, two at her belt) to protect herself. Aleira is always accompanied by, her black and white cat familiar which she simply calls “Cat”. Harrow Card: The Peacock. Zellara divined "The Peacock means an object or person of great beauty, but that beauty is fleeting and must be preserved even if it means stopping time itself. One who is lovely but vain will try to gain power to maintain herself. |