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So for those (like me) who are primarily interested in the book for the Constructed Pugilist, I can clarify a few things: -You can get the Grapple Launcher @L1 -The rest of the options for upgrading your arm are... disappointing. Some may enjoy them; lots of +X numbers. -Your brawler level beyond the first has no bearing on your ability to add magical enhancements. A Brawler 1/Other Class X can still put a total of +10 on it. -The grapple launcher can't be used with full-attacks, but lacks any text forbidding full round actions which are similar to full attacks but do not count as them - such as Spell Combat. With this in mind, it is a new and prime choice for dipping brawler if you only care about the grapple launcher. Take for example, Brawler (Constructed Pugilist) 1 / Magus 1 >Activate Spell Combat >Cast your favorite 'Touch' spell. Chill Touch and (Rime) Frostbite will shine here due to the difficulty casting while grappled. >Deliver it with a whopping 40ft touch attack, and then resolve a grapple against that poor sap. >If you succeed, they are dragged to you due to the Grapple rules (any target you grapple from outside your reach, eg: lunge, is dragged into your reach without a contested check) >Continue your 'not-full-attack'. >At Magus 3 take 'Maneuver Mastery' to continue using the tactic. Bonus >The above nuance of the grapple rules means that anyone with this archetype can rip flyers out of the sky - regardless of whether they dip or single class. TL;DR
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So I was wondering which theme people might suggest for John Wick, specifically how pretty much everyone in the little world carved out by assassins knows of him and speaks of him fearfully. I'm torn between Bounty Hunter and Icon, leaning toward Icon. Bounty Hunter does what it says on the tin, and a fair job of it. But Icon seems to be closer to the 'Celebrity' status that John Wick has? Paired with a profession like Bounty Hunter, I thought Celebrity [6th] and Megacelebrity [12th] making it a pretty reasonable check even untrained to know who you are could serve as leverage or justification for an Intimidate check. ![]()
Thanks Deadman! I was looking at races, and I wondered: obviously Vesk isn't the most optimal race (that is Shirren or Dwarf I believe)... But can they be a servicable chassis for a Mystic? By and large, I was considering their unique natural weapon as being by-and-far a step above Basic Melee. Mystic doesn't care horribly about -1 Int. With weapon out of the way, being able to just jump straight into heavy armor with one feat sounds better on paper than 2 feats for Longarms (Prof. + Spec.) or 3 feats for Advanced Melee (Prof. + Spec. + Heavy Armor). I'm not convinced that Operative Weapons are worthwhile to anyone except operatives. ![]()
Hi everyone! I wanted to know what people think of the Mindbreaker mystic? I haven't seen any guides crop up or even a rough rating for the various connections, but despite sounding like a blast in fluff... The mechanics come off as underwhelming? I was directly comparing it to the Overlord, and it feels like its abilities are grossly overcosted - why would I ever spend 1 RP and give a save to reduce a hit by 1 to 20 damage. Immediately after combat, I can get at least four times that value in stamina points! The third level ability seems pretty weak too - just 3 to 20 nonlethal? Do I have the right of it, and the connection is underpowered filler as is par-the-course for Paizo products? Or am I misunderstandint how abilities stack up in Starfinder? Thank you,
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The All-Seeing Orb wrote:
Wooo!!! Thank you, Mister Orb! ![]()
Hi everyone! Can you help me settle something about this focus talent? Necromantic Servant:
Necromantic Servant (Sp): As a standard action, you can expend 1 point of mental focus to raise a single human skeleton (Pathfinder RPG Bestiary 250) or human zombie (Bestiary 288) from the ground to serve you for 10 minutes per occultist level you possess or until it is destroyed, whichever comes first. This servant has a number of hit points equal to 1/2 your maximum hit point total (not adjusted for temporary hit points or other temporary increases). It also uses your base attack bonus and gains a bonus on damage rolls equal to 1/2 your occultist level. At 5th level, whenever the necromantic servant would be destroyed, if you are within medium range (100 feet + 10 feet per level) of the servant, you can expend 1 point of mental focus as an immediate action to cause the servant to return to full hit points. At 9th level, you can choose to give the servant the bloody or burning simple template (if it’s a skeleton) or the fast simple template (if it’s a zombie). At 13th level, when you take an immediate action to restore your servant, it splits into two servants. You can have a maximum number of servants in existence equal to 1/2 your occultist level. At 17th level, the servant gains a teamwork feat of your choice. A DM of mine has tried to tell me that despite the fact that this has the text "From the ground to serve you" and calls out specific statblocks and not templates, this acts in all ways as Animate Dead and requires a humanoid (human) corpse to use... who then replaces all of their stats with yours? Which one of us is right? ![]()
Rysky wrote:
Reading Greater Mutagen, here you can take them. Greater has no prerequisite, so you can even take it if you don't have Mutagen to begin with (though it does nothing so don't do that). Grand requires Greater, but otherwise has no 'Mutagen' requirement. From what I can tell, once you get Greater Mutagen, your +Dex / -Cha Mutagen is superseded by Greater's effects, but still keeps being considered a 'Mantis Mutagen' for the discoveries of the Archetype. So, at 12th+ your Mutagen goes from Dex / Cha, to +6 / +4 / -2 / -2 as if it were a standard mutagen - due to 'Specific Trumps General'. It could be argued that Mantis Mutagen requires that you choose Dex as the +4 or the +6, making a +Con / +Str mutagen illegal, but that is sketchy by RAW. The key text is The alchemist’s mutagen now grants... and the fact that the prequisites are Prerequisite: Alchemist 12 - having an unmodified Mutagen is not mentioned anywhere. TL;DR - RAW says, yes, you can select Greater/Grand/True Mutagen as a Crimson Chemyst. ![]()
ErisAcolyte-Chaos jester wrote: I think what it's meant to be is it lasts and behaves like a mutagen, except rather than a bonus to strength and a penalty to wisdom, it's a bonus to Dex and a penalty to charisma. The thing is, a normal mutagen is +Str, -Int or +Dex, -Wis, or +Con, -Cha. +4 / -2 in all respects. Greater Mutagen bumps this to +6 (Str, Dex, or Con), +4 (One of the two you didnt pick) and -2 (to both stats paired with the two you picked) Grand Mutagen bumps this to +8 (Str, Dex, or Con), +6 (One of the two you didn't pick), +4 (the last one), and -2 to all mental ability scores. With this in mind, I am not sure what you actually mean or if you are just misinformed. Hopefully the one who made thid archetype can chime in. EDIT After reading over Greater Mutagen, it seems that Mantis Mutagen is always +Dex, -Cha and then Greater Mutagen makes it +Str or Con, +Dex, and -Int, -Cha or just -Cha. It is unclear if you take the -Cha twice for a Dex/Con Mutagen Greater doesn't actually require you have an unmodified Mutagen, only that you be 12th level; it should work for this reason, as should Feral Mutagen. ![]()
Okay so I bought my copy of the PDF, but here is my question: With the Beastkin Berserker, do you have to select specific animals at each increment? Or if you pick say, a hawk, you can use it at any of the sizes for beast shape X? I have been looking through things, and there is a frighteningly slim amount of actual beasts that have Medium/Large/Huge forms; the ones that do are just templated one or two times, commonly with the Advanced and Giant simple templates. And since "Triceratops" and "Badger" are called out as the example of how specific your option is, it seems that you have to pick a specific kind of animal, and not say (Snakes) or (Birds) or (Wolves)? If that is the case, then you are basically forced to choose your next size increment form 2-3 levels before you can actually shape-shift into it, and you can't establish any kind of common theme without a lot of legwork. I want to hope that this can't possibly be how this is supposed to work. ![]()
Man, when I saw Blacksmith I got really excited. There is a character I made for a forum roleplay a long time ago, and until now there has never really been any class that fit him. I really wanna play this character, I have been waiting to dredge him up for years (almost 5). But the closer I look at this class, the more it seems like a crappy fighter with shiny paint. It's really disappointing. It gets no bonus feats, one save, about the same for class skills, 2 more skill points (but not much to spend them on due to Athletics sphere), but no direct always-on offensive features. You can say that it has them in talents and maintenance, but both of these are opportunity costs and maintenance can get turned off by the narrative and things outside the player's control. It gets only light armor and no shields, despite having class features that revolve around the use of shields. Everything but the Striker gets full martial weapons (Sage gets Monk, which is more-or-less as good), but this gets just hammers. You can make dozens of armor and weapons but can't use any of them unless you pay out talent taxes from Equipment Sphere. It doesn't get any free spheres, and an entire base Sphere (Berserking) is partly a dead sphere for them since they already get no-AOO Sunders from in class; no other class invalidates any sphere with their base features, and in fact all of them give a sphere related to their specific maneuver/style (See: Paragon+Guardian, Striker+Open Hand) and then build on part of that Sphere's base ability (See: Paragon+Challenge Upgrades, Striker+Tension/Unarmed Strikes. I can't really see the heft in the potential argument over 'Berserking doesn't fit because fluff!' when Berserking doesn't have any actual rage-related features in it (though it has some former Rage powers); mechanically both the class and the sphere revolve around hitting someone HARD in a decisive fashion. If Berserking got a name change to something like 'Colossus' there would be no leg to stand on about 'can't have because fluff'. ![]()
Honestly, I went Boar Style for Faux Bite + Claw through Slashing/Piercing unarmed strikes since I figured that 2 or 3 natural attacks was selling Pounce short and I'd get more out of it with TWF. Spirit Oni Master does not fit the build theme at all, though. Not really keen on being a half-orc, either... So here I am, getting irritated with Pathfinder's feat taxes and inflexibility as a narrative system. I have wanted to use Eerie Disappearance for a long time, and it is jack all good for rogues but great for stalkers with twisting fear. The build was mostly focused on being a weird in-my-head medley of Batman and Kraven the Hunter, maybe with a little Rengar thrown in. Sadly, I am not sure how to go about it, as Feline is amazing... But its only unique features are 2 + 18; mostly 2. Fun Fact: A Lv20 Feline Wildsoul with Signature Skill (Perception) can hear someone approach them while they are sleeping from 600 feet away before they take range penalties. TL;DR - Boar Style was there to give the teeth and claws of a pouncing Cat-man without actually using the mess that is Natural Attack PCs. ![]()
Hi everyone! I was hoping you might be able to offer me some insight about the Feline Wildsoul. I have included a link for those who have not yet bought Blood of the Beast which is, for the most part, an excellent book with only a few hiccups. Now, lets get to why I need help! I must admit, I am not the best optimizer so I am hoping that the people here can help me pick between Stalker and Avenger. My preferences is to Stalker, because my favorite Rogue Talent, Eerie Disappearance is a just a Vigilante Talent away. I want to make as best use of the free Mad Rush (Pounce!) I get as a Stalker, so my understanding was that my best choice here would be to go Two-Weapon Fighting... But that is where I am wondering if I am making a mistake, since Stalker does not have any innate accuracy bonus? My plan was to take advantage of Twisting Fear (see Spoiler) alongside Eerie Disappearance and Boar Style, Boar Ferocity, and possibly Signature Skill for Intimidate. Can Stalker get enough accuracy that this becomes a viable option, with the +2 from charging negating the -2 from Two-Weapon Fighting? Twisting Fear: Twisting Fear (Ex): Whenever the vigilante causes an opponent to gain the shaken, frightened, or panicked condition, that opponent takes an amount of nonlethal damage equal to the vigilante's reduced hidden strike damage, as the stress wears upon its body. A creature can't take damage from twisting fear more than once per round. Panicked creatures that take damage from twisting fear are too winded even to scream as they flee in terror. Only a stalker vigilante can select this talent. ![]()
Alexander Augunas wrote:
So, first off- I actually meant you! I am still newly dipping my toes into this whole world as more than an end-user, so I didn't realize that 'Freelancer who developed this archetype' and 'Developer for this book' could get mixed up. Secondly, thank you so much for printing this archetype. Thank you, thank you, thank you. And if you are the one who wrote Feline Wildsoul, thank you! Or if you know them, please, thank them for me. Both of these will be getting glowing points in my review. Third,thank you again for taking the time out of your day to respond to me! ![]()
Hi! I was hoping that the Developer behind First Mother's Fang can clarify if it is Nagaji-Only (but for some reason, does not state this or have any mechanic locking it to Nagaji) or if other races can take it? Mh understanding is yes, I can take it as Human because unlike the Kitsune one that says 'Kitsune Only', this has no such caveat and does not name itself a racial archetype? This will heavily affect my review for this product. Please understand and respect, I am looking for the Developer and only the Developer to clarify this. Thanks in advance for your time! ![]()
I have a few questions about the Dastard's Smoke Pellet- 1. Are they point-blank only? 2. If I premediate my plan more than a minute in advance, I will be able to look around and see whether I succeeded or not even if I fail the save? 3. Do they provide concealment / total concealment, like a regular smoke pellet? 4. Are they dispersed by wind? What speed? 5. Are they Multi-Use? 5a. Do they retain attunement after being used, if they are multi-use? ![]()
Thank you! One last question:
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Fuzzy-Wuzzy wrote:
While I am aware of that last bit, I saw the following on the page for Acrobatics, quoted below: Acrobatics wrote: These DCs double if you do not have at least 10 feet of space to get a running start. I was most worried about the interaction that the archetype says never considered to have running start and the talent says always considered to have a running start ![]()
Hi! So, I am at a bit of a loss with this archetype released in Inner Sea Intrigue- Frozen Shadow (Ninja Archetype):
Frozen shadows belong to a rare ninja clan operating in Avistan, having migrated to the Lands of the Linnorm Kings decades ago. Most members are Tian, Ulfen, and Varki humans, and they work as thieves, power brokers, and spies loosely guided by secretive masters with unknown agendas. Class Skills: A frozen shadow adds Survival to his list of class skills, instead of Diplomacy This ability alters the ninja’s class skills. Hardy Killer (Ex): At 2nd level, a frozen shadow has become incredibly inured to his surrounding climate. At the beginning of any day, the frozen shadow can spend 1 point from his ki pool to benefit from the effects of an endure elements spell. The frozen shadow does not treat any Acrobatics skill check to jump as if he had a running start, and at 10th level he cannot reduce the DC of Acrobatics skill checks made to jump by half.
Track Victim (Ex): Starting at 4th level, a frozen shadow adds half his ninja level on Survival checks to follow tracks and on Perception checks to see through disguises. Additionally, if the frozen shadow sees a creature that has changed its appearance using the Disguise skill, he can always attempt a Perception check to see through the disguise, even if the disguised creature did nothing to draw attention to itself. The frozen shadow also gains a +2 bonus to Will saving throws when attempting to disbelieve an illusion affecting a creature or creatures.
Swift Tracker (Ex): At 8th level, a frozen shadow can move at his normal speed while using Survival to follow tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal
Ninja Tricks: The following ninja tricks complement the frozen
Advanced Ninja Tricks: The following advanced ninja tricks complement the frozen shadow archetype: assassinateUC, ghost stepUC, invisible bladeUC, master disguiseUC, and see the unseenUC. I am hoping someone can tell me if the bolded section is specific or general for the following tricks and talents:
My present understanding is that the Tricks/Talents are more specific than the archetype feature, as I can't possibly believe that it is intended that the DC is doubled for every single Acrobatics Check to Jump for my character's [i]entire life[/url]. If this is not the case, then I am very sad that Paizo printed another garbage archetype and hope they have better Quality Assurance in the future. ![]()
So, I was hoping to use the custom magic item rules, but I wanted to make sure I understand this correctly - a ring of Swift Girding as a Command Word item would be (1x1x1800g) or 1800g? Do my fellow advice board followers feel this is a poor investment, for a bodyguard type character? I also considered just getting a wand. I am planning to use it in conjunction with a Handy Haversack to be able to stow my armor for the night but suit up in a single round's actions. Thanks to anyone who clarifies this! ![]()
I could switch my 14 Con to Dex, but is that worth losing 20hp for +2 AC, Ref, Init, and some skills? Sadly, heavy armor is a no-no as RMA can only cast w/o spell failure in light armor. I went Slayer for the pre-reqless TWF feats, and picked it over ranger because I dont like Fav. Enemy or Fav. Terrain. ![]()
I was hoping that some friendly people could help me with my Red Mantis Assassin Specifically, I'm looking for advice on my spells. General advice is appreciated though. I'm using the Cleaner Archetype and am also a VMC Rakshasa Bloodline Sorcerer. This is my first time ever building a PrC, so I'm a little lost. I don't care if my build is the MOST OPTIMIZED EVER, but I'd like to be useful in and out of combat enough that I won't be dead weight. Preferences for out of combat power over in combat power, though. ![]()
Hi! I was hoping for some simple advice for a build I am putting together. Half Orc Bloodrager VMC Heavens Oracle, Intimidate / 2HF build, Abyssal Bloodline Now, I already have a curse picked out but I wanted to know what the good people here would suggest for the order I take revelations, or if any of them are not worth a feat-equivalent. I am interested in- Coat of Many Stars (Su): You conjure a coat of starry radiance that grants you a +4 armor bonus. At 7th level (Character Level:13, 17), and every four levels thereafter, this bonus increases by +2. At 13th level(Character Level:19), this armor grants you DR 5/slashing. You can use this coat for 1 hour per day per oracle level. The duration does not need to be consecutive; it can instead be spent in 1-hour increments. Guiding Star (Su): Whenever you can see the open sky at night, you can determine your precise location. When the night sky is visible to you, you may also add your Charisma modifier to your Wisdom modifier on all Wisdom-based checks. In addition, once per night while outdoors, you can cast one spell as if it were modified by the Empower Spell, Extend Spell, Silent Spell, or Still Spell feat without increasing the spell’s casting time or level. Lure of the Heavens (Su): Your connection to the skies above is so strong that your feet barely touch the ground. At 1st level, you no longer leave tracks. At 5th level(Character Level:11), you can hover up to 6 inches above the ground or even above liquid surfaces, as if levitating. At 10th level(Character Level:16), you gain the ability to fly, as per the spell, for a number of minutes per day equal to your oracle level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. Star Chart (Ex): Your copious notes contain a working model of the night sky expressed in artistic scribbles and arcane mathematical formulae. Once per day, you may spend 10 minutes contemplating your star chart to gain the benefit of the spell commune. You must be at least 7th level to select this revelation. (Character Level:13; Next Revelation:15, 19) ![]()
So, I am making a linguistics focused character, and I was hoping to get some advice on two feats I was considering taking. My stats are 18/10/16/14/14/7 My class is the Living Monolith Prestige Archetype, and with few skill points I am trying to make Linguistics the workhorse of my build. The class has Full BAB and 2+Int skill points. Skill Unlock(At the bottom of the page) Are these feats worth taking? So, my first question is if Orator will allow me to make requests of someone whose attitude I have improved or not? My second question is if Esotheric Linguistics is worth buying scrolls for, or having simply to be able to use scrolls we find? My third question is what scrolls might be useful? With my ability scores I can cast 1st through 4th Druid, Wizard, Magus, Witch, Cleric, Inquisitor, Psychic, Ranger, Shaman, Spiritualist, and Occultist with Esotheric Linguistics. Potentially archetyped versions of the Cha-casting classes as well. I won't need a ton of feats (I am thinking just power attack for combat) so is there any VMC that might benefit me? ![]()
Hello fellow pathfinder players! I was hoping someone could make a suggestion for me about something. I really like the thematic of Vermin Rider and Empty Caste, and I wanted to know if there was a way to combine the two of them suitably without too much hassle? My first instinct was a two to four level dip in Empty Caste paired with Vermin Rider, getting some sneak attack and one or two ninja tricks. Boon Companion should be able to bring me back up for the mount progression and the extra dice would likely outweigh the dipping cost to cavalier challenge. Empty Caste:
Empty Caste (Ninja) Every dromite is born into one of the castes, determining part of their abilities and resistances, and to some degree also what possibilities open up to the individual. Yet, the Queen has the ability to manipulate her offspring, giving birth to dromites with no caste, born to serve none but the Queen herself. Called the “empty caste” amongst those who have heard of them, they are the true weapons of the Queen. Bound to a life of honor and loyalty towards their hive, they strike like invisible daggers into the hearts of those that would hurt the hive. Special: An empty caste must take its first character level as an empty caste. All and None: Instead of choosing a single energy to gain resistance against and dictate the energy ray racial psi-like ability, the empty caste uses its active energy type. If the empty caste does not have an energy ray racial psi-like ability or racial energy resistance, this ability provides no benefit. Regardless, the empty caste’s chitin changes color to match its current active energy type, red for fire, blue for cold, white for sonic, and green for electricity. Charged Weapon: An empty caste of 2nd level can expend a use of its racial energy ray psi-like ability to charge a single melee or thrown weapon for 1 minute. During that time, the charged weapon deals +1d6 damage of the empty caste’s currently active energy type. This ability replaces the ninja trick normally gained at 2nd level, but counts as having a ninja trick for prerequisites. Ki Pool: In addition to the other abilities of using ki, the empty caste can spend a ki point as a swift action to regain one daily use of its racial energy ray psi-like ability. Cloud Mind: At 8th level, the empty caste gains the cloud mind ninja trick even though it does not meet the prerequisites. This ability replaces the ninja trick normally gained at 8th level. Cloud Mind (Ps): As a standard action, the ninja can expend a ki point to manifest cloud mind as a psi-like ability with a manifester level equal to her ninja level. The ninja must be at least 10th level to select this ninja trick. Code of Conduct
Additionally, an empty caste’s code requires that it respect its hive and queen, defend them, help them when in need and do whatever is necessary to secure the safety of the hive and queen. Associates: While the empty caste may adventure with allies, it avoids working with characters that are a threat to its hive and queen or with anyone who consistently offends its moral code. Vermin Rider:
Vermin Rider (Cavalier)
Raised in a hive, the vermin rider has a natural connection to insects and spiders, a connection that becomes even more intense as rider and mount are joined together with a bond similar to that which ones bound the Hives. Vermin riders often patrol the outskirts
Mount: The vermin rider can only choose a Giant Wasp, Giant Scorpion or Giant Mantis for his mount. Bound Vermin (Su): The vermin rider and his mount are under the permanent effects of mindlink. While bound to each other, the mount gains the same energy resistances as those of the vermin rider from his dromite’s chitin. This ability replaces tactician. Energized Mount (Su): At 9th level, the vermin rider can expend his psionic focus as a swift action to allow his mount to deal an additional +1d6 points of energy damage with its natural attacks until the end of the vermin rider’s next turn. The energy type is that of the energy type for the vermin rider’s chitin. This ability replaces greater tactician. Eternal Bond (Su): At 17th level, a vermin rider’s life becomes linked to his mount’s. As long as the mount is alive, the vermin rider is protected from harm. Damage in excess of that which would reduce the vermin rider to fewer than 0 hit points is instead transferred to the mount. This damage is transferred 1 point at a time, meaning that as soon as the mount is reduced to a number of negative hit points equal to its Constitution score, all excess damage remains with the vermin rider. Effects that cause death but not damage are unaffected by this ability. This ability does not affect spells like baleful polymorph, flesh to stone, or imprisonment, or other effect that do not cause actual damage. This ability replaces Master Tactician The Dromite Race can be found here. Cloud Mind is here. I planned on using Pack Flanking and Pack Tactics to get Sneak Attack on a charge. If anyone has played WoW, this character is largely based on the Klaxxi and I am excited to attempt playing him. Most of all besides general advice, I was hoping someone could suggest a Cha-based order besides Cockatrice. Is the Giant Scorpion noticeably better on a charge than a Mantis? I wanted to play with Mantis because I find them fascinating as bugs and the fly speed meant that I could avoid our parties issues with no room in Melee for people; flying ABOVE the target and using the lance's reach and ability to initiate my attack from any point in my mount's square to stab people in the head before retreating into the shadows. ![]()
Thank you everyone for your insight, it is greatly appreciated. With two psionic foci, would Psionic Shot / Greater Psionic shot be useful to me if I am not using my move action each turn? Adding 2-4 more D6 seems like a good trade for the two feats it requires. If I expend psionic focus during the attack, is it still treated as if I had my active creature type for disrupt pattern? It is my assumption that this is so, because nothing happens to elemental powers when manifested by a psion who adds metamagic - if these assumptions are incorrect then please enlighten me. ![]()
Hello everyone, I was hoping you could help me with a character I am building. I was given the opportunity to play a Lost Mind Cryptic (the archetype from Ultimate Psionics) and I need help deciding on feats and powers. I looked up a guide for Cryptics but the only one has not been updated or finished in a considerable length of time. I was told that the archetype is OGC, and have linked it below for that reason. Normal Cryptic: http://www.d20pfsrd.com/psionics-unleashed/classes/cryptic Lost Mind:
Lost Mind (Cryptic) You have seen the patterns inherent in the void, the meaning that hides inside the emptiness of every pattern. Your gaze has lingered upon the twisting tunnels of nothingness that permeates the space between the stars, and you have gazed upon a terrible beauty. In your mind stands a forest of dark trees, endless, their glass-leaves glittering with untold secrets, their bark the wishful thinking of the mad. You are lost in a maze of wonders, their inconceivable, unbelievable notions made real. You tug at the patterns that hold the world together and laugh as it all unravels in a beautiful dance of destruction. Powers Known: The lost mind gains know direction and location as a talent at 1st level. Insight of the Madman: The lost mind’s thoughts grant him unusual intuitive ability. He gains a bonus to Perception and Sense Motive equal to 1/2 his class level (minimum +1). This ability replaces trapfinding. Decipher Secrets: The lost mind’s glimpse into the void has allowed him to see the patterns in all writing, granting him a bonus on Linguistics checks to decipher a writing equal to his class level. This ability replaces trapmaker. Protection of Insanity: At 10th level, the lost mind’s glimpse into the insanity of the void grants him a protection against effects that would otherwise alter his mind. The lost mind gains a bonus equal to his Intelligence modifier on any saving throw to avoid being confused or on the Intelligence check to escape a maze or similar effect. This effectively means the lost mind adds his Intelligence modifier twice on the Intelligence check for maze (once for a standard Intelligence check, once from protection from insanity). This ability replaces hide in plain sight. Symbols of the Void: At 12th level, lost mind gains the ability to manifest the following spells as powers of the same level, even if he would not normally be able to manifest powers of that level. The lost mind’s manifester level must be at least double the power level to manifest the spell (for example, to manifest symbol of persuasion, the lost mind must have a cryptic manifester level of at least 12). 5th – Symbol of Sleep, Symbol of Pain
Insights: In addition to the normal insights available
Void Insights These insights are unique to the lost mind and his knowledge of the void. Many of them cause creatures struck by the lost mind’s disrupt pattern ability to have their pattern briefly contact the void, warping them in frightening or mind-altering ways. Disrupt and Dismay: When the lost mind uses his disrupt pattern ability, the creature struck must make a successful Will save (DC 10 + 1/2 the cryptic’s level + the cryptic’s Intelligence modifier) or be shaken for a number of rounds equal to the lost mind’s Intelligence modifier. This is a mind-affecting fear effect. Disrupt and Disorient: When the lost mind uses his disrupt pattern ability, the creature struck must make a successful Will save (DC 10 + 1/2 the cryptic’s level + the cryptic’s Intelligence modifier) or be confused for a number of rounds equal to the lost mind’s Intelligence modifier. Once targeted by this ability, a creature cannot be affected by it for 24 hours. This is a mind-affecting effect. The lost mind must be at least 8th level before selecting this insight. Enter My Mind (Ps): The lost mind gains mindlink as a psi-like ability with a manifester level equal to the lost mind’s manifester level usable a number of times per day equal to 3 + the lost mind’s Intelligence modifier. If the target is unwilling and it fails the saving throw, it is shaken for a number of rounds equal to the lost mind’s Intelligence modifier. Gaze From Beyond: By expending his psionic focus, the lost mind reveals the true depth of his insanity, inviting all those that meet his gaze to screamingly follow his path. For 1 round, the lost mind’s disrupt pattern becomes a gaze effect and allows a Will save (DC 10 + 1/2 the lost mind’s level + the lost mind’s Intelligence modifier). Those that make the save are shaken for one round, while those that fail the save take damage from the disrupt pattern effect and are confused for one round. Nightmare Made Flesh: The lost mind adds form of doom to his list of powers known. In addition, the lost mind can manifest form of doom once per day without paying its power point cost, but when used in this fashion the power cannot be augmented. The lost mind must be at least 16th level to select this insight. Overwhelming Disruption: When the lost mind uses his disrupt pattern ability, the creature struck must make a Fortitude save (DC 10 + 1/2 the cryptic’s level + the cryptic’s Intelligence modifier) or be paralyzed for a number of rounds equal to the cryptic’s Intelligence modifier. Once targeted by this ability, a creature cannot be affected by it for 24 hours. The lost mind must be at least 12th level before selecting this insight. Now, I am dead set on taking this archetype but what I really want to know is if I *must* manifest Disrupting Strikes at 10th level just to contribute to the party? The amount of uses that I can get per day of that power are disappointing and I hoped to use my power points to assist my party. With a large slew of ways to force stacking -2 to all rolls and other debuffs, does it matter if I am not doing excessive damage? Is Precise Shot / Improved Precise Shot required since I am targeting Touch AC? By what level do I *need* to have them? Any other feats that are required? The power list is disappointing. Are there any useful utility powers that could help my party? Any prime things to take with Expanded Knowledge? ![]()
Hello everyone, I was hoping you could help me flesh out a character. I have taken the Falconer and Skirmisher archetypes on a new 4th level ranger. While I am asking for help to make sure that the character is capable, I ask that no one tell me to replace the Falconer Archetype - I am set on that decision. What can I do to make the hawk effective for use? I wanted to choose the Archer combat style but am open to others. My intention for the character is to take opportunistic shots with my bow until foes reach charging range and then switch to using a Greataxe. I am of the understanding that 2HW combat requires very few feats to work. I was looking at the bodyguard archetype for my animal companion, as I planned to take Diehard due to getting the prerequisite naturally from my class. The idea of neither Ranger nor Companion being willing to die while the other lives is pleasing to me. Alertness is a nice bonus. With the Bird having obnoxious dex I was considering it also for the Combat Reflexes + Bodyguard combination. The bird will always be flying above the target enemy or next to my ranger, so I was believing that being able to add +2 AC on any attack a minimum of 3x per round might turn hits into misses? Am I over estimating the use of the feat? I believe that a set of barding with Benevolent enchantment could raise this up to as much as +7? A feat for additional traits on the AC (after it has 3 int) could raise this another +1 or +2. +1 for sure, with the combat version of Helpful. I am intending to play a human, and I wanted to know if the Heart of the Wilderness and Eye for Talent alternate racial traits might be a good fit for what I am doing. I have mathed it out and I could raise my animal companions intelligence all the way to 8 without resorting to magic. This gives me a whopping 18 extra tricks, which is enough to take every trick under Handle Animal with a few left over. This fits with my ideal that the bird be of increasing intelligence. Would I be better served by getting +6 to Dexterity? I am hoping not. With a potential surplus of extra tricks, I was looking at a 3 level dip into Hunter since my Falcon gets full AC progression instead of -3. I'd lose out on my fifth favored enemy, Improved Quarry, Master Hunter, a point of base attack bonus, and delay my ranger abilities by three levels. In exchange I would gain +1 Reflex and Fortitude, Outflank for me and my Companion, one free other teamwork feat I may changed as a standard action, and the ability to share teamwork feats with my companion, three minutes of Aspects per day, and the ability to cast 6 Orisons and 4 first level ranger or druid spells three or four times per day. Is this a good trade? There are a good number of teamwork feats that I would like to use, such as Pack Flanking. Combined with Outflank, I would gain a +4 to all attack rolls with me and my companion. If I do not dip hunter there is Pack Tactics that will allow me to do it without sharing with my companion but the tax is heavy - combat expertise, that feat, outflank, and pack flanking. This is in addition to not letting my AC get the bonuses. The above debate only has bearing if my companion is not considered flanking when flying above my opponent. I was unable to find any explanation for how flanking works when something is in a 3d space. Would my bird be considering flanking if he is in the square above a creature and I am in the square next to one? If this is so I can merely take outflank and be done with it. Alernatively, could I teach us both outflank and then myself Pack Flanking; using Extra Item Slot on my companion along with a Ring of Tactical Precision to share Pack Flanking. I am not sure if any of these are worth the effort, I am still new to Pathfinder but I like to make unique characters. Lhann (the character) is meant to be a budding strategist, using his intelligence to teach and control his Hawk and fighting in tandem with it; the hawk harrying the opponent by making a fuss instead of full attacking. I used Clever Wordplay to make Handle Animal key off intelligence instead of Charisma in order to support this theme. Since I am a human with a bird, I wanted to know if Huntmaster would be a a good feat to snap up. With no limit on hit die, am I correct in assuming that this would make my AC go above my current level all the way until 20th? I am not sure what would happen with a Effective Druid Level for an AC. It would raise them to 17 Hit die, so they would get health? Is there any particular skill that my Hawk should use its ranks on? I was going with Perception because I think of Hawks having keen vision when I imagine one. Is there any feat that would allow the Hawk to have an increased sight range? Lastly, are there any tricks that are integral for the Hawk to learn? I looked at Bombard but my knowledge of splash or projectile weapons is limited. Are there enough things it can drop to start a fight that it would remain relevant for a long while, if not the whole distance? Will the fact that the attack roll to drop it is BAB only mean that this trick is a trap? Thank you for your time and any assistance in answering these questions. Have a wonderful day everyone! ![]()
I have recently begun playing an Falconer Ranger in one of my campaigns, and having heard about the terror that makes Will the most important save to buff. However, an hour of searching has not given me any answer to a question and I now turn to the rules forum in order to acquire insight. If an animal companion becomes dominated, does the dominator still need to peform an Handle Animal check in order to make them attack the party? I am not certain why a BBEG would spend his spell on a Bird (I could see it for ACs like T-Rex or Wolf or such), but the question stands in my mind. How would the Exclusive trick affect the BBEG's ability to control the AC? It is my assumption that because the BBEG is attempting to force you to do something you normally wouldnt (take orders from someone other than the trainer), the animal would recieve a new will save as per the normal rules for dominate spells as I understand them? Lastly, can the BBEG command the animal at all if they do not share a language? Animals of intelligence 3 or more can learn one. Assuming that the animal has no idea what it is being commanded to do and the Dominate is not a puppeteering mind control such as by a telepathic creature, what would happen? I wish to thank anyone who responds in advance for taking the time to answer these questions, as they are important to me. Have a wonderful day everyone! ![]()
An Aegis can permanently make himself large at level eight, and huge at level sixteen - ninth level is the earliest I could take one of these feats. With a 1d8/2d8/3d8/4d8 (1/6/11/16) primary natural weapon, the War Hulk archetype just screamed to make him a vital striker rather than pick up a large / huge / colossal greatsword and give up the potential mobility. He can also pick up reach in addition to this, but lacks the dex for combat reflexes. The DM's campaign is homebrew overall, but what I really wanted to know is how reliably most monsters can make the BAB+10 save that either feat and/or dazing assault requires. Vital Strike affords exceptional mobility to my character, and the alternative is to use my unused move action for Psionic Meditation paired with the Psionic Fist feats. Which doesn't do anything but add 2d6-4d6 damage; better than power attack at the levels I take it (1 and 9) but scaling out to be ~equal or weaker in terms of pure damage. With every attack at Full BAB Vital Strike, it feels like power attacks - to hit is less punishing than it is to someone using iteratives. ![]()
Hello friends, I am set to play a Half-Giant War Hulk Aegis in my next campaign, and the new feats from the April AP came to eye. Are any of them that good? I am still new to Pathfinder so I am hoping someone else can chime in. Longshanks
I am especially looking to know how well Giant's Crush and Giant's Whallop scale, but insight on any of these feats is helpful. I am already intending to be a vital striker so Crush and Whallop have the potential to shuffle my build - I want to know that they are useful before I commit (take Power Attack over Psionic Fist at first level). The class in question is a full BAB class that can also make itself large at 8th level and huge at 16th level permanently/at will. Is being able to Daze a single opponent potentially every round excessively OP, or will the save be easy to make? What about knocking something prone? For what it's worth, the character in question is made to be a tank-ish person more than he is to compete in the DPR olympics. Thank you for your time. ![]()
Hello people, long time lurker and first time poster here. Is it possible to use armor spikes as a focal weapon? I've got a concept in my head to make a Bloodrager that is based on sonic spells (or things that can be fluffed as sonic) and he leaps around slamming into people in a manic rage when he bloodrages. We rolled for stats, so I have 17 / 15 / 16 / 11 / 11 / 15. The first game has not happened yet, so I can still rearrange these threads. I am leaning on Destined Bloodline and possibly the Steelblood. Should I go with two-weapon fighting to increase the number of attacks on the spikes? Is there a way to make them scale up to a dice-size usable for vital strike? Any other way I could realize this concept? I know that normally it would be better to go a 2h weapon and power attack. |