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![]() I am looking to create a pure telekineticist in an upcoming game. My role will be as a scout, harasser and trickster first and foremost which is why blasting isn't that important. Looking over the wild talent Telekinetic Maneuvers I realized that it is a perfect fit for my character. So much so that getting a few grapple feats might be worth it in the long run. But there are two things that confuse me that I couldn't find the answer to. 1. If I make a grapple check to move an opponent how far can I actually move him. 2. Can I move him straight up into the air? 3. If I disarm an opponent using Telekinetic Maneuvers can I take control of the weapon somehow? Cheers guys. ![]()
![]() We're currently running a few simulations on the class and while I LOVE parts of it I can see how it could be improved rather easily. Improving the "base" form would be the main thing, since it has been pointed out that it isn't that rewarding. Giving it access to "Ooze aspects" that can only be used in its base form would be one of them, making the player able to mimic things ranging from the Cubes to Ochre jelly. ![]()
![]() I'll have the PDF tomorrow, so I'll be able to add something more to the discussion. One thing that I thought of though: The Oozemorph gets a lot of natural attacks but if it does take a humanoid shape there's nothing stopping it from picking up a two-handed weapon, a the Multiattack feat and go to town. That could be a fun build. ![]()
![]() graystone wrote:
Awesome, I had forgotten about that option entirely! There's also the Extra Item Slot feat that makes it possible for our hero Ooze to indeed wear a helmet. And pants. ![]()
![]() graystone wrote:
The reason I did that was that it looked so similar to the Vigilante Brute except that the Brute specifically calls out that when it grows in size it doesn't increase its ability scores. The Rageshaper didn't so I assumed that it would get those bonuses. Was unaware of the mauler FAQ though, thanks for pointing that out. ![]()
![]() Robert Brookes wrote:
So happy to see that you've joined us Robert. I want to assure you that we're doing this because we absolutely love your archetype and would like to understand how it works in depth. If you don't mind could you explain your philosophy on how the Morphic weapons are meant to deal with damage reduction and competing with other alternatives? As I read it doesn't appear to progress in other ways except for giving you more natural attacks. Was it intentional that the natural weapons of this archetype should be given the same properties as the claws of a vanilla Shifter's claws would at the same level by any chance? Thank you for making this archetype btw. <3 ![]()
![]() J4RH34D wrote:
Good question and there are indeed benefits. One of them is that you can avoid precision damage, critical hits and flanking entirely. You literally have no weak spots. This coupled with the pretty huge DR/slashing (which you always have, in all your forms) means that rogues and swashbucklers will be almost useless against you. On level 4 you get a climb speed of 10 when in Ooze form as well so coupled with the compression (which you also get to keep no matter which form you take) you can make a terrifying assassin. Especially since no one would be able to identify you in a line up. :P ![]()
![]() Huh...Could someone who has the book double check one thing for me: I took a look at the Rageshifter on a whim (I again only had a few minutes with the book) and just realised that it appears to actually get two different sets of ability bonuses. Once by growing to Large size (which is just plain growth, it doesn't duplicate any spell whatsoever, and should according to RAW be +8 to strength, +4 to constitution and +2 NA) And once for the Barbarian Rage it enters. So that's a +12 to strength and +8 to constitution in total. If that's correct it really is like playing the hulk, especially the part when the player turns around a round later and practically wipes the party out. ![]()
![]() My GM just pointed out a very interesting flaw. The major ability of the class is something called *Fluid form*. It is this ability that governs the shapeshifting abilities and it is the one that states that when in an anti-magic field the character reverts to her blobby original form. Problem is: The ability is ITSELF supernatural. So going into an anti-magic field would do...What exactly? Turn the player back into their original race? ![]()
![]() CorvusMask wrote:
Yeah I'm super confused about the archetype as well. So much so I feel that it is necessary to start a discussion on it. Going to be filling in all info I can in this thread below, feel free to join and bring up any points you could think of. ![]()
![]() I had a bit of luck and got to see a glimpse of the new Shifter class (Ultimate Wilderness) and the its hilarious archetype: The Oozemorph of a friend's copy. For me who love to play quirky characters this is a Godsend, but there's plenty of question marks that comes with this archetype. So I thought we could have a this thread to brain storm and try to figure out how we should tackle the...unique challenges this archetype faces. First of all a caveat: I only got to pour over the base class and archetype for about 5 minutes so I might very well be remembering things incorrectly; this is all based on the notes I took so I apologise in advance if I messed something up. I should get to read it through again soon though. For those who haven't had the chance to see it yet: The Oozemorph is an inverse version of the regular Shifter. At level 1 you permanently lose your regular shape and become a new creature that's both your old type of humanoid and an Ooze. So for you count as both types for effects such as favoured enemy (ouch!) and other effects such as spells. Your new form is that of a shapeless ooze, you can't equip, carry or interact with items at all as far as I can tell. Nor can it talk, be sure to invest in linguistics for sign language! You do get to use Alter self to assume an humanoid form though, half your level times per day and with an hour/level duration. If you exceed that time you need to make fortitude saves to stay in that form. If you fail you revert back to your original form. The same happens when you fall unconscious. Later on this power can be used to access Beast Shape I & II and also Giant Shape I. The biggest question that arises for me is: How is the Oozemorph ever going to be a threat in combat? Granted at first level it gets two natural attacks which it can form from any part of its body, deals 1d6 of either bludgeoning, piercing or slashing. On level 6 and 15 it gets another one. All of these are primary attacks so we get to add our full strength bonus to them. Having said that they don't seem to get any of the other benefits that the other Shifters get. No way to pierce DR, no damage increase, no special properties. This gets worse if the Oozemorph is in its natural shapeless form since it can't wear any equipment at that time. Amulet of mighty fists? No dice! Granted it could just be that I missed something, but on the paper this looks like the major problem with the archetype. Someone elsewere mentioned that they get something called "Chemical touch" but I don't recall seeing that myself. There's also one thing that I wonder about. According to the bestiary Oozes are blind unless otherwise stated. The archetype doesn't mention it at all so...are they? ![]()
![]() Feros wrote:
That's AMAZING! I never cared for wild empathy as it was, animals are for eating anyway is what the ooze would think. The compression and the climb speed makes for an awesome infiltrator/assassin. Now if only there was a way emulate acidic touches the way oozes do you could be a great saboteur as well. ![]()
![]() Feros wrote:
It is easily the archetype I'm interested in the most. How does it fare in combat and exploration, Feros? Does it get debilitating attacks and things like compression by any chance? ![]()
![]() Unbegreiflich wrote:
I think so. The Ooze is your actual body after all. I have yet to read the book itself though, so I wouldn't know for sure; there might be something in there that says you can't. It would be fun to play an ooze with a hat though. ![]()
![]() This archetype must be allowed for PFS, just look how creative this got before most of us have even read its stats,
Now I think that in a pinch the shifter could probably write on the ground by scratching the letters into the wood/stone (which is a hilarious hook for evil GMs, who points out to the player half-way through the campaign that he's been leaving written clues behind every step of the way. XD) Also: Taking ranks in linguistics should be enough for simple signlangues right? Also what is *Chemical Touch?* If it is an ability that adds acid damage to the natural weapons of the shifter I definitely think that writing on surfaces should be easy. If it adds some sort of effect to the natural stacks I certainly see how the Oozemorph could be dangerous in combat. ![]()
![]() Wei Ji the Learner wrote:
Hmmmmmm... PFSRD wrote:
Bear with me here: Being unable to talk is a huge disadvantage, probably the biggest one for me. But as far as I can see there's nothing preventing the Oozemorph to take up an instrument, like a trumpet or harmonica, and use that to communicate at a distance. What I do wonder is which of these two forms is the "combat" form? The vanilla shifter gets his claws all the time, is it the same for the Oozemorph? ![]()
![]() Feels odd that the magical effects could occur from raw energy, nevermind that it is a big chance that you could get something that wouldn't fit, like doing extra acid damage with your fire blast for instance. I would advice against using the crit fail cards though and ask your player if he's fine with taking 1 point of burn instead. It's less dangerous but more impactful in the long run. ![]()
![]() QuidEst wrote:
That's a fair point. :) Well then could we have a "vague breakdown" of the class and its archetypes then. I especially would like to know what the Oozemorph can do. I would suspect that it'd trade claws for a slam, but other than that I wouldn't know as there's no *Ooze shape* -spells as I recall. ![]()
![]() Carnithia wrote:
Wait, is that even possible? If it would be possible to use melee touch spells at range (while shooting lightning/fire/ice/acid) that's an awesome start for a build! If we just consider adding extra damage/effects to "regular attacks" with the Mystic Bolts the rules state that: "abilities that affect all weapon attacks the warlock makes, such as the arcane striker warlock talent, function with mystic bolts." ...Which makes me wonder if there is a list of those effects. I know the gloves that were mentioned at the start of the thread that add 1d6 acid damage is a great choice, but there must be similar items/spells out there right? So far I've seen spells like bless being able to add a bit but there seems to be a lot that I'm missing. ![]()
![]() I'm pretty sure that I'm not the only one that wants to build a Mystic Bolt focused Warlock now that the class has been made official but I am stuck on how to make the whole thing viable. It is great that the ability is unlimited but I feel that it is almost always better to cast a spell as things are now, and I was hoping to have more utility based spells backed up by a really powerful arsenal of mystic bolts. This leads me to a question: What applies to these bolts? This passage is a pretty good explanation: Ultimate Intrigue page 60 wrote: Abilities that affect all weapon attacks the Warlock makes, such as the arcane striker Warlock talent, function with Mystic Bolts I can't think of many feats or spells that applies directly to the ALL weapon attacks one could make in a round. I guess that maybe the Startoss Style might work since the blasts are technically light weapons that you throw, but when it comes to magical items and spells I'm drawing a blank. Anyone else got any ideas? ![]()
![]() I've got to say that I love the Alchemist Toxicant Archetype. However in order to save my GM some headaches I thought there were a few question marks that needed to be straightened out before we continue playing. 1. For the first 3 levels my poison only last for one round as far as I can tell. Does stacking doses do anything at all since I technically don't have a duration to prolong? I'm curious as I will be having 3 attacks on level 3 and pretty good attack rolls. 2. Toxic Secretion states that it activates when the Toxicant is hit with a "natural attack or unarmed strike". Would this include grapple checks and touch attacks as well? 3. Are Swarms affected by this Toxic Secretion? It does makes saves as it was just one creature after all. 4. I've heard that you can "Stack" inhaled poisons from several sources but never seen how you actually use them mechanically. Can you just store several doses of poison in a big jar and throw it at the enemy and then have them suffer 5, 10 or 50 dozes at once? Heck maybe you don't even need a big jar, a small bottle might be enough considering that I can't find anything on the subject. FAQ? 5.Can the poison that you gather as a swift action be thrown on its own, sort of like flicking water at someone? The Alchemist does have the Throw Anything feat after all. ![]()
![]() Jakken wrote:
It's for times like these that I always pack either a lasso or a net if I can afford it. :/ What's your group and what do you have on you? ![]()
![]() Drakkiel wrote:
Yes that's correct, it does take three discoveries, although the other benefits of mummification, preserve organs and rag doll mutagen makes it worth getting for a lot of alchemists anyway. Besides, feather fall is so boring and slow. I'd prefer to hit the ground at 1200 ft/round and walk away from the crater smiling. Speaking of which, I'm pretty sure that you will still deal damage to whatever/whoever you land on. Elbow from the sky anyone? :P ![]()
![]() I just noticed something interesting regarding the Alchemist. I'm surprised that I couldn't any thread about this subject since it's plain to see once you read through all the alchemist discoveries. Anyway; it seems to me that an alchemist can become completely immune to falling damage once she hits level ten, have these two discoveries and is in mutagenic form. Rag doll mutagen:
Benefit: When the alchemist imbibes a mutagen, his body and bones become rubbery and easy to contort. The alchemist gains a bonus equal to his class level on Escape Artist checks, can squeeze through places as if he were one size category smaller, and can make a Reflex save (DC equal to 15 + 1 for every 10 feet fallen) to take half damage from falling.
At 10th level, all falling damage is considered nonlethal damage, and the alchemist can squeeze through places as if he were two size categories smaller than his size while under the effects of this mutagen. Mummification:
Benefit: The alchemist has mastered preserving flesh and applied this knowledge to his own body, turning himself into an undead-like creature. After learning this discovery, the alchemist must perform a 30-day regimen of a special diet, rigorous exercise, and drinking a mildly poisonous alchemical tea. At the end of this regimen, he falls unconscious for 24 hours, then awakens as a “living mummy.” The alchemist’s type does not change, but he becomes immune to cold, nonlethal damage, paralysis, and sleep. I know that falling damage isn't exactly the leading cause of death at level ten and above but I simply can't shake the idea of my alchemist falling at terminal velocity and then walking away like nothing happened. So would this work or is there some caveat I'm missing somewhere? ![]()
![]() Ah sorry I completely forgot about the build. :P I'm currently at level 5, about to enter 6 at the next meeting.
Not great rolls but not too bad either.
Since I'm a vivisectionist I mainly do damage through sneak attacks and since I got lucky and got my hands on an Agile Amulet of mighty fists
I had dismissed the idea of that Prc btw, but looking at it now makes it look interesting. I might take a few levels of it. :) Any further ideas would be appreciated though. EDIT: Just a thought: Would getting Rag doll mutagen, which turns falling damage into non-lethal and then taking mummification which makes me immune to non-lethal damage make me immune to falling damage altogether? ![]()
![]() I just realised something. You could take extra discovery again later down the line in order to get a tentacle. This opens you up for using a shield as well or you could even substitute the tentacle for a hand and keep a hand free for climbing, pulling a lever or even be a complete bastard and invest in crane style. ;) ![]()
![]() I have been playing a Vivisectionist/Beastmorph for a few levels now and the theme of this char is that she is becoming more and more unhinged every level, basically turning into some kind of Lovecraftian monster as the game progresses (I'm seriously considering adding in a few levels of Souldrinker/eater as well, partly to help finance her simulacrum factory and partly for the joy of having a souleating tumour).
The problem is that when I reach level 12 I have more or less run out of all the cool monstrous discoveries like vestigial arms and such but I still want to pile on the Lovecraftian, preferably without having to bring another base class into the mix. What I wonder is if there is any way my char could alter her body in ways like the grafts from DnD 3.5 or the Symbionts from the Eberron campaign setting without resorting to 3rd party material? My GM is a-ok with all of paizos stuff but no material from earlier DnD editions. Any ideas people? ![]()
![]() Its not dead yet; I found this page just now. :) I played through most of a long campaign as a Cad archetype and I think I must have used at least 50-60 different things as weapons, most notably I skewered a Kobold with another Kobold.
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![]() OK, I'll keep that in mind. Grimmwaldt has the appearance of a man on the run, albeit a very wealthy man. His dark outfit and leather boots looks like they have seen too many miles in too short a time. Among his torn up attire there is one item that stands out: A tiny, spotless doll stitched from unknown material. He sometimes sits still for hours just staring its eyes, seemingly taking no note of the rest of the world. Grimmwaldt does speak quite a bit when spoken to but he seldom starts these chats up himself and when the subject turns to magic he quickly gets defensive. 1d6: 1d6 ⇒ 6 ...And he's from Garicadia. Whatever he is running from might be nipping at his heels still. ;) ![]()
![]() Terquem wrote: well it is sort of funny that there are so many non PRD things that people want to try, and I've allowed other things, so why not, but I am put off, a little, by the decidedly Evil nature of that archetype Ah yes. It is a bit evil, but the character I had in mind is an pragmatic person that does not doesn't see the evil in being effective. He sees the undead, and the fear it brings out in other people, as a very potent weapon. I'm mixing him in on purpose with the other heroes as I believe that interesting discussions will stem from our interactions. But it is your campaign and if you don't want me to go this route I can rethink my concept a bit. :) ![]()
![]() Damn I'm late to the party. I would love to join up if I can. Looks like you guys need a caster. ;) 2d6+6: 2d6 + 6 ⇒ (6, 5) + 6 = 17
Question: Am I allowed to take the feat Extra Hex despite the fact that my witch Archetype (Gravewalker) won't have a regular hex at level one. I don't know if that is the case, just wanted to make sure. :) Edit: If not then I'll do some rework on my character, maybe switch class. I'm starting to write the chars backstory and map out skill points right away just in case. :) ![]()
![]() Redchigh: They can dismiss it, but I think that is a standard action. I could be wrong in this, though. The Simulacrum is completely subservient to me though and won't go against my orders. Joesi: You're right, I had actually missed that part. I'l probably have to rethink the idea of using them in melee. Fortunately enough they only cost me 100 gp per HD and 24 hours to grow so I can replace them more cheaply than some consumables. However I think I need to rely more heavily on spell slinging skins. The Melee ones can be used for delivering the finishing blow. Tony: That Fighter did. Booksy: Quite right, It's to defend my character, which I kind of like, and to send a message of sorts to the other player. ![]()
![]() Joesi wrote:
Oh don't worry, he won't be killing me anytime soon. ;) Yes I'm aware of that Skinsend is a personal spell but, like you said, infusion takes care of that. While Skinsend does weaken the creature significantly, and also grant a few perks, but the biggest bonus is in the surprise factor/fashion statement of wearing what appears to be flayed monsters. The biggest asset though is that my "Wardrobe" of monsters are secure in my secret lair where my personal staff takes care of the Simulacrum(s) while the body is left behind.
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![]() Booksy wrote:
The GM plays a world shattering wizard in a campaign where I am the GM so he'll probably let me have some leeway. ;) One possibility that I didn't mention is that while these things grapple I'm still free to take my own actions. I can probably wear him down with poisons and sneak attacks (Vivisectionists trade bombs for SA) as well. ![]()
![]() Thanks for the help. :) Booksy: We usually don't do PvP either but this guy deserves it. Having read through your guys posts I have begun to form a plan. I'll dress Vivi up in skins that have Level Drain attacks to wear him down first and then finish him off when he's too weak to defend himself properly. I'm thinking Succubus and vampire should I be able to get them. There is a new development btw: My DM and I don't know what difference is between Greater Alchemical Simulacrum and the regular version of Simulacrum. I mean the casting time and material cost is clear as day, but it's the last line from Greater Alchemical Simulacrum that is confusing: "The created simulacrum is a creature, not a supernatural effect." What in the world does that actually mean? James Jacobs answered this question in regard to the regular version of the spell: Ravingdork wrote:
Quote:
Still, if a magic item can be suppressed, can a magic creature? The fact that it is an Illusion spell really gets me hung up, because it suggests that without ongoing magic, the simulacrum couldn't exist at all. A simulacrum is not a real creature; it's a PARTIALLY real creature. It's more accurate to say it's a magical creation (this has no impact on the creature's type, though—that's set by the original creature). It's an illusion, but it's of the "shadow" type, which means that it's partially real as well. In any case, dispel magic clearly says that spells with a duration of instantaneous can't be dispelled, and in the case of simulacrum, that's exactly what it's duration is. ...But he didn't touch upon the Greater Alchemical Simulacrum version. I'm really confused as to what that actually means. Does anyone have a clue? ![]()
![]() I'm going to play a campaign with my friends in which there will be enough downtime to do some research/crafting/house building in between adventures. We will go from level 5 all the way to 20.
Now I first thought of this character as a regular Mr Hyde build using Weapon Finesse and an Agile Amulet of mighty fists to do damage in melee. However there is an idea that have been growing in the back of my mind. My character is portrayed as a beautiful young woman with a thick French accent and an affinity for dressing in large and expensive looking furs (which are actually for covering a Tumor Familiar and a tentacle). She refuses to ride and travels by the means of a permanent floating disk filled with pillows. Her name is Vivianne and she smiles like THIS.
Now here are the two things I need help with: 1. I want to use my downtime to create Simulacrums(sp?)of various exotic creatures and then use Skinsend on them to create a living, wearable ensemble to aid me in combat and freak out the other party members, looking absolutely smashing while doing so. ;) 2. One of my goals is to murder one of the players, a burly fighter that rubs my character the wrong way in every sense of the word. Thing is that while he's not a great grappler he does know that he can overpower my character pretty easily that way and he has implied that he'll do something much worse to her following that. Yeah. :/ So I was thinking of killing him off in the most humiliating way possible: Swallow whole. I'm going to wear a skin that will devour him should he ever annoy my char. And I probably will do it anyway at some point. There is a big problem with that though: Skinsend shrinks the monster's strength down to a pathetic 3. That is a huge problem when I want to grapple someone, even if the form has other advantages. Does anyone have a good idea for how I can remedy this without having to spend a lot of spells/extracts buffing the skin all the time? Technically I think it's legit for the skin to wear rings and other items, or at least benefit from them, but I'm not sure. There are also some other questions I am having trouble figuring out. * I can't see it in the description but I wonder what the skins of these creatures weigh. I guess it is quite possible to have them prop up themselves or to carry them around in portable holes, but it feels like something important to know. * Is it worth it to become a Clone Master as well as a Vivisectionist? Some of the abilities, like making clones of yourself, seem great but I see very little reason to want to have simulacrum as an extract when I'm planning on having the Alchemical simulacrum three as it is a lot more economical in the end. Yeah that's it basically. I appreciate whatever answers you guys can provide. :) Toodaloo!^^ ![]()
![]() Halfling Barbarian wrote:
Yes I have been considering taking Disarming strike for a while now, I was just unsure if I should go for it after I got Impaling critical or before. Combat patrol was a feat that I've never seen before but it looks awesome. I'm the mobile fighter in the group though so I'll recommend it to the tank. Thanks! :) Has anyone got thoughts on Impaling critical? :)
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