You will want to pimp your ride, so there are a couple of things you might consider buying.
Armor:
MWK Parade Armor (250 gp for large barding)
Your Griffin can't fly if it carries more than a light load or wears anything more than light armor, so that's the only armor it can wear. As long as the ACP is 0, it doesn't need armor proficiency since the non-proficiency penalty of armors is tied to the ACP.
Headband of Vast Intelligence:
Okay, so your Animal Companion will at (your) level 9 have a total of 7 skill ranks. If you place all of them into the Fly skill your Griffin would have a Fly skill bonus of +12 (7 ranks, 3 class skill, 4 from Dexterity, -2 from being large). Add in another 2 from a Griffon Cloak (Cloak made from the Griffon special material, 50 gp), and it will have a +14 bonus to fly.
If you want your Animal Companion to also be able to place skill ranks in other skills, then you can buy a Headband of Vast Intelligence with Fly as it's keyed skill for 4,000 gp. If you do so, then I'd recommend you to place 3 ranks in Acrobatics, and the rest in Perception.
Since the Griffin...
His games usually go to 20 as a fast pace campaign.
I was planning on taking 10 levels of Skylar stalker Ranger and then 10 levels of the prestige class of Nature Warden
I have not played in about 3 years now and I am coming back playing a class I am unfamiliar with. All previous characters have been melee or casters.
No experience with bows or animal companions.
I'll be playing in a campaign in a couple days as a level 5 Ranger Sky Stalker and with the DMs approval he has Homebrewed the fact I can use a Griffin instead of a hippogriff.
My overall goal is to have my companion do all the work and I stay back ranged. And at one point ride the Griffin and fire arrows off his back.
What feats should I be looking at to achieve this?
If you take a level in Warpriest, and take Weapon Focus for all the Natural Attacks you intend to get, your base damage for Size Medium will be 1d6. By level 8, you will be able to turn into Huge Animals, so your Natural Attacks will do 2d6 Each. Cast Strong Jaw on yourself, and your attacks will go up by 2 sizes, so 4d6.
Kraken Callers have that thing where they can grow 1 big tentacle instead of a bunch of little ones. If you want to do that, you might want to take Great Cleave or something.
I have other ideas, if you want.
That sounds amazing.
But how many levels would i need to dip into Warpriest to make this work.
Im basing this characters background on how Illoai from league approaches things by some of her quotes although this character isnt illoai "the kraken priestess." Although thematically warpriest does work.
The campaign is a level 10 epic campaign so i was just going 10 druid but if warpriest is a thing is it 1wp/9d or like 5/5?
oh okay so if i take that feat. How can i utilize striking with the tentacles?
Im no monk or a brawler
How can i strike huge. I did read into your dirty fighting builds but the problem with that is ive never tried the dirty fighting in pfs so i dont know how to do it.
One of my favorite sea creatures next to a shark is an octopus. When I read the Kraken Caller Archetype I was hooked. A were-sharktapus.
Skinwalker shark with the ocean subdomain and kraken caller archetype.
But Ive ran into this issue and thats how to fully utilize the extra arm/tentacles. I cant really Multiattack and they are second natural weapons so i cant buff them with feats.
What feats should i be looking at and how should i be using the tentacles.
Ive been wanting to recreate a Warden from the Dragon Age franchise and one of my goals is haivng a gryphon mount but i dont want to buy one later so i've conviced my DM to allow me to have an egg and start my journey with it hatched or hatching but my DM and I ran into a snag.
What is the matureing rate of a gryphon at what point is it mountable? weeks? months? years?
Your opponent's size is a limiting factor. Titanic armor lets you be a size larger for 10 rounds. It can help you grapple much larger creatures.
Sadly i would love this but Titanic armor is just armor with Enlarge Person spell on it. If i get Enlarge person enchanted onto me permanently i cant benefit from the armor.
I saw improvised weapon, and body bludgeon... and I immediately locked into this conversation. I have a barbarian that is PFS legal that specifically wields NPC's as weapons. Improvised weapons are ROUGH to upgrade... but NPC's have several bonus's.
Namely: If you beat a werewolf, with a werewolf...you may bypass the werewolf's DR.
Your opponent's size is a limiting factor. Titanic armor lets you be a size larger for 10 rounds. It can help you grapple much larger creatures.
For added hilarity: Get a swarm-bane clasp... and Ghost-Touch Amulet of Mighty Fists. This will allow you to grab a ghost, and beat a swarm with the ghost...
Or... smash an opponent into a swarm, then with your grapple check you can just place the enemy in the swarm after beating the swarm with the NPC.
Fun Thoughts: Magic fang makes natural weapons magical... you could argue it could make an NPC magical. GM interpretation there. You are already swinging an enemy as a weapon... your pushing goofy territory here. You will be doing MORE than enough damage with your shenanigans.
If you take the HURLING rage powers... you can hurl objects as improvised weapons...and with the belt of hurling you can use your strength score instead of your dex to hit... and add your strength and power attack to damage. Hilariousness ensues when you combine this with NPC's. Namely: Literally picking up and throwing NPC's out windows, cliffs,
boats, so on and so forth.
I suggest investing in iron rope for this tactic... a round to tie them up in iron rope, then throwing them into a river, pretty much ends that NPC... (Unless it's some-kinda water elemental, or fish, or some kinda aquatic thingamajig... but I threw that one into a bucket... and called it a wonder-twin).
Look for magical items that improve objects in your hand in someway. These can improve improvised weapons, many don't but some do.
Fun-Fact: Corpses are objects, you CAN wield a corpse as an improvised weapon. Body bludgeon states that...
You sir are amazing thank you for all of this it helps me flush out the character
Oooh! That is very helpful. I do plan on going Primalist but i only red a few of the powers i liked. Body Bludgeon seems to be ideal in this scenario.
Considering I will have Enlarge Person as a permanency spell on my well person majority of medium creatures i run into can and most likely be used as weapons.
A question about Improvised weapons in general. If i choose to use an Anchor and decide that i will carry it around with me at what point does it no longer become improvised or will it always be improvised because I would have ripped it off a ship.
Also can i enchant said improvised items?
MageHunter wrote:
There is a rage power called body bludgeoner, but the opponent has to be smaller than you. It's hilarious for goblin feral gnashers.
If you had an opponent pinned and tied up, you could technically use them as a two handed weapon. I just flinch at the thought of a titan mauler using this.
The official rules are light weapons are two sizes smaller than you (so daggers are tiny), one-handed weapons are one size smaller than you (long swords are small), and two-handed weapons are the same size as you (great swords are medium)
I think this means by RAW a titan mauler could wield a dead/helpless ogre as a weapon...
Bob Bob Bob wrote:
You're not allowed to use them once they're dead. That'd be wrong. But yes, Body Bludgeon is the rage power you want (and the only way I know to do it). You can only pick it up at 12 as a Primalist Bloodrager. There's also Enemy Hammer, but that's a level 6 spell. Still ends if they die.
So I've been prepping for my DM's Epic level 10 campaign and he usually lets everything fly except 3PP.
So i've stated out using point buy and laid out a feat path for 10 levels for a BloodRager 10.
Thematically I am a Seascared(Skinwalker) Bloodrager with and arcane bloodline who hunts down out of control mages [as long as I can hit something I will].
Being Seascared and a previous sailor "priate" I chose my weapon of choice being an anchor. Although an anchor isn't a real weapon 2 of the feats I have taken are Catch Off-Guard & Improvised Weapon Mastery.
Catch Off-Guard:
Benefit: You do not suffer any penalties for using an improvised melee weapon. Unarmed opponents are flat-footed against any attacks you make with an improvised melee weapon.
Normal: You take a –4 penalty on attack rolls made with an improvised weapon.
Improvised Weapon Mastery:
Benefit: You do not suffer any penalties for using an improvised weapon. Increase the amount of damage dealt by the improvised weapon by one step (for example, 1d4 becomes 1d6) to a maximum of 1d8 (2d6 if the improvised weapon is two-handed). The improvised weapon has a critical threat range of 19–20, with a critical multiplier of ×2.
So knowing all of that here is why you most likely clicked on this thread. I want to beat another SOB with another SOB.
Since I no longer take a penalty from improvised weapons.
And I have a 19 strength.
If I make a successful Grapple Check can I swing one SOB into another SOB and use an NPC or a MOB as an improvised weapon.
This is a concept I've never have run across and I was wondering how do I go about doing this mechanically; feats, traits, skills. etc?
For those curious on the character itself here he is.
Alexander Fin the Tiger Shark Seascared Blood Rager:
The following character is not currently geared as for the campaign as a week to start all the stats and feats are just all raw numbers with no bonuses to gear or permanency spells. Although I plan on having Enlarge person as a permanency spell on the character.
Race: Skinwalker (Seascared) +2WIS, -2INT, (+2CON While Transformed)
While Raging and Were-shark
Rage: 31 Rounds (4+CON MOD[not increased by rage) + 2/level after the first.
(+ 4 moral for STR and CON) + (+2 Moral Additional to CON raging vitality) (+2 CON were-form) = STR:23 CON:24
My Life Increases from 118 by 4/level = 158.
This is all of course without spell buffs and hopefully having ENLARGE PERSON Permanency on me.
The nerf was applied to Feral Combat Training. Basically it removed the line that allowed you to "apply effects that augment unarmed strikes" to your selected natural weapon.
It now reads: ** spoiler omitted **
That said, even with the nerf it looks like Hex Strike would work, at least from my own reading of the two feats.
Between everything ive learned i guess it would be quite easy to be self sustaining during encounters. Their tool box although not the best compared to other classes Shaman hold their own really well.
Thank you that makes sense. Then again if I cared about casting while in other forms I would might as we'll play as a Druid. I can look at it as my spells are used to aid my team and biff me. With a couple of damage spells and focus on meta magic feats that help my hexes and use the feat hex strike like you said and I don't see a nerf unless it used to be stronger?
Hex Strike:
Prerequisite: Hex class feature, Improved Unarmed Strike.
Benefit: When you gain this feat, choose one hex that you can use to affect no more than one opponent. If you make a successful unarmed strike against an opponent, in addition to dealing your unarmed strike damage, you can use a swift action to deliver the effects of the chosen hex to that opponent. Doing so does not provoke attacks of opportunity.
Special: You can take this feat multiple times. Each time you take it, you apply it to a different qualifying hex.
Bruh, get Dirty Tactics Toolbox. It's got a druid archetype called Kraken Caller that is LITERALLY Illoai.
Holy hell that class is totally her. I think that would shine better in an aquatic campaign.
Since all the good points everyone has brought up I was thinking a Dino shaman with hexes and cleric spells can shine real well with shapeshifter. That's of course if I can uses hexes in beast form.
The shaman transforms herself into another form for a number of minutes per day equal to her level, as alter self. This duration does not need to be consecutive, but must be spent in 1-minute increments. Changing form (including changing back) is a standard action that doesn't provoke an attack of opportunity. At 8th level, this ability works as beast shape I. At 12th level, this ability works as beast shape II. At 16th level, this ability works as beast shape III. At 20th level, this ability works as beast shape IV.
You can use hexes unlimited times per day(the harmful ones). Some like misfortune, are once per target. If you meet 30 bad guys over the course of the day, you could use misfortune 30 times =) Most caster shamans will pick their witch hex to be slumber and set up Coup De Grace opportunities for their party all day long.
ohh thats good. I know a few rouges and barbs that would love that aspect.
So Shamans are CHA and WIS based when stating in a buyout system what should i lean towards if i want to focus more on the caster/wildshaper side of being a shaman.
I'm saying it for your spirit animal's sake, not you. How'd you feel being stuck in a glass bowl all the time? Mind you, those spirit animals are smarter then some people(looking at barbarians that dump int).
I haven't played shamans for very long(caster shamans for me), but you'll want to be human/half orc/half elf, so you can use your favored class bonus for cleric spells(if you're melee), so you gain access to divine favour. Mammoth spirit seems melee inclined as well.
I have one flame shaman, one life shaman. With your favored class bonus you can add most cleric spells you want to the list, and you get unlimited hexes for long adventuring days. Soumds good in theory, still waiting to see the results of the practical aspects of it.
The spirit magic spells, some sets are good, some merely meh, which means you might be having a spell slot less per level, as compared to a cleric with two well picked domains. Its a bit of a shame some of the best spirit specific hexes(lore spirit), have crappy spirit spells. And a bit of a pity extra hex for shaman does not allow the general hexes, just the spirit specific ones, but again it might step to much on witches toes.
Cosmetic details are really up to you and your GM. See Paizo's FAQ about visual phenomenon of spellcasting, they leave it up to you how to "fluff" the details, other than that there IS some visual phenomenon. Most people don't tend to play with that type of thing, i.e. you casting spell X tends to look the same as any other class casting spell X (since there's no mechanical way to discern the difference, and having fluff reveal that info is changing the game) but what you described sounds fun and flavorful, so more power to you!
I suggest you glance at some guides/threads about Familiars, which won't be Shaman-specific, but since you don't seem to be very familiar with them (ahem), I think it will help you alot. It's a bit of a grey area, but even though you qualify for taking the Feat, it doesn't seem like you could actually select an Improved Familiar due to limitations of Shaman class. The Familiar class feature description within the Wizard class is the basis for Shaman Spirit Animal and other class' Familiars, so reading that will get you up to speed on how they work, what different base Familiars grant as "special bonus" to you, and so on. More base Familiars (i.e. more types of animals) are published in different sources, I believe d20pfsrd.com collates them into one location.
That makes sense Fluff ive noticed with people as long as it doesnt really effect the game mechanically its okay i just have to be prepared the RP of it.
That makes a lot of sense. Well when focusing on Battle Spirit to help in combat as either a Primary Spirit or my Wandering Spirit it would help how ever i decide to play my role.
How does Wandering Spirit effect my character Cosmetically? Would I take on the cosmetic attributes of the second spirit, lets say if i was Battle Spirit. If I took on Flame would my Eyes Glow on top of my Scars that never heal?
If I Water Spirit and everytime i cast a spell water floats around me, would that stack with my skin glowing from Heaven?
The familiar is no more harmed by the shocking grasp than you are. But if you have it fly in reach of an enemy and give it a big jolt like that, it could very well be harmed by the enemy.
That makes sense thank you.
Ive been taking a look into this class more and more and I love her tool box. between hexes and spells and wandering spirits and wandering hexes I see so much potential.
What kind of Shamans has everyone played?
And where have you notices this class falls short?
I have used a familiar to deliver touch spells to pary members so that I did not need to go to them, I had an owl so it was much more mobile than me. I agree that I would not likely use it offensively, don t want my little darling in harm's way.
that is an amazing idea that didnt cross my mind. But the keyword "contact"
Deliver Touch Spells (Su):
Deliver Touch Spells (Su) wrote:
If a shaman is 3rd level or higher, her spirit animal can deliver touch spells or hexes for her. If the shaman and the spirit animal are in contact at the time the shaman casts a touch spell, she can designate her animal as the "toucher." The spirit animal can then deliver the touch spell just as the shaman would. If the shaman casts another spell before the touch is delivered, the touch spell dissipates. If the shaman activates a hex, her spirit animal can be used to make the touch; she doesn't have to be in contact with the animal to use this ability with hexes.
So your saying i have to us shocking grasp on my "owl" then my owl has to fly over and then transfer that spell to an enemy or ally? Wouldnt the owl itself get hurt from said spell.
God it then i guess ill have to dig through and find a different familiar. Another question I had was Casting Touch Spells through my familiar.
It says i have to be in contact with my creature then i can choose my creature to be the toucher.
Why would I want to do that? If im touching my creature and my creature is in touch range of an enemy i would also be in touch range so why wouldn't I just touch in response?
I understand my familiar can cast Hexes no matter how far she is.
The power the familiar gains depends on the spirit you choose. For example, if you have the Battle spirit your familiar gets this; "Spirit Animal: The shaman's spirit animal looks like a fiercer version of its species, with rippling muscles and a stockier frame. It gains a +2 natural armor bonus to AC. If it already has a natural armor bonus, the bonus increases by 2 instead."
Link to the PRD. The abilities are detailed in the section of a given spirit so you'll probably have to scroll down a bit to find what you're looking for.
The only special power the master gains is the standard familiar stuff. Unless you consider the requirement to commune with your familiar to prepare spells a "special power".
Is it really that simple i was thinking it may take even more than that. When it comes down to your "Spirit animal" Are my familiars/animals Spectral in nature or would i have to take the Bones Spirit?
Just a Mort wrote:
Just a Mort:
Octopus grant their master +3 to swim checks. Id say its a bad idea, unless the campaign is fully nautical and you're playing an undine shaman or something, unless you want to spend your adventuring career carrying a fishbowl wherever you go, since octopi are aquatic and can't breathe air.
I didn't look at it from that Point of view. Well all in all im not trying to do a complete conversion. It always leaves more room for freedom.
So I have been out of the loop of Pathfinder for awhile and I wanted to Create a character Similar to League of Legends Illaoi.
So I got to thinking. Druid...Oracle...Witch. Then it dawned on me the Hybrid Class of Shaman fits the concept really well.
I was thinking picking up a Possessed Shaman focusing on first Ancestors Spirit and Water Spirits for the Wandering class feature with an Octopus as my spirit animal because I don't believe I can choose kraken.
But here is what I have a hard time understanding about the Shaman class itself is Spirit Animal (Ex).
Spirit Animal (Ex):
At 1st level, a shaman forms a close bond with a spirit animal tied to her chosen spirit. This animal is her conduit to the spirit world, guiding her along the path to enlightenment. The animal also aids a shaman by granting her a special ability. A shaman must commune with her spirit animal each day to prepare her spells. While the spirit animal does not store the spells like a witch's familiar does, the spirit animal serves as her conduit to divine power. If a shaman's spirit animal is slain, she cannot prepare new spells or use her spirit magic class feature until the spirit animal is replaced.
Spirit Animal
By communing with the incredible powers of her spirit, the shaman forges a cherished bond with one specific servant of that spirit—known as a spirit animal. A spirit animal is a creature chosen by a shaman to serve as a conduit, allowing her to more fully access the magic of her spirit on a daily basis. The shaman's spirit animal also grants her special powers. This ability uses the same rules as the wizard's arcane bond class feature and is treated as a familiar, except as noted below.
A shaman uses her level as her effective wizard level when determining the abilities of her spirit animal. A shaman can select any familiar available to wizards to serve as her spirit animal, although her spirit animal is augmented by the power of her chosen spirit. Once selected, the spirit animal cannot be changed. Although a shaman's spirit animal uses the statistics of a specific animal, it is treated as an outsider with the native subtype for the purposes of spells and abilities that affect it.
I have not ever played with an animal companion/familiar/cohort in the campaigns I've been in so I've been having a hard time wrapping my head around this.
If I have chosen Octopus where are these "The shaman's spirit animal also grants her special powers." and how does it benefit me I cant seem to find anywhere in the Familiar section saying an Octopus has Special powers let alone allow me to benefit from it.
If anyone can explain this or link me to more of a direct answer that isn't a 200 page forum or d20pfsrd It would be amazing.
A monk with this ki power can slip magically between spaces, as if using the spell dimension door. Using this ability is a move action that consumes 2 points from his ki pool. The monk's caster level for this effect is equal to his monk level. He cannot take other creatures with him when he uses this ability. A monk must be at least 8th level before selecting this ki power.
Now before jumping on my case this isn't a conversion. I don't one specific character. I want to pull from the concept and put it into a character and build my own history.
This is just mechanically speaking. Which feats should I worry about & which multi class should I take if any.
Level 4: Ki Metabolism (2 hours for full rest less eating, very android and helps with keeping guard)
Level 6: Elemental Fury (Elemental Damage)
Level 8: Wind Jump (Flying to your targets Sounds DBZ to me)
Level 10: Formless Mastery (Bonus on AC, Attack Rolls, Damage Rolls)
Level 12: Diamond Soul (SR, used for Ki Volley)
Level 14: Diamond Resilience (DR? Why not)
Level 16: Ki Volley (Deflect a spell, knocking it back)
Level 18: Elemental Burst (20d6 Elemental Damage)
Level 20: Quivering Palm (Willing Instant Death)
With the Ki Powers and the Style Strike I believe the Unchained Android Monk is well rounded due to only class features and race but I think it is missing something. What I believe is missing is what makes Dragon Ball Z amazing and it is their transformations.
Now before jumping on my case this isn't a conversion. I don't one specific character. I want to pull from the concept and put it into a character and build my own history.
This is just mechanically speaking. Which feats should I worry about & which multi class should I take if any.
Level 4: Ki Metabolism (2 hours for full rest less eating, very android and helps with keeping guard)
Level 6: Elemental Fury (Elemental Damage)
Level 8: Wind Jump (Flying to your targets Sounds DBZ to me)
Level 10: Formless Mastery (Bonus on AC, Attack Rolls, Damage Rolls)
Level 12: Diamond Soul (SR, used for Ki Volley)
Level 14: Diamond Resilience (DR? Why not)
Level 16: Ki Volley (Deflect a spell, knocking it back)
Level 18: Elemental Burst (20d6 Elemental Damage)
Level 20: Quivering Palm (Willing Instant Death)
With the Ki Powers and the Style Strike I believe the Unchained Android Monk is well rounded due to only class features and race but I think it is missing something. What I believe is missing is what makes Dragon Ball Z amazing and it is their transformations.
Just alter the descriptions of existing items to give them the feel you want. There are a bunch of 3PP that cater to your interests. Just make sure your GM is cool with it.
But wouldn't that change the mechanics of an item if i wanted a special Magical Weapon but i wanted it as a Katana? So my Weapon Focus and Weapon specialization works on it. At that point wouldn't I not be able to change it.
After being captured, beaten, and insulted by the eldest daughter and heir of our campaign world's most prominent drow noble house, I traded knowledge of a powerful artifact's location to the matron mother for my wish: the daughter's everlasting servitude as my personal slave. The matron mother didn't even hesitate. The incredibly useful drow mystic theurge went from being the second most powerful drow in her society to being among the lowest--a slave to a non-drow--a fate considered by her society to be worse than death; she wasn't even considered a true drow by her former comrades any more. Total excommunication.
She couldn't even commit suicide, as the wish would still bind her to me in undeath.
I've never been so...satisfied...with a roleplaying game's outcome as when I got my revenge upon her that day.
As for the OP - ask your GM how they run wishes. If your GM is going to subvert it for giggles or the wish giver is going to intentionally misinterpret it just go with the +1 to an ability score. Anything else is probably only going to cause pain, tears and regret in the long term.
Im pretty sure at this point the wish will come at a heavy price, outside if we can survive to even get the wish as for the journey requires us taking down 10 kingdoms through multiple planes of existence.
We can all tell we are just tools to be used and discarded but only being level 4 we can only play along for now.
While Wishes are a great way to get mechanical advantage, I find it far more interesting (both as a player and a DM) to try to guess what your character would wish for. That means, it'd be very useful if we knew a bit of his backstory as well as his class.
...
As you can see, I like flavourful wishes over plainly mechanical ones, but that depends on your group and your playstyle. Also, I personally find wishes, specially those coming from genies and/or demons to come with a downside, both as a "be careful what you wish for" cautionary tale, and as a mechanism to balance the power of the wish without scaling every challenge up.
Hope you find this useful, best of luck with your wish.
The back story is quite simple. I am a Suli Samurai of the saint swords. Once I came of age and my Suli properties started to show my kin and brothers at arms shunned me and kicked me out of the order. So I walk the earth for coin searching for Genie's and Jinn to find which one tainted my royal bloodline.
He aspires to be the fastest word in the east while trying to be the strongest.
While strongholds are ideal zi was thinking more mechanically.
Strongest: Mighty Template
Fastest: Have the capabilities of a Quickling (The Flame that burns twice as bright only lives half as long)
Immortality: The ability to further my skills and track down the Genie if it would take a lifetime.
Become Power Hungry and become a unshackled genie with the power and cunning to kill hunt down all other genies.
I recently joined an evil campaign and it starts off with a group of us coming along a lamp... blah blah blah. Short story we all get wishes at the end of our journey.
I am playing a Saint Sword Ronin. I'm still having problems with trying to find out what I really want as a wish.
What are some of your stories about wishes and how did you utilize it?
I am thinking about having a template as a wish. I know not very evil.
Fast healing IS an extraordinary ability. The existence of the extraordinary ability is being fueled by the supernatural ability.
If you walk into an antimagic field you no longer have your judgements active. Since you no longer have your judgements active, you no longer have any effects of your judgements, and that includes fast healing.
I figured as much, Outside not being able to use Fast Healer for that. Did i do my math right?
At level 20 i would have Fast Healing 12.
For some reason, somewhere i heard you cant have Fasting healing past 5? Maybe it was just someone in passing.
The judgement does not grant you 1hp per round as a supernatural ability. It grants you an extraordinary ability through a supernatural ability. The bonus healing does not work, and the effects do not function in an antimagic field.
Imagine it this way. Say a spell grants you wings for 10 rounds/cast. The spell itself does not grant you flight, but it provides you with a nonmagical way to fly. However the nonmagical ability is still being fueled by a magical ability. If the spell ceases to function then the wings will go away. The same is true of the question here. Fast healing functions I'm an antimagic field, but since judgement does not and the judgement is fueling the fast healing, it does not function in an antimagic field.
I Didnt look at Healing as an Extraordinary ability. I assumes if it was being fueled by Supernatural Ability i.e. Magical it itself would be magical.
But if i walked into a Antimagic Field while a judgement healing was active would i not loose Fast Healing X. Or do i keep it until the end of combat.
Now my group and I have been discussing this and with all the help with the forums we cant seem to get a direct answer.
Simple answer is fine. Does Judgement Healing get the Benefits of the Feat Fast Healer?
Judgement
Quote:
Healing: The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses.
Fast Healer
Quote:
Benefit: When you regain hit points by resting or through magical healing, you recover additional hit points equal to half your Constitution modifier (minimum +1).
I've seen this argued couple ways but loopholes keep spearing. if Judgement is a Supernatural ability and you gain Fast Healing X through Magical means then Fasting Healing X would itself be magical. Then you would receive the +1 bonus with Fast Healer because it states through resting or magical healing.
Now while in combat you are considered not resting so that removes the first clause of Fast Healer. Then many say Fasting Healing is not magical at all so there fore you cannot receive the bonus unless resting. But you can only activate a judgment in combat. See the Problem?
All that aside I guess the main question is, Can you use your Supernatural Ability 'Judgement' In an AntiMagic field or can it be dispelled? Not the healing but the judgement itself?
To answer that
Quote:
Supernatural Abilities (Su)
Supernatural abilities are magical but not spell-like. Supernatural abilities are not subject to spell resistance and do not function in areas where magic is suppressed or negated (such as an antimagic field). A supernatural ability's effect cannot be dispelled and is not subject to counterspells. See Table: Special Ability Types for a summary of the types of special abilities.
Quote:
Can dispel magic and similar spells dispel the effects of abilities of that type? Supernatural Ability : No
Does an antimagic field or similar magic suppress the ability? Supernatural Ability : Yes
In terms of Dispel, Judgement not Magical, It terms of Antimagic Fields, Judgement is Magical.
Judgment = Supernatural Ability = Magical. Judgement Healing Can Benefit from Fast Healer
As For my math on the subject check below. Before anyone says that Fast Healer would Break Judgement: Healing take a look at the math below. Fast Healing doesn't add as much as one thinks.
Spoiler:
I have a Dwarf with racial bonuses
Quote:
Add +½ to the inquisitor’s level for the purpose of determining the effects of one type of judgment.
If yes:
Level 1 Inquisitor (No Con Modifier):
Healer Activated; Fast Healing 1
Level 10 Inquisitor (+1 Con Modifier):
Healer Activated; Fast Healing 5 + 1(Fast Healer) [6 health a round]
Level 20 Inquisitor (+2 Con Modifier):
Healer Activated; Fast Healing 11 + 1(Fast Healer) [13 health a round]
Explanation of Healing Judgement
1 (1 healing)
2
3 (2 healing)
4
5
6 (3 healing)+(1 healing From +½ Racial Trait)
7
8
9 (4 healing)
10
11
12 (5 healing)+(2 healing From +½ Racial Trait)
13
14
15 (6 healing)
16
17 (Slayer add +5 to her level to one judgement. 7 healing/slayer)
18 (7 healing/slayer)+(3 healing From +½ Racial Trait)
19 (8 healing w/ slayer)
20 (8 healing w/ slayer)
If anyone can prove me wrong. I wont be upset just accept what it is. At this point i kind of just want to email Paizo.
As far as fluff goes, "planestouched" like Aasimar, Tieflings, Suli, etc. aren't the first generation decedents of Outsider/Mortal pairings. It isn't "genetics" so far as we understand it, but more of an energy signature that lies dormant through the generations until, one day, it springs fully to life in a single generation. The first-generation decendant of a Human/Jann would be a Half-Jann just as the first-generation decendant of a Human/Angel would be a Human with the Half-Celestial template. The second generation decendent (the Half-Outsider Human + Human) would be a Human. It's then Humans all the way down until, some time, maybe 13 generations down, a pair of Humans get together and bam, they spawn a native outsider. The outsider abilities wouldn't manifest at first so, for all appearances, the offspring would "look" Human. So, in your backstory, it shouldn't be searching for the Jann parent but more like the Jann great-great-grancestor. Minor point, but it's there none the less.
Second, so far as Iaijutsu Strike goes, here's something to consider that I noticed a while back:
PRD wrote:
Start/Complete Full-Round Action
The “start full-round action” standard action lets you start undertaking a full-round action, which you can complete in the following round by using another standard action. You can't use this action to start or complete a full attack, charge, run, or withdraw.
Start/Complete FRA can't be used to start/complete a full-attack, charge, run, or withdraw. Iaijutsu Strike is none of these; therefore, you can start your Iaijutsu Strike in one round, then, next round, spend a move action to get in position and standard to complete it (or just standard to complete if they move up to you). Also, you must make your Iaijutsu strike after you've challenged, but before you've attacked your foe. That would include attacking with claws.
So what your saying is i can ready my Iaijutsu strike on turn 1, then on turn 2 i can move and use it as a standard action?
Turn 1:
Swift Action: Challenge
Full Round Action: Ready Iaijutsu Strike
Turn 2:
Move: up to 30feet
Swift: Elemental Assault (Su), Coat my arms and weapon in either Fire, cold, acid, electricity
Standard: Power Attack; Iaijutsu strike
I've gone about and tracked out what feats I want for my Suli-Sacred Sword Samarui but i want some outside opinion on how people feel about this build and how I can improve it.
If I'm focusing on to many things or if i'm focusing on the wrong feats.
Background: Come from an order of Suli who are Samurai that follow the Order of the Dragon. Each of the Suli when they come of age find their Metallic Draconic Heritage through (Eldritch Heritage). The order hopes to find each of their Jinn/Genie parents to have them wish us to be true dragons through wish.
When my Character comes of age we find that through my Draconic Heritage that My Jinn parent has Black/Chromatic Dragon blood through his heritage which the order shuns all evil and forces me to lose my Samurai Order to become a Ronin swearing to destroy my order and all those who oppose me. (This will be an Evil Campaign).
Stats have not been rolled yet but the stat progression for this character will be Str/Con/Cha. Cha at least needing to be 17 at level 17.
I want Incremental Elemental Assault. But i dont know if there is room for it in this build or even if i truly do need it.
Being a Sacred Sword until level 10 Iajutsu Strike requires a Full Round Attack so i would use my move action to close the distance between me and my enemy. With a swift action Issue a Challenge. As a Free Action Call upon my Claws. Power Attack. Melee.
Upon my second Turn i can full round attack with my Iajutsu Strike.
Scales are for resistance later on. And Wings are for better movement.
It says so in the description of the archetype, and also it's how it works in real life - When you're performing Iaijutsu, you have your off-hand on the scabbard. I don't think there's any kind of sheathed sword that's easy to draw two-handed, but I think a properly-worn Katana is even harder to than most.
Ah yes that makes sense after i sent that message i just went through the physical movements and yea i can see how hard it would be.
You can not use Iaijutsu strike while using both hands. In the header at the top of the archetype, before any abilities are listed, the second sentence is "The following benefits apply only when a sword saint is using a sword and carrying nothing in his other hand."
If you somehow get a third hand, you might be ok.
So essentially when drawing my weapon i would apply everything but the (1.5x strength from two-handing) and (6 + 50% if you are two-handing).
But once my weapon is drawn i can apply those to normal 2h attacks.
Yup. I have a barbarian / samurai who does exactly that:
Round 1, buff and close. Tank the hit.
Round 2, challenge, rage, Iaijutsu strike.
Round 3, 2-handed Furious Finish ends rage.
He's only manage to pull that cycle off twice I think, due to enemy and party composition, but it's the plan.
I know it would look silly but why couldnt you draw my weapon with 2 hands. I know it would look silly. But what is stopping me from drawing my weapon with 2 hands. As long as my off hand is free majority of the time?
I think you may be slightly mixed up about criticals too. A katana has 18-20 x2 crit, that means that you threaten a crit on 18-20*, and then just have to beat their AC to confirm (this is what the brutal slash bonus applies to). It seemed like you were adding an extra step there where you needed a natural 20 even on a weapon with a wider critical range.
* Unless it's a miss; a natural 20 is an automatic hit, but even if you threaten critical on them, 19 and lower can still miss. So with your attack bonus of +14, against an opponent with AC 33, you threaten a critical on a natural 20 (an automatic hit), threaten a critical on a natural 19 (14+19=33, so you still hit), but do not threaten a critical on a natural 18, because with an attack roll of 32, you miss. Against an opponent with an AC of 32 or lower, you would threaten a critical on an 18, 19, or 20. Against an opponent with an AC of 34 or higher, you would only hit (and automatically threaten) on a natural 20. You still would need to confirm though, which Brutal Slash makes much easier.
Got it that was never explained to me because campaigns ive been in never lasted that long to run into AC 32 Mobs.
So although my threat range is 18-19-20 it doesn't help if the mobs AC is too high.
Darn I guess i will have to wait till level 10 where Iajutsu Strike is a standard action. If my foe lays dead then i can sheath my weapon awaiting for next round.
I doubt there is a quick draw feat for sheathing.
I want to thank everyone of you that helped me understand the game more.