Counterfeit Mage

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So as far as I know EIDOLONs get to take a seperate exploration activity from their summoner. IE they can stealth wile the summoner scouts ect.

Now during downtime can an EIDOLON do an activity like earn income as long as it's able to do so within range of the summoner. Such as crafting or a service barkeeping singing/performance? Can the summoner effectively earn income twice?


So Questions

1: Can you use treat wounds on an Eidolon?

2: Does this count separately from the summoner ie do they now both need to wait 1 hour/10 mins before treated again?

3: If so can one use ward medic to treat both eidolon and the summoner at the same time healing them twice effectivly?

4: Does battle medicine work on them each separately?

Thankyou.


Ok I know the book is new but I think this needs a touch of clarification.

So Tendril strike allows for one action my Eidolon to make a strike with ether of it's attacks granting +5' reach. Ok that seems clear.

Growing vines (lvl7) gives all my Eidolon's melee unarmed attacks the reach trait.

Does this mean that my plant Eidolon can now do attacks at 15' using Tendril strike? or is Growing vines just useless? Or does Tendril strike do something different or have a limitation I am unaware of?

How is this all effected when I make my Eidolon large through a feat or spell?


I am working on a slidecaster magus concept and was wondering if there were any way to get Mobility (other than rogue dedication) or another feat that prevented AoO due to movement for a one handed weapon wielder at lower lvl than 10th?


Learn a Spell:

"You can gain access to a new spell of your tradition from someone who knows that spell or from magical writing like a spellbook or scroll. If you can cast spells of multiple traditions, you can Learn a Spell of any of those traditions, but you must use the corresponding skill to do so. For example, if you were a cleric with the bard multiclass archetype, you couldn't use Religion to add an occult spell to your bardic spell repertoire."

So can a Wizard be taught a spell that is shared between divine and arcane lists by being taught by a cleric? For example can a cleric teach a wizard fear if the cleric has it prepared?

Can a bard teach a Witch or a Sorcerer teach a Cleric?


So I was just considering some of the silly things a Baba Yaga witch could take for a familiar and thought what if I had a steel sheild as a familiar.

With 3 abilitus I could take Flight(who dosent want a flying aheild), Independent( 1 free action every round), and well anything else but speech or tough would likely take the slot.

Now this said could my sheild familiar that is (holding onto my arm) take a free action to drop me ie let go, then take it,s free action to raise itself?

It for sure couldn't sheild block but you wouldnt want it to. Would you get the +2 ac for raised sheild or no?

Regular sheild use does no damage to it so it shouldnt take damage for being used this way.

Final edit sorry typeing from phone so apologies for typos ect.


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So I was wondering if anyone had any advice on this build?
Leshy(Leaf) Fighter Barber

Str:18
Dex:12
Con:14
Wis:16
Int:8
Cha:10

Feats: Risky Surgery, Grasping Reach, Sudden Charge

Skills: Athletics, Surgery Lore, Medicine, Nature, Stealth

Start with Chain mail, get full plate ASAP
Great Axe and a few javelins.

I'm thinking of going Cleric dedication at 2nd to get shield and light cantrips as well as Survival and religion. I'd also get battle medicine at 2nd lvl.

3rd lvl fleet and increase medicine to expert

4th lvl sweep fighter feat

Damage should be pretty good with d12 as a fighter and d10 with reach(grasping reach) I'd be a competent healer out of combat right out of the gate with a +6 medicine (+8 with risky surgery) and after 2nd I can even heal in combat if there is am emergency.

I think the concept of a tree that chops down people could be fun and as a "Barber" he can also trim/prune people as well (manscapeing anyone).

Are there any major holes in the build? Something I missed?

Also at 5th with Axe mastery if I use sweep and crit both targets how much damage do I do with a +1 striking great axe

is it 2d12+4 +2d12 for Sweep to both of them or just one of them or what? The extra +1 for sweep applys to both targets and with a fighter's high to hit there should be a good chance for crits.


So I already know RAW If I took a heritage with imprecise scent then took the Feral background (which also gives imprecise scent, it wouldn't give me precise scent.

What I am asking is considering the treatment low light vision gets to stack and become Dark-vision in many instances would a character with precise scent be too op?

An Example would be a Hunting Catfolk with the Feral background. I also know they are uncommon and Rare choices respectfully but I am looking at how or if it would break the game to have a lvl 1 character with 2 precise senses.


So I was wondering if a former Baba Yaga Witch (ancient elf) who is a bard would be cool.

I would take Accompanist and later Flight speed on my (inanimate) Lute "Familiar".

This would give me a flying musical instrument that plays itself and gives me a +1 or +2 (if master) circ bonus to perform and would look super cool. And a bard that has a witch's flair/uncanniness and is known to give people the "cold" shoulder is just fun.

My biggest questions would be:

A: Would (in a non Society game) it make sense for there to be an X Baba Yaga witch. The character would be likely running away from that society and all that it entails.

B: Slightly rules related, if I can make any inanimate object my familiar could it be a masterwork instrument for the +1 item bonus to perform? Could it later be switched to a different item ie if I found a better instrument? Could it be a magical item?

C: Would it be better maybe to go witch with bard MC?


So I was trying to think of a cool idea for a fun fighter concept and this kinda wrote itself.

I started looking for a reach weapon with sweep for fun AoO and reach options. After looking hard at Fauchard I noticed bladed scarf. It is a TH reach weapon with disarm sweep and trip traits in the Flail group. I though this looks fun. As an uncommon martial weapon I might have issues with availability so I started looking at ways to get around that (Cultural/Feats) and noticed it is the favored weapon of Sivanah. Who's edicts include: show the beauty in illusions, pursue the nature of truth, respect the need for secrets. She is a N deity who accepts the full swath of related alignments. Her Anathemas are to use illusions and shadows to harm another creature, reveal a secret you have sworn to keep.

She has a minor Curse effect of: Your hair becomes a wild variety of colors, which cannot be altered with mundane or magical means, and it somehow grows out from under any cap, scarf, or other headwear intended to disguise it. You gain a –2 status penalty to Deception skill checks to Impersonate anyone else.

I also stumbled on the "rare" background Amnesatic and with this my character identity (or lack thereof) suddenly came together.

Cryptic Incognito or "Cync" to his friends is a tall 6'3" half elven man who looks between 18-24 (human years) with rather plain features except for his shockingly vibrant rainbow colored shoulder length hair that seems to shift colors and sometimes even move wile watching it.

Cync knows nothing of his past aside from his name and that he is a competent warrior specializing in the bladed scarf. His only other clue to his past is a well warn holy symbol of Sivanah that he has always worn. After some research he surmises that sometime in his past he did something to anger Sivanah (hence the hair) and now as he explores the world he trys to follow Sivanah's tenets so as to not further anger her and possibly regain her favor and regain his memories.

Here are my planned starting stats/skills

Name: Cryptic Incognito "Cync" Class: Fighter Ancestry: Human/Half elf
Str:18 Dex:10 Con:14 Int:14 Wis:14 Cha:10
Trained Skills: Arcana, Athletics, Crafting, Nature, Occultism, Religion
Languages: Common, Elvin, Dwarvin, Draconic (Note he has a qirk of taking on the accent of whomever he last spoke with for any decent length of time)
Feats: Elf Atavism(Cavern Elf), Sudden Charge, Shield Block

Equipment:
Chain Mail(get Full Plate ASAP)
Buckler
Bladed Scarf
Spiked Gauntlet
Regular Gauntlet
2 Hatchets
2 Light Hammers

Other basic equipment in particular a wooden or silver holy symbol of Sivanah

I plan to take Witch Dedication(Rune/Jerboa Familiar) and trick magic item at 2nd lvl for more fun mystery Train Stealth, Unconventional Weaponry-Bladed Scarf-(This might not be needed depending on the GM but gives credibility to having/using Bladed Scarf) if not needed might take Nimble elf early.
3rd: inc Crafting to Ex and take magical crafting
4th: Swipe(for fun reach and high hit shaniagins) and Specialty crafting Weapons or maby potions
5th: inc Str/Con/Wis/Int, Nimble Elf ancestry, Flail Fighter weapon Mastery, ex Athletics, train medicine
6th: Basic Witchcraft for enhanced familiar, Titan wrestler
7th: Fleet, Master Craft
8th: Basic Witch spellcasting, Impeccable crafter
9th: Elf Step, Master Athletics
10th: inc str/con/wis/int, Train Society, Combat Reflexes, Battle medicine
After 10th it depends.

So any fun suggestions to improve the character. I considered just being pure human versatile heritage and taking fleet at 1st lvl but I like the idea of Darkvision and being a half elf makes his age harder to pin down.
Fun note the Jerboa is tiny desert native Kangaroo like rodent and is super cute look it up it's crazy.


I know there have been many threads about Alchemists being weak ect I'm not gonna debate that instead I am asking as the title states if giving an alchemist all the benefits of 2 separate research fields would be OP?

I've seen the new 8th lvl feat that gives extra unlimited alchemical options I think wile it and several other feats in the APG are a step in the right direction it's not enough and comes too late for the poor Alchemist.

I really like the concept of Alchemists but have to admit they are slightly weaker than most if not all other class choices. I am tinkering with the Idea of giving 2 research fields at first lvl.

This wouldn't make the Alchemist more powerful but it would give it a touch more versatility which seems to be it's stock and trade anyway. Is this a good idea? Would it cause any problems? Would it make up for the classes inherent weaknesses?

I am also toying with allowing them to take Dex as their class att boost instead of int but keeping int as the "key" class attribute for class DC's ect.


Lets say you were an Ancient Elf wizard and for your ancestry took witch dedication at lvl 1. (Specify Arcane Patron and any thesis other than familiar)

Can I prepare wizard spells from the spells my familiar has or vise versa?

Do I need to keep a spell book and a familiar "Spell book" separately?

Do I need to learn/scribe the spells my familiar knows into my wizard spell book to use them with wizard slots and vise versa do I need to feed my familiar a copy of my spell book to cast any of my wizard spells with witch slots?


I'm thinking human adopted anc to Hobgoblin to take Remorseless Lash feat at 1st lvl Using heaviest armor available and a reach weapon. 18Str/16Cha 12Wis/Con 10Int/Dex.

At lvl2 Marshal Archtype will give exp Intimidate and access for dread stance at 4th.

What else can make this a super intimidating killing machine.


So I'm considering making a ratfolk rogue/thief with a little rat familiar and eventually want to get beastmaster with him for a Rat animal companion as well.

Their is currently no Giant Rat Animal companion option so I looked at the Giant rat entry in the beastery and comparing was able to get these stats using the "young" animal companion base stats with 2 advances:
Size Small Speed: 30 Climb: 10
Str:+2 Dex:+3 Con:+2 Int:-4 Wis:+1 Cha:+0
Low light vision, Imprecise sent 30'
Attack Jaws 1d6 (Agile/Finesse)
Skill: Stealth

Now my biggest issues are what would be it's support benefit and what would be it's advanced maneuver?

The beastery gives it filth fever disease but as a Ratfolk and how it would be well taken care of I am shying away from that. (But if that's what they have I can accept it)

I was thinking of just borrowing/stealing another animal's support/advanced but which one?

Top of my list would be Ape

Support Benefit Your "RAT" threatens your foes with menacing squeaks. Until the start of your next turn, if you hit and deal damage to a creature in your rat's reach, the creature becomes frightened 1.
Advanced Maneuver: Frightening Display

I find this works as many are afraid of rats all out of proportion to their actual size and threat. (Can anyone say ROUS's)

The other option would be the Vulture's

Support Benefit The "RAT" retches and vomits onto a foe within 10 feet. Until the start of your next turn, if you hit and deal damage to the target, the target must succeed at a Fortitude save or become sickened 1 (sickened 2 on a critical failure). The DC of the Fortitude save is 12 (or 14, if the RAT is a specialized animal companion) + your level + the RAT’s Constitution modifier.
Advanced Maneuver Feast on the Fallen

Now this would reflect the "sickness" aspect of Giant rats. Though I might make it adjacent instead of projectile vomiting lol.

What do you all think?


So I know you are not gonna make a fortune doing so but that said what is the best/fastest way to earn gold during downtime? Lets say at 7th lvl (cause it's the earliest you can have Master in a skill)

I think @ 7th lvl the best I can find is the Craft skill using Assurance (Craft) doing something you have specalty crafting and impeccable crafter feats.

Eg you are a crafter that specalizes in woodworking and get a job crafting wooden things such as funiture cabnets or whatever.

Assurance give a garenteed success roll of 23 (level 7 base DC) assurance even garentees that the dc will stay within success due to it ignoring modifyers such as uncommon or rare or if you don't have approprate tools). With Impeccable crafter anything you craft and get a success on becomes a crit so you earn lvl 8 gold. So that's 3 GP a day. Can anyone do better? Would there be any issues with this working as discribed?


So I just made a Halfling Rogue and decided to try dumping Str and Cha for Dex/Wis/Int.
With the stat flaws he looks like this.
Str 8(-1)
Dex 18(+4)
Con 10 (0)
Int 16(+3)
Wis 16(+3)
Cha 8 (0)
Took Tinker Background for Craft/Engineering lore and Spec Crafting (Snares)
At first lvl as a "Thief" he has all the skills except Performance, Deception, and Intimidation
Languages:Common, Halfling, Goblin, Gnome, Dwarf
Fort +3, Ref: +9, Will: +8
(A touch dicey vs poison, disease and fort spells but great otherwise)
Has an AC of 17(unarmored due to weight restrictions...low Str)
+7 Attack/+4 dmg with his main melee weapons and +7 hit/+0 dmg with shortbow
With a decent assortment of gear inc a healers kit and thief tools in bandolieers as well as 2 short swords, 2 daggers and a short bow with 20 arrows he still is only at 3.8 of his 4 Bulk encumbered.

For the first 4 lvls he has only one less Perception/Craft than anyone maxxed in these skills and only the fighter beats him in basic to hit.

He is a touch less resilient than preferred for someone who might often get into melee but his utility in undeniable.

So is this the ultimate crafty Rogue? I plan to go with Alchemist Dedication at 2nd for even more crafty power.

At 5th I plan on Getting Gnome ancestry with Cultural adaptability for a familiar for an extra set of hands and an extra infusion.

What would be any major pitfalls for this character?


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So my first game was a great success, got my 4 brand new to RPG's players their characters and started them all together on the road to Breachill. Frel, a gnome Merchent Divine Sorcerer with a chameleon familiar, Namestie Human Animal wisperer Tiger Style Monk, Rogar a Dwarven raised Human Teamster fighter and Alanon an ancient Elvin ranger/rogue bountyhunter. They all had heard about the "Call for Heros" and hitched a ride in a small caravan headed to Breachill. Of course they were attacked by Orc bandits on the way and dealt with them handily though the elf did get ko'd for a round by a lucky crit but the Gnome was able to quickly heal him up and they all really got a chance to shine from the Elf spotting the ambush and taking one out b4 anyone else could act to the Monk Tiger mauling two that were going for the Caravan master then calming the panicking horses and finally to the Fighter wiffing his first few attacks but then crushing the skull of one as it tried to flank him on his back swing with his AOO. They got to town and visited a few places of note. Sold the "junk" they got from the orcs at Quarters and bits and got a good deal with some bargaining from the gnome merchant, visited the archives and spoke to the archivist for a little history about the "call for heros" then went to the pickled ear for a terrible meal and some rot gut. Clemont (a local) tried to pick the fighters pocket and almost got away with it but the Monk noticed and grabbed him just before he dashed out the door. After recovering the poor fighter's coin pouch they just tossed him out the door, earning a free round of drinks from the barkeep who was worried things would devolve. Finally they retired to Cyaden's Keg to stay and did 5 days downtime paying for their stay and earning a few spare coins and allowing the party to buy a few common consumables before the Call to heros meeting. All told I think I got all four hooked and looking forward to next week.


So is this the best multiclassing race Ever....possibly even a contender for best race currently period.

With all the "Human/Elf/Half elf" ancestries unlocked plus starting with a multiclass feat this is super strong and has no real drawbacks and so many advantages.


So Shrink Item has a full day duration and can make an object up to 80 Bulk into a coin sized negligible bulk item.

What weird and wild shenanigans can we get up to with this.

1: huge bag of loot made into an ez carry using a large tarp and some rope

2: Massive bolder for dropping on enemies or just for blocking passages (note be sure it will fit b4 dispelling or it wont work. Also The object cant be used to attack during the process of changing but flying/climbing overhead and dispelling will cause it to fall on anything below.

3: An steel mesh(or silver or cold iron or Adamantine if you are rich) Net with very heavy weights covering a 10'x10' area to trap foes (again it's a drop from above)

4: A steel cage to be used both/ether as a defence for the caster from melee centric opponents or as a temporary holding cell for opponents.

Any more cool/neat out of the box ideas for this spell???