cetra02's page

Organized Play Member. 16 posts. No reviews. No lists. No wishlists. 2 Organized Play characters.


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avr wrote:
The sun domain 8th level power isn't amazing (you are taking the sun domain?) but your other 8th level power might be good, glory/heroism for example if you follow Sarenrae or Ra.

Actually thinking of going Cleric of Khepri, with the Sun and Deception domains, still debating starting level.


So I'm currently looking to build a Soul Warden using Oracle or Cleric as a base class. I'm looking for opinions on which would be a better base, and thoughts on how high to go with the base class before I start taking Soul Warden levels.

This is a replacement character for a lost one. Starting a level 14, gonna go Human.


I'm looking at making a halfling Silver Balladeer Bard who uses a halfling sling staff. I talked to my gm, and he is ok with me making the staff bit metal in exchange for increasing the weight a bit, but the question I have is about ammo. Would using Silver Weapon Blanch on ammo make it count as silver for the purposes of the Silver Mastery feature?

Silver Mastery:
Silver Mastery (Su): At 2nd level, a silver balladeer treats silver weapons as if they were also cold iron for the purpose of overcoming damage reduction. Also, alchemical silver weapons do not impose a penalty on damage rolls when wielded by a silver balladeer, and a silver balladeer gains a +1 bonus on attack rolls made with mithral weapons. This ability replaces the 2nd-level versatile performance.


I am curious if anyone has any ideas on balancing and creating difrent flavors of Mage Shot.

I was thinking of doing sonic or force damage ones, but I'm not sure if that would be OP?


Thank y'all so much. I never even thought to look at the regular familiar stuff >_<


I'm building a level 3 witch for Rise of the Runelords, and am taking the Poppet Familiar feat. I just can't find how to calculate its INT. When I add the familiar in Hero Lab, it has an INT of -, which I'm thinking is incorrect, due to the wording of the feat. Any help would greatly be appreciated.

Feat Text:
You may select a poppet as your familiar.

Prerequisites: Ability to acquire a new familiar, caster level 3rd.

Benefit: You can choose a standard Tiny poppet that you control as your familiar. This poppet cannot have any existing augmentations. You absorb the poppet’s token harmlessly into your body, making it impossible for you to transfer control of the poppet thereafter. A poppet familiar uses the rules for regular familiars, with the following exceptions: its type does not change, and it does not gain the ability to speak with others of its kind. The poppet’s Wisdom score increases to match its Intelligence score and it can speak and understand one language chosen by you at the time you select the poppet as your familiar. A poppet familiar has Craft, Perception, Profession, and Stealth as class skills. A poppet familiar cannot receive augmentations from crafting, but its connection to you allows it to spontaneously generate augmentations of your choice as you increase in level.

If your caster level is 5th or higher, your poppet familiar either becomes Small in size or gains two augmentations of your choice. You do not need to meet the requirements (or pay the construction cost) to craft these augmentations. At caster level 7th, and every 2 caster levels thereafter, your poppet familiar gains an additional augmentation of your choice.

If your caster level is 7th or higher, your poppet familiar gains the ability to generate spray of splinters as a breath weapon that deals 1d6 points of piercing damage in a 15-foot cone. At caster level 9th and every 2 caster levels thereafter, the damage increases by 1d6 (to a maximum> of 7d6 at 19th level). A poppet can use this breath weapon three times per day.

If your poppet familiar is lost or destroyed, you can replace it with another standard Tiny poppet that you control by undertaking a ritual that takes 8 hours to complete. If your previous poppet familiar was Small or had gained augmentations, you can choose different augmentations for your new poppet familiar.


Rajnish Umbra, Shadow Caller wrote:
Weables wrote:
I'd rule personally that you couldnt make it merciful in the first place, as the point of the spell just isnt meant to work non lethally, but thats a complete houserule. That, however, seems to be what you're asking for.

I'd say the fire damage turns nonlethal, but that the unholy ignores-all-resistances part stays lethal.

(Which would be even more houseruley, but eh.)

I like this. The unholy power is the "Hell" bit in Hellfire in this case, and honestly Hellfire does not play nice. Also, if I were GMing, no the [Evil] tag stays. You are drawing on the innate nature of an Evil plane using this spell.


Does anyone have any thoughts on a witch using the Poppet Familiar feat? I'm going to be playing a Tatterdemalion Witch with the Time patron in Rise of the Runelords, and I was wondering in anyone has any thoughts or experience to offer?


I am about to start running Rise of the Runelords, and I'd like some advice.

The party consists of a CN tiefling Gunslinger(gun-tank/pistolero), a CE(we trust the player to be interesting and not get mad if the rest of the party turns on him) wizard(blade binder, uses a falchion), a CN bard(archaeologist), and a CG warpreist of Milani. Any thoughts on good places to do treasure substitution for the gunslinger and the wizard?

I'm thinking of switching Nualia to a falchion instead of a bastard sword, and maybe rebuilding her as a warpreist also.


Quote:

@cetra02

But otherwise I agree that you can choose another weapon if you feel like it. You're essentially using a feat to gain +1 dmg, which isn't a very good trade-off. And you'll really benefit from something with a 18-20 crit range, since you've invested into Improved Critical.

Also, a cracked Opalescent White Pyramid ioun stone (+wayfinder) would give you proficiency with an exotic weapon for 2,000 gp, freeing up a feat slot.

And since you're not playing PFS, you could try to make the Ioun Stone resonance with the wayfinder, to grant you Weapon Focus.

On average, It would cost you 4,250 gp to buy EWP and Weapon Focus (1,000 gp if you have someone with Craft Wondrous Items).

I made a few changes after talking to the GM, and he agreed to add the Ioun stone as loot later in the AP. Mostly so at least one of us can use an artifact that pops up. I took a Rimeblade as a not to her country of origin, and went with the scaling version of Celestial Armor.

statblock:
Grianne
Female changeling paladin (virtuous bravo) 9 (Pathfinder Player Companion: Blood of the Coven 9, Pathfinder Player Companion: Heroes of the High Court 12, Pathfinder RPG Bestiary 4 29)
LG Medium humanoid (changeling)
Hero Points 1
Init +7; Senses darkvision 60 ft.; Perception -1
Aura courage (10 ft.), resolve (10 ft.)
--------------------
Defense
--------------------
AC 29, touch 18, flat-footed 22 (+7 armor, +1 deflection, +5 Dex, +2 dodge, +1 natural, +3 shield)
hp 117 (9d10+27)
Fort +11, Ref +11, Will +8; +2 trait bonus vs. charm and compulsion effects
Defensive Abilities nimble +2; Immune charm, disease, fear; SR 15
--------------------
Offense
--------------------
Speed 30 ft.
Melee rimeblade +16/+11 (1d6+6/15-20+9 Precision plus 1d6 cold) or
2 claws +5 (1d4)
Ranged +1 adaptive composite longbow +15/+10 (1d8+2/×3)
Special Attacks channel positive energy 3/day (DC 17, 5d6), menacing swordplay, opportune parry and riposte, panache (3), precise strike, smite evil 3/day (+3 attack, +0 AC, +9 damage)
Spell-Like Abilities (CL 9th; concentration +12)
3/day—ghost sound (DC 13)
Paladin Spell-Like Abilities (CL 9th; concentration +12)
At will—detect evil
--------------------
Statistics
--------------------
Str 12, Dex 20, Con 14, Int 12, Wis 8, Cha 16
Base Atk +9; CMB +10; CMD 28
Feats Improved Critical (scimitar), Mother's Gift: Uncanny Resistance[ARG], Piranha Strike, Slashing Grace[ACG], Weapon Focus (scimitar)
Traits focused disciple, magic in the blood
Skills Acrobatics +3 (+8 on icy or slippery surfaces), Climb -1 (+4 on icy or slippery surfaces), Diplomacy +15, Heal +4, Knowledge (religion) +10, Linguistics +2 (+7 to Linguistics checks to identify forgeries), Sense Motive +11
Languages Aklo, Common, Elven, Sylvan
SQ bravo's finesse, divine bond (weapon +2, 2/day), dodging panache, hero points, lay on hands 7/day (4d6), rimeblade beam form, swashbuckler initiative
Other Gear armor of the celestial host, +2 buckler, +1 adaptive composite longbow, rimeblade, belt of incredible dexterity +2, handy haversack, ring of protection +1, spectacles of understanding[UE], bedroll, belt pouch, flint and steel, hemp rope (50 ft.), holy text[UE], mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin, wooden holy symbol of Falayna, 3,581 gp
--------------------
Special Abilities
--------------------
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Aura of Resolve +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. charm.
Bravo's Finesse (Ex) Use Dex for att with light/1-hand pierce wep. Use Cha instead of Int for combat feat pre-reqs.
Darkvision (60 feet) You can see in the dark (black and white only).
Deed: Dodging Panache +3 (Ex) As an imm action when attacked, use 1 panache to move 5 ft. and gain +3 to AC vs. attack.
Deed: Menacing Swordplay (Ex) While 1 panache, as a swift action when hit, attempt demoralize check.
Deed: Opportune Parry and Riposte (Ex) 1 panache and 1 AoO to attempt to parry a melee attack, then counterattack.
Deed: Precise Strike +9 (Ex) While 1 panache, bonus to att/dam with light/one-hand piercing weapon.
Deed: Swashbuckler Initiative (Ex) While have Panache, free hand draws light or 1-hand pierce wep as part of the init roll.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Bond (Weapon +2, 9 mins, 2/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Immunity to Charm You are immune to charm effects.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (4d6 hit points, 7/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Nimble +2 (Ex) +2 dodge bonus to AC.
Paladin Channel Positive Energy 5d6 (3/day, DC 17) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Piranha Strike -3/+6 You can subtract from your attack roll to add to your damage with light weapons.
Rimeblade Beam Form (1/day) On command, touch att deals 1d8+3 cold dam and entangles for 1 rd. Beam lasts 1 min.
Slashing Grace (Scimitar) Treat chosen weapon as 1-handed piercing weapon and can add Dex instead of Str to dam.
Smite Evil (3/day) (Su) +3 to hit, +9 to damage, +0 deflection bonus to AC when used.
Spell Resistance (15) You have Spell Resistance.


I lost my hunter in our Kingmaker campaign, and though I'd go outside the box a bit for me. I chose Falayna because my changeling was raised in Magnimar, and she is intrested in freedom and liberation, which I think fits for a changeling Paladin.

She is originally from Irrisen, where she was a political hostage in the care of one of the Winter Witches. She escaped/wandered off, and was found by a group of adventurers who basically adopted her. The GM and I have talked about her mother and guardian trying to make political trouble to get her back.

Stat Block:
Grianne
Female Snow May Changeling Paladin (virtuous bravo) 9
LG Medium humanoid (changeling)
Hero Points 1
Init +7; Senses darkvision 60 ft.; Perception -1
Aura courage (10 ft.), resolve (10 ft.)
--------------------
Defense
--------------------
AC 28, touch 18, flat-footed 21 (+9 armor, +1 deflection, +5 Dex, +2 dodge, +1 natural)
hp 117 (9d10+27)
Fort +11, Ref +11, Will +10
Defensive Abilities nimble +2; Immune charm, disease, fear
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 flaming bastard sword +16/+11 (1d10+6/17-20+9 Precision plus 1d6 fire) or
2 claws +10 (1d4+1)
Ranged +1 adaptive composite longbow +15/+10 (1d8+2/×3)
Special Attacks channel positive energy 3/day (DC 17, 5d6), menacing swordplay, opportune parry and riposte, panache (3), precise strike, smite evil 3/day (+3 attack, +0 AC, +9 damage)
Paladin Spell-Like Abilities (CL 9th; concentration +12)
At will—detect evil
--------------------
Statistics
--------------------
Str 12, Dex 20, Con 14, Int 12, Wis 8, Cha 16
Base Atk +9; CMB +10; CMD 28
Feats Exotic Weapon Proficiency (bastard sword), Improved Critical (bastard sword), Iron Will, Slashing Grace[ACG], Weapon Focus (bastard sword)
Skills Acrobatics +3 (+8 on icy or slippery surfaces), Climb -1 (+4 on icy or slippery surfaces), Diplomacy +15, Heal +4, Knowledge (religion) +10, Linguistics +2 (+7 to Linguistics checks to identify forgeries), Sense Motive +11
Languages Aklo, Common, Elven, Sylvan
SQ bravo's finesse, divine bond (weapon +2, 2/day), dodging panache, hero points, lay on hands 7/day (4d6), swashbuckler initiative
Other Gear celestial armor, +1 adaptive composite longbow, +1 flaming bastard sword, belt of incredible dexterity +2, handy haversack, ring of protection +1, spectacles of understanding[UE], bedroll, belt pouch, flint and steel, hemp rope (50 ft.), holy text[UE], mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin, wooden holy symbol of Falayna, 856 gp
--------------------
Special Abilities
--------------------
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Aura of Resolve +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. charm.
Bravo's Finesse (Ex) Use Dex for att with light/1-hand pierce wep. Use Cha instead of Int for combat feat pre-reqs.
Darkvision (60 feet) You can see in the dark (black and white only).
Deed: Dodging Panache +3 (Ex) As an imm action when attacked, use 1 panache to move 5 ft. and gain +3 to AC vs. attack.
Deed: Menacing Swordplay (Ex) While 1 panache, as a swift action when hit, attempt demoralize check.
Deed: Opportune Parry and Riposte (Ex) 1 panache and 1 AoO to attempt to parry a melee attack, then counterattack.
Deed: Precise Strike +9 (Ex) While 1 panache, bonus to att/dam with light/one-hand piercing weapon.
Deed: Swashbuckler Initiative (Ex) While have Panache, free hand draws light or 1-hand pierce wep as part of the init roll.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Bond (Weapon +2, 9 mins, 2/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Immunity to Charm You are immune to charm effects.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (4d6 hit points, 7/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Nimble +2 (Ex) +2 dodge bonus to AC.
Paladin Channel Positive Energy 5d6 (3/day, DC 17) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Slashing Grace (Bastard sword) Treat chosen weapon as 1-handed piercing weapon and can add Dex instead of Str to dam.
Smite Evil (3/day) (Su) +3 to hit, +9 to damage, +0 deflection bonus to AC when used.


Berselius wrote:
So, the offspring of a Swan Maiden and a male human then?

Pretty much what I was thinking yeah.

Possible alternate setup

Spoiler:
Ancestry Wereswan
Typical Alignment: CG
Ability Modifiers: +2 Int, –2 Wis (+2 Str while shapechanged)

Alternate Skill Modifiers: Fly, Bluff

Alternate Spell-Like Ability: Long Arm/1 per day

Bestial Features:

Bite attack that deals 1d6 points of damage
2 wing attacks that each deal 1d4 points of damage
Fly speed of 20 feet clumsy maneuverability
Swim speed of 20 feet


So I was noodling around tumblr when i found this post: https://goo.gl/q4DDs8

Spoiler:
Ancestry Wereswan
Typical Alignment: CG

Ability Modifiers: +2 Wis, –2 Cha (+2 Str while shapechanged)

Alternate Skill Modifiers: Fly, Bluff

Alternate Spell-Like Ability: Long Arm/1 per day

Bestial Features:

Bite attack that deals 1d6 points of damage
2 wing attacks that each deal 1d4 points of damage
Fly speed of 20 feet clumsy maneuverability
Ferocity

Thoughts and suggestions welcome.


I'm playing an Oracle with the Volcano Mystery and I just picked up the Magma Form Revelation. Can the slam attacks I gain affect incorporeal creatures?


So I'm wanting to make a weregoat kin heritage of a skinwalker. Im looking for advice on ability scores, alternate spell-like abilities, and the other alternate stuff. Sor far I have:

Ability Modifiers ???, –2 Cha (+2 ??? while shapechanged)

Alternate Skill Modifiers: Perception & ???

Alternate Spell-Like Ability: ???

Bestial Features

Gore attack that deals 1d6 points of damage
2 hoof attacks that each deal 1d4 points of damage


I am wondering if I should dip 3 levels into Unchained Rogue, to get some Sneak attack and free up a couple feats from Weapon Focus and Fencing Grace?

Female ratfolk swashbuckler (mouser) 8 NG Small humanoid (ratfolk)
Hero Points 1
Init +6; Senses low-light vision; Perception +14
--------------------
Defense
--------------------
AC 23, touch 17, flat-footed 17 (+4 armor, +4 Dex, +2 dodge, +2 shield, +1 size)
hp 88 (8d10+8)
Fort +5, Ref +12, Will +5; +2 vs. disease
Defensive Abilities charmed life 4/day, nimble +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee +2 rapier +17/+12 (1d4+7/15-20+8 Precision) or
tailblade +7/+2 (1d2-2)
Special Attacks deeds (derring-do, dodging panache, hamstring, kip-up, precise strike, quick steal, superior feint, swashbuckler initiative, swashbuckler's grace, underfoot assault), panache (3), swarming, swashbuckler weapon training +1
--------------------
Statistics
--------------------
Str 7, Dex 19, Con 13, Int 14, Wis 12, Cha 16
Feats Agile Maneuvers, Combat Reflexes, Fencing Grace[UI], Paired Opportunists[APG], Scurrying Swarmer, Weapon Focus (rapier)
Traits adopted, anatomist, efficient packer
Skills Acrobatics +15, Bluff +14, Climb +2, Diplomacy +14, Escape Artist +9, Perception +14, Sense Motive +12, Sleight of Hand +8, Stealth +15, Use Magic Device +10; Racial Modifiers +2 Perception, +2 Use Magic Device