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Hi everyone. One of my players wants an ooze as animal companion. He found this 3.5 feat on Archive of Nethys:
Ooze Companion
Source Dungeon Denizens Revisited pg. 18
Your understanding of oozes has grown to the point where you can bond with one as a companion.
Prerequisites: Ooze Whisperer, animal companion, wild empathy.
Benefit: Add the following oozes to your list of possible animal companions. 7th—gelatinous cube, gray ooze; 10th—ochre jelly; 13th—black pudding. Because of its nonintelligence, an ooze companion starts with 0 tricks (only your bonus tricks from druid levels apply) and can only learn the following bonus tricks: attack, come, defend, and stay.
Any idea on where to get the stata of these animal companions?
Hi everyone! My character just reached level 20, and I am trying to wrap my head around Omnikinesis.
Omnikinesis (Su)
At 20th level, a kineticist transcends the distinction between the different elements and can bend all creation to her will. By accepting 1 point of burn (in addition to any burn requirement of the kinetic blast she chooses), she can use any blast wild talent she doesn’t know.
By accepting 1 point of burn as a standard action, she can change any of her wild talents into any other wild talent of the same category (such as simple blasts or defense) for 24 hours, ignoring any elemental requirements or restrictions (but not any other requirements or restrictions).
The elements I have are aether, fire and stone. Can I make a Plasma blast if I use Omnikinesis? What would I have to do?
Can I cast fickle winds on my small-sized ranger?
The text seems to hint at a no, but it seems quite weird to me.
Targets one or more Medium creatures/level, no two of which can be more than 30 ft. apart
Duration 1 minute/level (D)
Saving Throw none (see text); Spell Resistance yes
Description
You create a mobile cylinder of wind encompassing every target of the spell and protecting them as wind wall, but not interfering with them in any way. For example, arrows and bolts fired at the targets are deflected upward and miss, but the targets’ own arrows or bolts pass through the wall as if it were not there.
A Large creature counts as 4 Medium creatures for the purpose of how many targets you can effect with the spell; a Huge creature counts as 8, a Gargantuan creature as 16, and a Colossal creature as 32. This spell has no effect within the area of a higher-level wind or weather spell.

Hi everyone, I am playing an aether kineticist and I stumbled upon the aether puppet utility wild talent. While reading it, I did not exactly got what it meant, for example, that a Gargantuan animated object gained the abilities of a huge animated object. There isn't any ability listed in the huge animated object bestiary sheet, and the wild talent states that you do not get the construction points. Any idea?
Element aether; Type utility (Sp); Level 5; Burn 0
You use strands of aether to animate an object. You can animate a Medium or smaller object as an animated object (Pathfinder RPG Bestiary 14) with no Construction Point abilities (except for stone or metal [common], if the object is constructed of one of those materials). Each round on your turn, you must take a move action to guide the object, or it reverts to its inanimate state. By accepting 1 point of burn, you can pour a bit of your own sentience into the aether puppet, allowing the effect to persist for 1 round per kineticist level without requiring additional actions. At 12th level, you can animate a Large or smaller object, which gains all the abilities of the Medium animated object plus the additional attack ability. At 14th level, you can animate a Huge or smaller object, which gains all the abilities of the Large animated object. At 16th level, you can animate a Gargantuan or smaller object, which gains all the abilities of the Huge animated object, as well as the metal (mithral) ability if the object is made of mithral. At 18th level, you can animate a Colossal or smaller object, which gains all the abilities of the Gargantuan animated object, plus the metal (adamantine) ability if the object is made of adamantine.
I am trying to build a character that is focused to do the most possible damage with a a single arrow. Everything is allowed, even mythic, and 3pp but GM might want to check first. How would you build such a character?
Is there a way to increase the dice damage of an hornbow permanently, like impact does for melee weapons?
Hi everyone, I am having some trouble to understand how Blue dragons' storm Breath works. Here is the text:
Storm Breath (Su)
A wyrm blue dragon can use its breath weapon to create a storm of lightning. This functions as call lightning storm but the damage is 24d8. The dragon can call down 1 bolt per round as a free action for 1d6 rounds. The save DC is 32. Additional uses of this ability extend the duration by an additional 1d6 rounds.
Does this mean that a blue Dragon can breath every 1d4 round and then, as a free action, use storm breath to deal Breath damage again, this time targeting only one creature? Can he use storm breath at will?
I do not undeestand the meaning of the last sentence of storm breath description.
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
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
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16
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20
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
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
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?
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?
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?
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?
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?
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
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
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.
Quick question: are the catastrophes described in this Artifact permanent?

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
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?
Can I take a normal feat in place of a mythic feat?
At 5th level, a dragon shaman may cast summon nature’s ally as a standard action when summoning lizards, and summoned lizards gain temporary hit points equal to her druid level. She can apply the young template to any lizard to reduce the level of the summoning spell required by one. She can also increase the level of summoning required by one in order to apply either the advanced or the giant template, or increase it by two to apply both the advanced and giant templates.
let's take the simple template
Quick Rules: +2 to all rolls based on Str or Con, +2 hp/HD, –1 penalty on all rolls based on Dex.
Rebuild Rules: Size increase by one category; AC increase natural armor by +3; Attacks increase dice rolled by 1 step; Ability Scores +4 size bonus to Str and Con, –2 Dex.
Do I have to use quick rules or rebuild rules?
If i rebuild I get that +3 NA which i dont get with quick rules :/

I am trying to make a new class, a wildshaping class with low / no spell progression, High versatility in combat, with a wide variety of form to wildshape in. This is what I came up so far.
I'll put Spells Wildshape refers to:
1 Claws 1d4 + Str, for 3 + Cos modifiers minutes per day, activated as free action
2
3 Claws 1d6 + Str, for 3 + Cos modifiers minutes per day, activated as free action
4 Wild shape 2/day Beast shape I, Vermin Shape I
5 Elemental body I, Monstrous physique I
6 Wild shape 3/day Beast Shape II, Vermin Shape II
7 Elemental body II, Monstrous physique II
8 Wild shape 4/day Beast Shape III, Plant shape I, Can wild shape as movement action
9 Elemental body III, Monstrous physique III
10 Wild shape 5/day, Beast Shape IV, Plant shape II
11 Elemental body IV, Monstrous physique IV
12 Wild shape 6/day, Plant shape III
13 Giant form I
14 Wild shape 7/day
15 Giant form II, Can wild shape as swift action
16 Wild shape 8/day Form of the dragon III
17
18 Wild shape 9/day Form of the dragon III
19
20 Wild shape at will
I would like to either let him have an animal companion or full bab, or 6 lvl spell casting like bard. Any suggestion
I cant find this information in the books. Let's say we have a sorcerer who wants to cast a maximised empowered fireball.
Normal casting time is one standard action, which becomes full round action after having applied the empower metamagic feat. Does the casting time still remain one full round action even after having maximised the spell, or is it longer?
I have a question on taking eldritch heritage with abyssal bloodline: do I get strenght bonus at lvl 9, 13 and 17 or at lvl 11, 15 and 19?
How does it work exactly? When i heal someone, for example humans, can i heal other living creatures in the area like animals and plants?
Are wall damaged by critical hits as normal or are they immune to criticsl hits? What about a wall of force?
I am making a wizard for my next pathfinder session, and i have encountered many problems with construct and familiars.
First: if i make an homunculus, then i can keep it as a familiar: what happens to his feats?
Second: golem cost is made by material cost, + spells cost/ritual cost. If i manage to find a golem book, do i have to pay only whats written there, or should i pay the whole cost-p minus book cost? Building golem using books seems not only easier, but much cheaper!
I have a question about vindicator shield: what does it mean "struck in combat"? You lose that bonus if you get hit once or does it last till the combat ends?
I am building a human monk which has an high ac.
Stats
Str 10
Dex 20
Cos 14
Int 10
Wis 18
Cha 8
With these stats and the crane style, at lvl 5 (the lvl i'll start this campaign at) is 27
10 + 5(dex) + 4(wis) + 1(monk bonus) + 1(dodge feat) + 4 for fighting defensively + 2(bracers of armor)
I'll go with weapon finesse and agile amulet of mighty fist to avoid that 10 str. Monk high saves and evasion, should make me avoid spells often, making me a solid tank.
i know i have not a good HD or an high COS, but i am not the tank of the party, so i should be fine.
What i am asking you is a suggestion on the feats to take, possibly to lvl 20, to make this monk deal a good amount of damage, especially against Monster with DR.
Hi guys, i got a question for you! I read a lot this forum and i often find thing like "tripping weapon bonus stack with bmc when tripping (ie +5 whip)", or dodge bonuses always stack. I cant find them in any book, can you point me the pages please?
Hi guys. I am pretty new to this game and i would want to ask you a few things. Which feats should I take (core rulebook only) as a wildshaping druid?
Which feats should my tiger AC take?
Hi everyone! I know this is a question asked many times, but i couldnt find what i needed with the search button. I am looking for weapons created for animal, like tigers, which can be held with the mouth or weapons that are similar to natural attacks' body parts ( for example a steel claw, which can be enchanted). Is there anything like that in the books?
Hello everyone! I need your help to understand something about pathfinder skills system. My DM says that i cant put ranks in skills like linguistics, knowledge (dungeon for example), disable devices and other trained only skills ( i am a druid), because by the term "trained only" he means that those skills are class exclusive. I read a lot on many forums and he seems to be wrong, but i cant find a clear sentence on PF books. Can you help me please?:)
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