You would need to be a wyrwood to avoid your eidolon disappearing each night when you sleep. There is one unconventional way I can think of to have you appear as an object (subject to GM approval). You could dip 1 level into Oozemorph shifter to gain a fluid body and the compression ability. Then you could pour yourself into an appropriately sized hollow container. As a wyrwood you don’t need to breath eat or sleep so u could remain in the container, indefinitely perhaps.
There are no other VMC options that I’m aware of but as it’s an optional rule set anyway perhaps discuss with ur GM and you can come up with some homebrew options. As for the “all or nothing” feat for class feature swap I think that is the case but again ur GM may allow for skipping some features or swap them out for something more useful or appropriate. Note that not all of the VMC options are created equal. Some are bad and some may be a little too good but it all depends on the classes combined. VMC monk is usually a bad choice but if you combine it with Elemental Ascetic Kineticist for example it can be a good combination. In my opinion VMC summoner is just bad no matter how u look at it but others may feel differently.
VMC Wizard with the fire, magma, or smoke arcane school are also options. On the flip side if there is a class you like mechanically but doesn’t quite fit the theme Variant Multiclassing can help there too. For instance if you were to take Elementalist Shifter you could take VMC cavalier, Paladin, inquisitor or Bard perhaps. An item you may want to consider is Demonic Smith’s gloves to add the flaming property to your weapon attacks. Another class suggestion is Warlock Vigilante. Their mystic bolts ability is another way to chuck some fire around (they also benefit from Demonic Smith’s Gloves as well).
If there’s a class you like thematically but it doesn’t have much in the way of fire based abilities there are ways to “fake it” as it were. Variant Multiclassing is a good way to do it. VMC sorcerer with elemental or fiendish bloodlines or VMC cleric with the fire domain can work. If your base class is charisma based the Eldritch Heritage Feat line with elemental or fiendish bloodlines is another way as well. If your race is Ifrit you can use Elemental Strike as I mentioned earlier and I believe Ifrit also has some Racial feats that add fire damage to your weapon attacks with metal weapons.
A few other suggestions. If you decide to go with Ifrit as your race that opens up access to the Elemental Strike feat that can add up to 5 points of fire damage to your attacks. A couple of classes to consider. Elementalist Shifter can add up to 6d6 elemental damage to all melee attacks as a swift action by level cap. Forester Hunter with the Planar Focus feat can add up to 5d6 fire damage to all melee attacks by level cap.
If you are considering kineticist the energize weapon infusion may be of interest to you. You mentioned wanting to be a sword wielder and energize weapon would allow you to add your infused kinetic blast to your weapon attack. As a composite blast with blue flame composite blast you can deal up to 8d6 per hit by level cap if I remember correctly and then add the empower metamagic on top.
I think I see a problem with your rogue build. The Combat Trick talent does not state that it can be taken multiple times so I think (I may be wrong) that by RAW it may only be taken once. This is true for both the chained and unchained versions of the rogue class as well as Ninja. Your GM may allow this of course but you should run it by them first before playing a character with multiple Combat Trick talents.
I may be wrong but I don’t think getting a 30ft reach by level 6 is particularly difficult actually. A Druid with standard Change Shape ability can take the form of a Dire Ape by 6th level. They can take the Weapon Shift feat at 5th level and if they are proficient with whips they can shift the whip and add the reach(15ft) weapon special ability to their natural attacks. Since they have a 10ft reach already and reach weapons are duplicative not additive when combined with natural reach this would give them a 30ft reach in Dire Ape form. Gestalt with Aberrant Bloodrager to gain an extra 5 foot reach on top of that and pre-cast Long Arm before combat for a total of 40ft.
Avenger Vigilante could work as well. A lot of their talents grant you two feats such as shield of fury counting as improved shield bash and two weapon fighting and signature weapon counting as weapon focus and weapon specialization. The combat skill talent also grants you combat feats with an effective fighter level equal to half your vigilante level.
It’s a little unclear but the OP’s first post references the Nagaji race. Reading it again it seems to me that the OP’s GM is allowing him to use a modified Nagaji with a serpentine lower body as his “Lamia”. This would make him a medium sized PC race not using the “monsters as PCs” rules guidelines. If this is the case it simplifies things a little. I think, if the GM is on board, a 1 level dip in Synthesist Summoner would solve the issue. While not being particularly effective for combat fusing with an humanoid eidolon that looks as close to normal human (or other acceptable looking race) would give the OP potentially an all day disguise self ability.
Azothath I think the aesthetic the OP is going for is a woman’s body with the lower body of a snake (check google images for lamia and you will find many pictures in this style) though that may not match well with the pathfinder version of the creature. In this case a long flowing dress may pass at a distance but will probably not hold up to close scrutiny. A hat of disguise at 1500gp would be the easiest long term way of dealing with the problem although would still fail with highly perceptive individuals. If you want a physical change to cover this problem a 2 level dip in Vigilante will allow you to take the Malleable Flesh talent that functions as Disguise Self but actually physically changes the body. Other than various methods to gain Disguise Self some sort of polymorph ability is your best bet I would think.
This thread was started in response to a discussion on this topic in the Advice forum. Part of that discussion was if it was possible to gain multiple attacks on the same limb can u make multiple natural attacks from the same limb as part of a full attack action or are you limited to one attack per limb. It was also a discussion on a build for a character meant for PFS if that’s relevant to the question.
The FAQ that is being referred to is this one. Half-Orc--Toothy: Does this alternate racial trait stack with the Razortusk feat (page 168) granting you two bite attacks? This is one of those areas where we tried to get at the same idea multiple ways. In this case, the answer is no, unless you somehow manage to get an extra mouth. Generally speaking, natural weapons can only be used once per round each. This also applies to the Animal Fury barbarian rage power (Core Rulebook, page 32).
Themonkeyfish - in answer to your questions it seems understood that combining a bite and a gore attack is allowed as multiple monster stat blocks have bites and gores together. As for multiple attacks per limb being disallowed, on a quick check I found this FAQ that is related. Half-Orc--Toothy: Does this alternate racial trait stack with the Razortusk feat (page 168) granting you two bite attacks? This is one of those areas where we tried to get at the same idea multiple ways. In this case, the answer is no, unless you somehow manage to get an extra mouth. Generally speaking, natural weapons can only be used once per round each. This also applies to the Animal Fury barbarian rage power (Core Rulebook, page 32). If you post your questions to the Rules forum you may get a more thorough answer.
The problem is that there’s a lack of concrete wording on whether or not melee weapons with a range increment count as ranged weapons or not. Everything kinda hinges on that. This is where ur GM is going to have to make a ruling on it one way or the other for your group. I don’t think it’s game breaking to say that they are for the purposes of class features like this but that’s just my opinion nothing more.
My advice would be to choose eldritch archer and make something like the tube arrow shooter your arcane bond. It’s a valid choice and is worn so that’s fine with not having to make concentration checks and leaves the hand free allowing throw daggers with it if you like. I think the general consensus is that you can use thrown weapons with eldritch archer abilities. Just don’t make one your arcane bond. The tube arrow shooter is also a martial weapon so you don’t need exotic weapon proficiency.
You may want to search for already existing threads that deal with this subject. There are a few and at least one directly conflicts with the interpretations given in this thread. https://paizo.com/threads/rzs43x9p?Spell-Combat-Thrown-Starknife#1 Here’s a link to one(sorry ur gonna have to copy/paste the link) One line of interpretation puts daggers and similar weapons in a kind of limbo. Yes they can be used by an eldritch archer for most class abilities but since they are listed as melee weapons they can’t be your arcane bond. However they also can’t be used by the base magus for ranged spellstrike/spell combat. These are not my opinions just some of the interpretations out there. My advice would be to choose another weapon if u want to do ranged magus abilities.
Not only that but you seem to be trying to stack multiple natural attacks on each limb. While it may be possible to POSSESS multiple attacks on a limb you may only use one attack per appendage in a given turn. I’m fairly confident you can use both a bite and a gore attack together that’s going to hard cap you at 6 attacks unless you acquire more appendages capable of mounting natural attacks.
If you take one of the elemental native outsider races (or count as one with abilities like the Planar Heritage feat) like Sylph or Undine you qualify for Elemental Strike feat which is like Arcane Strike but deals elemental damage instead of magic damage and scales with character level not class level. Also there are quite a few Wild Shape related feats that might be of interest to you such as Planar Wild Shape and the Weapon Shift feat line. Some of the Style feats may be of interest as well. Dragon Style for instance allows you to charge through difficult terrain and allies spaces. Blood Frenzy Style gives a +2 bonus to STR and CON (and a -2 to AC) after you take damage in combat. This bonus is untyped so stacks with rage. It requires you to have the aquatic subtype so u would need to take a race like Undine with the amphibious alternate racial trait. You can avoid this by dipping a level into either Unarmed Fighter or Master of Many Styles monk as both grant a style feat without needing to meet the prerequisites.
I’ll just point out that in the text of the Crossblooded archetype it describes how you choose which powers you gain from your two bloodlines it never explicitly states that any of the bloodline class features are altered or replaced. The only thing that is described as being altered is spells known. On Archives of Nethys in the overview of archetypes for sorcerer the only class feature listed as altered or replaced is Spells Known. This may be an error on their part but that’s the source I used when suggesting they would stack.
You can dip a level into elemental ascetic kineticist to get always on kinetic fist adding 1d6 damage to all ur natural attacks. A level dip in elementalist shifter lets you add 1d6 energy damage to all melee attacks as a swift action. Taking accomplished sneak attacker will negate the loss of two levels of rogue. VMC cavalier with order of the blossom will add an extra 4d6 sneak attack by level cap. Dip a level in snakebite striker brawler to add another 1d6 sneak attack.
This may be a little outside the box but have u considered the Vindictive Bastard Ex-Paladin archetype? I think it may work for the character u want to make. If I were making this character I would consider a Werewolf kin Skinwalker with this Paladin archetype. You could say that the change from say human to Skinwalker and a permanent alignment change that causes your fall from grace are all part of the curse. Vindictive Bastard has some decent class features for a mercenary type character and can fit the former knight background as well. Also this archetype still gets paladin spellcasting so you wouldn’t need a prestige class to get divine spells. I don’t know give it a look-see and see what u think. Might need a dip to get some needed class skills and skill points though.
Creatures with the Troop Type (like swarms but made up of small size or larger creatures). Alchemists - unless your Paladin/monk has evasion even if they make their Dave they will take some damage. If they have evasion use mundane alchemical weapons. There is no save for half damage on most of them so if he’s in the splash zone he takes guaranteed minimum damage, more with a direct hit. Alchemist fire would be great as the continuing burn damage will either keep hurting him or force him to spend actions to put it out. Any ability with a guaranteed effect even on a successful save as long as it’s not a reflex save that he can beat with evasion. Traps are kinda boring but can be effective especially magical traps. Ethical dilemmas or things that will cause him to fall from grace and lose his abilities. Trick him into canabalism maybe as it’s an evil act.
This is a little unsolicited advice but if by chance you want a 3rd curse you could dip a level into Unchained Summoner with the Soulbound Summoner archetype. They also gain an oracle curse that would advance at half level as well. For a little extra flavor you can stack the Twinned Summoner archetype with Soulbound as well. Then you would have a clone of yourself so you could be in 2 places at once ;) Of course your eidolon would never progress past 1st level so would be useless in combat but you could use it as a pack mule, standard bearer, etc. Technically you don’t even have to ever have it summoned at all if u don’t want.
I think (since Wild Shape is a core class feature of Feral Hunter anyway) that if you were to have Feral Focus active and then used another polymorph effect such as Wild Shape that you could choose to have the cosmetic effect end and the mechanical bonus provided would persist. That’s how I’ve always interpreted it anyway. I doubt that the intent was that a Feral Hunter would be unable to use Feral Focus while Wild Shape is active. It just doesn’t make sense that they would make the 2 main core abilities of the class negate each other.
Also I would recommend that you check out the Wilding feat. In the descriptive text it states that you may bear some animalistic features such as animal ears or a tail so that may interest you. In addition it qualifies you to take the Aspect of the Beast feat that could grant you permanent claws or a bite or some other features. Could be interesting. Also for anyone thinking of taking levels in Hunter I always recommend the Planar Focus feat as it grants a lot of utility abilities to your Animal Focus although it will cost you five ranks in Knowledge(Planes).
For reference here is the text from Feral Focus.
When a feral hunter uses this ability, her body takes on cosmetic aspects of an animal, such as furry skin, longer nails, elongated teeth, and oddly colored eyes; these changes do not grant her any abilities other than what is stated in the animal focus, and end when she takes on a different aspect or ends the ability. This physical change is a polymorph effect, though the effects of the animal focus are not.” So I’m going to disagree a little with Belefon here. Feral Focus states that the polymorph effect portion of the ability is cosmetic only I don’t think it’s intent is to prevent you from using any racial or class features that would be lost due to the normal use of a polymorph ability so I believe that Shifter Claws should be useable while the cosmetic effect is active. It also states that the non-cosmetic effect of Feral Focus is not a polymorph effect so any bonus provided should work while polymorphed regardless. That said, you may still only have one polymorph effect active on you at a time (although you do get to choose which one remains in effect when you gain a second one) so you will have to choose between Wild Shape or the cosmetic polymorph effect. That choice should be a no-brainer:)
I’m going to have to disagree with Zza ni on this one. “Armed” Unarmed Attacks: Sometimes a character's or creature's unarmed attack counts as an armed attack. A monk, a character with the Improved Unarmed Strike feat, a spellcaster delivering a touch attack spell, and a creature with natural physical weapons all count as being armed (see natural attacks). Improved Unarmed strikes and natural attacks both count as “armed” UNARMED attacks so your wolfs bite attack should qualify. krazmuze has not participated in any online campaigns. |