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I have a question regarding the spell Possession. The spell description says that you gain the hitpoints of the creatures you possess, but does that include the hitpoints which come from class levels or only the racial ones?

Possession


Awesome! I am trying to build a bloodrager based on natural attacks, with the draconic bloodline I gain wings while bloodraging, with the primalist archetype I'll pick up the rage powers which give more natural attacks.


Can I start putting ranks in the Fly skill at lvl 10, when I take the Fly spell?


Hi everyone!
Can I take the Powerful Wings feat if I gain wings through a bloodrager bloodline power (e.g. Dragon Wings (Su))?


Hi everyone!
Can I take the Powerful Wings feat if I gain wings through a bloodline power (e.g. Dragon Wings (Su)?


Hi Everyone, I am building an Abyssal Bloodrager and have just started looking into archetypes. RAW, can I combine Crossblooded with Untouchable and Primalist?


Hi everyone,
I am trying to build a Dex Gloomblade fighter which uses starknives as his main weapons and he's able to throw them efficiently. I read a lot of threads about Gloomblade weapon training and his interaction. For this build in particular I would need Ricochet toss, but I am not sure I can take it by RAW. For now I came up with something like this, but I am open to suggestions.

1 Weapon focus (starknife)/Weapon finesse/Quick draw
2 Starry grace
3 Skill focus (Stealth)
4 Weapon specialization (starknife)
5 Owl Style
6 Gloomstorm
7 Owl Swoop
8 Greater weapon focus (starknife)
9 Iron Will
10
11
12 Greater weapon specialization (starknife)
13
14
15
16
17
18
19
20


I was very confused to see that monster abilities often exceed DC guidelines. I guess I will just take an higher level demon and try to roughly compare the CR.


Hello everyone! I am trying to stat a CR 15 Succubus but I am facing some problem. While I find it easy to add class levels and adjust the CR, I still have issues while trying to advance monsters with racial HDs. The main problem I faced was the ability score adjustement. Following the official "Monster Advancement" guidelines, I can adjust the ability scores in order to reach the suggested damage and HPs. What happens when I try to advance a monster such as the Succubus, which also has Spell-like abilities? Do I have to reach suggested damage, AC, HPs and DCs or do I just focus on either the combat or the spell-like abilities?
Thank you all in advance


Melkiador wrote:
You aren't likely to find a perfect fit. In a game that already encourages 15 minute adventuring days, a character that is only strong 15 minutes per day is stock.

I am building an NP. While he doesnt have to be a perfect fit, it would we good to get at least an Escanor vibe, something like 1/day, considering only the noon power spike maybe?


How would you build Escanor from the Seven Deadly Sins? What level would you think he is? Do you have any idea on how to build him, possibly with some kind of Nova power? Third party material is more than ok if it works
Thank you all in advance


Taja the Barbarian wrote:
Trisagon wrote:

...

As you are the GM, you could just waive the '+5' limit on the amulet as a 'house rule': This would allow your fists to be as good as any weapon as long as you are willing to spend the gold.

That seems fair, thank you all for your suggestions!


Regarding handwraps, it seems it is a movement action. Read the answer of a developer (Luis Loza) here:
https://paizo.com/threads/rzs42duv?Martial-Arts-Handbook-handwraps


Daw wrote:
Whatever your potential plans for the NPC you need to at least think about balancing the possibility of the party gaining the item. GM fiat protecting GMPCs tends to cause hard feelings.

I am totally in favor of players using an item like that, and one of them already does. I just wanted to know if there is something RAW legal that could work.


I am the GM, but I like this character a lot and I would like to play him someday, so I am trying to make it as RAW legal as possible. He's a kineticist which uses both ranged blasts and kinetic fists, and I am trying to find a a way to get both the +5 enhancement bonus on attack and damage rolls (to overcome most DR types) + flaming, agile, ecc. If you have ideas, I would be glad to hear them.


Can I craft an Ioun stone which give a +5 enhancement bonus on natural attacks (like AOMF does)? If yesm how much would it cost?


thank you for your answer. Unless some other weapons or magic item comes up, I guess I am stuck with using storing gloves to unequip handwraps and then re-equipping them after combat.


Danny StarDust wrote:

It depends on the item stored. Does it take a full round action to "equip" an item, then it also takes a full round action to equip said item after retrieving it from the gloves.

I understand that, by logic, handwraps, brassknuckles and spiked gauntlets appear in your hands and not equipped, but is it listed anywhere what kind of action it is to equip them properly?


Hello everyone. I have a question that came to my mind while building a kineticist. Do gloves of storing automatically equip a weapon when used? I get that if I used them to store a longsword, for example, the longsword would appear in your hand and you could wield it as a free action. But what about spiked gauntlet? What about handwraps? Is it specified anywhere the type of action needed to equip them, or are they treated like any other weapon?


Thank you for your answer. I get that a spiked gauntlet woulddo the trick then, being a light melee weapon. From what I understand that would be only cosmetical, as I wouldnt add any damage from feats like power attack ecc. Is that right?


Hi everyone! I recently bought occult adventures and fell in love with the kineticist, but I am also confused about certain rule interactions.
1) Can a Kineticist use Kinetic blade to create a brassknuckles? What about handwraps?
2) Does Kinetic blade allow iterative attacks? If yes, do I have to spend burn for each attack?
Thank you in advance


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Hello everyone! Quick question: do u have to spend point from your eldritch pool to gain the bloodrager's bloodline abilities that are always active, even while not in bloodrage?


bump


I have read dozens of threads about the possibility of enhancing magi's Unarmed strikes via Arcane pool. Is there a FAQ or something that finally clarifies this?


I understand that RAW the spell is wasted, but to me it doesnt make too much sense. In my opinion it would make more sense that, if you miss the arrow, you dont do your normal arrow damage but you still do your spell damage, unless u roll a 1. Hitting a square is a very low DC, I dont get why the spell would be wasted. But we are here to discuss RAW, so there's no need for my ranting. Thank you for your help!


Thank you for your detailed answer!
What happens if I miss the target with a Fireball imbued arrow? Does the spell work anyway or is it wasted?


Hello everyone! I was trying to build an Arcane Archer and I met some diffulties.
1) The Arcane Archer's Imbue Arrow ability says you can fire an arrow as part of the casting. If I take a full attack action and quicken a spell to use Imbue Arrow with, can I both full attack and shoot an imbued arrow?
2) Vital strike is an attack action, is it compatible with Imbue Arrow? If not, is it compatible with Imbue Arrow + Quicken spell? If this second case is legal, do I shoot 2 arrows or just one?
3) Do an arrow shot with the Imbue Arrow ability deal normal damage + spell damage, or just the spell damage?


This character will use spears/javelins for setting reasons, but the blinkback belt is an awesome ideas! thank you!


It's just an NPC, so I just needed to make it rules compatible and I have no need for optimisation. I messed up and I read monk's proficiencies instead of flurry of blows text. Anyway, thank you all for your answers, you are the best!
Just one last question: Do I use Dex to hit and Str to damage or Str for both? This FAQ confused me


I am building a Monk who uses Flurry of Blows to throw javelins, but I dont understand if this is legal RAW. Is throwing a weapon the equivalent of an attack action? Can I throw multiple weapons as part as a full round action?
Ps. Quick Draw is a must, right?
Thank you in advance


I agree with you, but i didnt find this in the rules. I was asking cause there may be an in-game reason for this to happen, and I needed to know how to advanced them, but neither The Sideromancer not I found a table or a specific rule.


I tried figuring out the CR adjustment by comparing this template with other templates which give a breath-weapon, like:

Demonic Vermin: 1d6 per CR point. Wait 1d4 between uses. CR +2

Element infused Template: 3PP Material, 1d6/3 HDs. Once every minute. CR +1.
Given that an Half-Dragon already has a breath weapon (1/day), I'd say the adjusted CR should be somewhere between +3 and +4, probably +3. What do you think?


Thank you for your answer.
The creatures above are just examples,so there's no reason to worry about DR.


Hello everyone! I was trying to advance some monster I need for the game I will DM in a month and I encountered two problems.
1) Suppose I want to advance a Brown Bear (Animal) by adding 4 HD. This creature should now gain an ability score increase: if I put this in Int, the creature should now become a Magical Beasts, cause no animal can have an Intelligence score of 3 or more. Should i change Bab, Saves, ecc to adjust the creature for his new type?
2) Suppose I want to add the Vampire Template to a Dryad (Fey). What table should I look at, if i want to advance that Dryad (Fey) by adding HD, the Undead or the Fey one?
Thank you in advance


My bad, with "at-will breath weapon" I meant with no x/day uses limit, i would have still limited it like a dragon's breath --> "once and then wait 1d4 round".
I am not aiming for a super balanced CR, as it isnt a playable race, but since both allies and foes of the PC are going to get this template, I need to have a rough CR adjustement. it doesnt need to be exactly 1d6 per HD either, but somewhere between 1d6*(1/2 HDs) and 1d6*HD.


Hello everyone! For my custom setting, I need to modifiy the half-dragon template so that it gives an at-will dragon's breath. How should I change the CR modifier? I am also open to consider other templates which give an at-will breath weapon (1d6 for HD), either official, 3PP or Homebrew material. Thank you in advance


Hello everyone!
I am going to DM in a few months and I have decided that a part of the main plot will be revolving around this Major Artifact, the Codex of the Infinite Planes. I really like this item, but I would like to change the catastrophes in order to make them more destructive in the area around the Codex (keeping effects like Fiendish Vengeance (Balor/Pit fiend summoning) or Zombie Apocalypse) and removing catastrophes which befall the user alone (like Formless and Ultimate Imprisonment). I have not many ideas, I just need these new affect areas of at least 10/15 miles radius around the Codex. Do you have any ideas?


I have never been a huge fan of the Vancian system. In April i will DM a Pathfinder campaign and I wanted to change how spellcasting works; I looked for alternative magic systems and after Words of Power and Sphere of Power I found Elements of Magic (Revised). I really like this system, for both its flexibility and the fact that it will work very well for my setting. While reading the rules and trying to create custom spells, I noticed that it probably isnt very compatible with Pathfinder, mainly for the huge bonuses to AC, Saving throws, Temp HP ecc you can easily get, even at low lvls. I wanted to know if there's someone who managed to either use the system RAW and make it work or revised its content to make it really compatible with Pathfinder.


I'm the DM, I have no intention of giving it to the players. I just wanted to know, flavor-wise, what people thought about its catastrophes.
While some of those are clearly a one time only effect (such as the summoning catastrophes), others have the potential to be permanent, with huge consequences on the world.


Quick question: are the catastrophes described in this Artifact permanent?


Anyone?:(


Hello everyone! I am creating some demigod for my setting and I noticed the lack of pathfinder epic level progression for many classes. While classes like rogue gain additional rogue talents and sneak attack damage, classes like druids have nothing more to offer but highee spells slot. Since I have some free time now, I decided to make some epic level class, meaning that class advancement after lvl 20. I started with the druid, and I present here 2 of the paths the class can follow. The first is the Nature Spell Master, a spellcaster druid who doesn't use wildshape for melee combat and is heavily focused on casting. The second one is the Animal Master, a druid who channels his magic through his animal companion, giving him great ability score benefit but he doesnt gain any onther benefit and he lose some caster level. The third one, which i still I am creating right now, is the Wild Shape Master, a heavily wild shape focused druid who lose a lot of spellcasting ability but gains more forms to wild shape into and the rage class feature. I hope you like it, i am open to suggestions!

Nature Spell Master
LVL BAB Fort Ref Will Special Spells per day
1 0 2 0 2 Nature Assimilation +1 +1 level of existing divine spellcasting class
2 1 3 0 3 Bonus Domain +1 level of existing divine spellcasting class
3 2 3 1 3 Nature Assimilation +2 +1 level of existing divine spellcasting class
4 3 4 1 4 +1 level of existing divine spellcasting class
5 3 4 1 4 Nature Assimilation +3 +1 level of existing divine spellcasting class
6 4 5 2 5 Bonus Domain +1 level of existing divine spellcasting class
7 5 5 2 5 Nature Assimilation +4 +1 level of existing divine spellcasting class
8 6 6 2 6 +1 level of existing divine spellcasting class
9 6 6 3 6 Nature Assimilation +5 +1 level of existing divine spellcasting class
10 7 7 3 7 Bonus Domain +1 level of existing divine spellcasting class
11 8 7 3 7 Nature Assimilation +6 +1 level of existing divine spellcasting class
12 9 8 4 8 +1 level of existing divine spellcasting class
13 9 8 4 8 Nature Assimilation +7 +1 level of existing divine spellcasting class
14 10 9 4 9 Bonus Domain +1 level of existing divine spellcasting class
15 11 9 5 9 Nature Assimilation +8 +1 level of existing divine spellcasting class
16 12 10 5 10 +1 level of existing divine spellcasting class
17 13 10 5 10 Nature Assimilation +9 +1 level of existing divine spellcasting class
18 13 11 6 11 Bonus Domain +1 level of existing divine spellcasting class
19 14 11 6 11 Nature Assimilation +10 +1 level of existing divine spellcasting class
20 15 12 6 12 +1 level of existing divine spellcasting class

Spells per day: At the indicated levels, an Nature Spell Master gains new spells per day as if he had gained a druid level.

Bonus Domain: At lvl 2 and every 4 lvl thereafter, a Nature Spell Master gains a Cleric Domain between those in theNature Bond's Druid class feature. If the druid doesnt have an animal companion because he chose a Domain at lvl 1, he can choose to get the animal companion instead of the Domain. The animal companion is the same level as the druid. He can make this choice even if he has an animal companion granted by a non druid class: in this case he just adds his druid lvls to his animal companion to determine his lvl.

Nature Assimilation (Ext): The druid can draw power from nature around him: when in contact natural terrain (this includes air and water, but only if they arent enclosed in an artificial construction, like a swimming pool or the center of a building) the druid's caster lvl is considered to 1 higher. This Caster Level Bonus increase by +1 every 5 lvls.

Animal Master
LVL BAB Fort Ref Will Special Spells per day
1 0 2 0 2 Knowledge transfer, Incredible Vitality +2 -
2 1 3 0 3 Incredible Strenght +2 +1 level of existing divine spellcasting class
3 2 3 1 3 Ironskin +2 +1 level of existing divine spellcasting class
4 3 4 1 4 Incredible Strenght +2, Smart Companion +2 +1 level of existing divine spellcasting class
5 3 4 1 4 Incredible Vitality +2 +1 level of existing divine spellcasting class
6 4 5 2 5 Incredible Strenght +2 +1 level of existing divine spellcasting class
7 5 5 2 5 +1 level of existing divine spellcasting class
8 6 6 2 6 Iron skin +2, Size Augment, Incredible Strenght +2 -
9 6 6 3 6 Incredible Vitality +2, Smart Companion +2 +1 level of existing divine spellcasting class
10 7 7 3 7 Incredible Strenght +2 +1 level of existing divine spellcasting class
11 8 7 3 7 Improved natural attack +1 level of existing divine spellcasting class
12 9 8 4 8 Incredible Strenght +2 +1 level of existing divine spellcasting class
13 9 8 4 8 Iron skin +2, Incredible Vitality +2 +1 level of existing divine spellcasting class
14 10 9 4 9 Smart Companion +2, Incredible Strenght +2 -
15 11 9 5 9 +1 level of existing divine spellcasting class
16 12 10 5 10 Incredible Strenght +2 +1 level of existing divine spellcasting class
17 13 10 5 10 Iron skin +2, Incredible Vitality +2 +1 level of existing divine spellcasting class
18 13 11 6 11 Incredible Strenght +2 +1 level of existing divine spellcasting class
19 14 11 6 11 Smart Companion +2 +1 level of existing divine spellcasting class
20 15 12 6 12 Incredible Strenght +2 +1 level of existing divine spellcasting class

Spells per day: At the indicated levels, an Animal Master gains new spells per day as if he had gained a druid level.

Knowledge transfer (Ex): The connection within a druid and his animal companion is so deep he can communicate with his companion telepatically, to a 1 mile distance. Furthemore, every time the druid levels up, he can decide to sacrifice a feat and any number of skill points he get and give them permanently to his companion. If the companion dies this stream of knowledge go back to the druid who can so reallocate his skill point and chose a feat.

Incredible Vitality (Ex): As an Animal Master gains levels in this prestige class, his animal companion's Constitution score increase as noted on Table: Animal Master. These increases stack and are gained as if through level advancement.

Incredible Strenght (Ex) As an Animal Master gains levels in this prestige class, his animal companion's Strenght Score increase as noted on Table: Animal Master. These increases stack and are gained as if through level advancement.

Smart Companion (Ex): As an Animal Master gains levels in this prestige class, his animal companion's Intelligence Score increase as noted on Table: Animal Master. These increases stack and are gained as if through level advancement.

Iron Skin (Ex): As the Animal Master increase his power, his animal companion's skin thickens, giving him a +2 Natural Armor bonus which stack with all others. The animal companions gain this ability the first time at lvl 3 and every 5 levels thereafter.

Size augment (Ex): Once the Animal Master reaches lvl 8, the stream of natural energy between him and his animal companion become so powerful that the animal companion increase in size, gaining a +4 permanent bonus to Strenght and Costitution, -2 to Dexterity and an increase in size.

Improved Natural attack (Ex): At lvl 11, the Animal Master's animal companion strenghten one of his natural attacks as if he gained the Improved Natural attack feat. If he already has this feat, he can instead choose any feat his animal compaion can effectively use


which kind of action is required to detonate the marks?


That's awesome!thanks a lot! I am building my old druid which I left at lvl 11 and he's now returning in the campaign at lvl 18, this will help a lot!:D


Wait,lets see if i got that right. Lvl 8 druid,wildshape into an allosaurus (huge). Mythic powerful wildshape makes him become gargantuan. Is this right?


Mithic powerful shape lets you wildshape and apply the giant simple template. Does that mean that a lvl 8 druid can wildshape into a gargantuan animal?


thanks! last thing: can i take the extra path ability feat more than once?


Sorry for double posting, where can I find on the mythic feat who says i can take a normal feat? The only thing i could find was extra mythic feat, which specifies that you gain a mythic feat.


I am not at home right now, so i cant write all my character's feats. It's a monk, multiclassed with barbarian, specialized in dimensional dervish ecc feats ( no myhic options here) and dragon style feat chain and pummeling style feat chain ( no mythic option here too) I like his mobility, he will have something like 60 meters/ movement action ( monk bonus, barbarian bonus, mythic impossible speed active/ passive), so i wanted to take both Run and mythic Run feats, for pure roleplaying reasons.


Can I take a normal feat in place of a mythic feat?

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