Lunar Mystery gives you an animal companion with some restrictions, so now on to the questions.
1. Do the Archetypes stack? They mess with solo tactics, but I'm not sure that change is enough. Not familiar with how delayed features stack.
2. Do the Companions stack? I'm pretty sure if the features were exact copies they would not, but its a hunter companion and a restricted druid so I'm not sure.
3. Does the Druid Companion benefit from my teamwork feats?
So I have been GM'ing a Hi-lvl Mythic Adventures Pathfinder game for a while now and recently was theory crafting a spellcaster that would give the PC's a decent challenge.
What I realized however is that Arcane Surge (Su) due to being a supernatural ability likely doesn't follow the Casting Time rules preventing multiple swift casts.
Then I saw how this could be abused by adding in a Corset of Delicate Moves since it is also triggering a supernatural ability and the Borrowed Time spell to bring us up to 4 spells in a round.
Is this legal? I feel like I am missing something here, I know mythic gets crazy but this is a level beyond what I normally find.
Im building a high level monk at the moment for my PC's to battle and noticed the Elemental Burst lvl 18 ki power. It looks like it might be a free action to activate since I see no action listed in the ability or the Ki pool class feature.
Can anyone confirm this for me?
Link to ki powers: http://archivesofnethys.com/MonkUCKiPowers.aspx
I have built a Mithral Colossus based on the Iron Golem and its Colossus counterpart. It came out much more powerful than I was expecting and wanted to get some feedback on tuning this thing. It feels like its DPR is very high, but it still has the possibility of being turn 1 killed by the party. Are there ways around this game of rocket tag other than concealment bonuses or overstated hp?
AC 45, Touch 11, Flat-footed 35 (+7 Dex, +2 Dodge, +34 natural, -8 Size)
HP 385 (30d10+220)
Fort +10 Ref +17 Will +10
DR 15/Epic, evasion; Immune construct traits, magic
Offense
Speed: 60ft
Melee: 2 slams +43 (8d6+21)(B) or stomp +43 (8d6+31 plus pinning stomp)(B)
Power Attack: 2 slams +35 (8d6+45)(B) or stomp +35 (8d6+67)(B)
Ranged: Ballista, Gate Breaker +37 (6d8)(B)
Watchtower Form: +37/+32/+27/+22 (6d8)(B)
Space: 30ft; Reach 30ft
Special Attacks: Mythic Power (9/day, Surge+1d10), Mythic quickening, pinning stomp, Fluid Form, Quickness
Spell-Like Abilities (CL 19th; concentration +22)
3/day- Invisibility, Greater
1/day- Polar Ray +37 to hit vs touch
Statistics
Str 52, Dex 24, Con --, Int 13, Wis 12, Cha 16
Base Atk +30; CMB +59; CMD 75
8 Feats: Combat Expertise, Dodge, Mobility, Spring Attack, Whirlwind Attack, Toughness, Power Attack, Run
7 MFeats: Mythic Combat Expertise, Mythic Dodge, Mythic Mobility, Mythic Spring Attack, Mythic Whirlwind Attack, Mythic Toughness, Mythic Power Attack
Special Abilites
Selective Antimagic Aura (Su)
The spell Haste is unaffected by this field.
Fluid Form (Ex)
A mithral colossus’s body can take on a form like liquid silver as a free action.
While in this form, the mithral golem’s reach increases by 10 feet and its DR becomes
15/bludgeoning and epic. A mithral colossus in this form can also move through any
crack or hole in a wall or door, no matter how small, without impeding its movement.
A mithral golem can maintain this form for up to 15 rounds per day, but these rounds do
not need to be consecutive. Reverting to its normal form is a free action.
Quickness (Ex)
A mithral colossus is incredibly quick. It can take an extra move action during its turn each
round. This means it can move up to its speed and still make a full attack.
Siege Tower (Ex)
An mithral colossus’s ballista does not provoke attacks of opportunity, and it reloads itself at the start of the colossus’s turn.
Alternate Form (Ex)
As a full-round action the mithral colossus can transform into a watchtower 100 ft tall,
becoming completely immobile and unable to make melee attacks.
While in this form the mithral colossus gains DR 30/Epic, Fast Healing 20 and
the mithral colossus's Antimagic Aura radius increases to 1 mile.
While the mithral colossus is in watchtower form it is able to reload its ballista as
a free action and is unable to use its Fluid Form ability. The mithral colossus can
end this form as a move action.
This is a quick question asking whether there has ever been a official FAQ on the Alchemists ability to take the Eschew Material feat. The reason for this question is entirely to do with the "Full Pouch" spell and its potential for significant abuse during downtime with this feat to aquire a large arsenal of weapons.
Do these work together? I am cosidering droping this item as a reward and I cant quite decide if either or both of these deeds work with it.
Firedrake pistol
This hefty +1 flaming pistol is elaborately carved with its barrel in the semblance of a roaring dragon and its grip wrapped in polished red dragonhide. When firing ordinary ammunition, the wielder may choose to have the firedrake pistol deal all of its damage as fire damage instead of normal damage. In addition, as a standard action the wielder may expend 1 unit of ammunition and create a cone of fire equivalent to burning hands rather than resolving that shot as a normal attack
Targeted Blast (Ex) At 1st level, when using a firearm or siege engine that targets an area rather than a specific creature, the siege gunner can spend 1 grit point to focus the brunt of the blast on a single creature within the target area. The target creature takes 1 additional point of damage for each level the siege gunner possesses. This is precision damage and is not multiplied on a critical hit. At 5th level and for every 5 levels the siege gunner possesses beyond that, she can select an additional creature to target with this bonus damage. Targets must be selected before any attack rolls or saving throws are made.
This ability replaces deadeye.
Scattershot (Ex) At 3rd level, if the siege gunner has at least 1 grit point, she can increase the effectiveness of scattering shots from hand-held firearms and blast shots from siege engines. The cone radius of scattering shots or blast shots increases by 5 feet for every three levels the siege gunner possesses (to a maximum of 30 feet at 18th level).
I want to get some feedback on this campaign setting I have put a lot of work into now. As I'm sure if anyone has experience with this kind of in-depth construction I would find them here and every suggestion helps.
I have for the past few months been working on what I would describe as my end all campaign setting. I realized after GM'ing for a few years that I really love a romanticized version of the Caribbean period. Something about the sea, the secluded cults, new land, political intrigue and everyones favorite: Pirates! So I went about creating the area I refer to as the Dorals. The Dorals are in between North and South Doralden. The area is quite a bit bigger than the Caribbean which is named after only a single sea. In fact the Dorals contains 4 distinct bodies of water due to the positioning of the island chains.
The link to the map I currently use is here http://www.scribblemaps.com/maps/view/Pathfinder/Pathfinder
It represents almost every location I have planned
Rules: This setting uses the Commonplace Guns ruleset, A ban on advanced firearms and extensive use of Occult adventures.
Nations:
A big part of this setting was to really focus on the idea that their were world powers vying for control over this region and its wealth and I will explain how I have done that here.
The Empire of the Silver Mold
The Empire is the first and largest faction and takes a role much like colonial Britain. The Empire is interested in permanent settlements, wealth and imports. They allow one to sell themselves into slavery in order pay off one debts and have a fairly standard royal cast system. They alone currently understand how to smelt platinum properly and for that reason platinum coins are always of Empire mint. A man of ignoble birth known as the Cardinal is currently in charge of the Empire's holdings. Their populations tend to go as follows: Humans>Elves>Dwarves=Gnomes.
The Cordellian Republic
Cordellia was until recently a very similar nation to the Empire and on the outset of the Dorals they pursued many of the same goals. One of their main achievements included the discovery of massive silver deposits already uncovered by the natives and since that their location has been the most closely guarded secret in Cordellia. On the mainland Cordellia underwent a massive uprising which completely killed of the nobility and formed a indirect republic where speakers from different districts go to converse, but are not elected. Instead the system is based on education and influence. This sent huge waves overseas to the Dorals, many of which forced currently ruling lords to take more humble titles or leave altogether. Cordellia no longer expands in the Dorals and their settlements are largely left there to allow the flow of silver to the mainland. Their populations tend to go as follows: Humans=Elves>Gnomes>>>Dwarves.
The Duchy of Francis Pup
The Duke of Brass Francis Pup was sent to manage the Dorals on the Empire's behalf. About a year into his reign he seceded from the Empire taking a entire fleet of 40 ships with him. The currently sits back just past the Murdel sea. Occasionally coming out in a attempt to sack cities and inspire fear in merchantmen. His secession has lead to a huge rise in pirate activity who use his fleet as cover from the Empire's much smaller Fleet. His end goals are unclear, but it is safe to assume he wishes to control the Dorals. Maybe even all of Doralden itself. He has taken many of the local natives into his ranks, which tend to be Halflings and Orcs. Populations as follows Humans>Halflings>Elves>Orcs.
The Farrunners
The Farrunners represent large factions of somewhat civilized nations engaged in feudal struggles over resources and dominance. Many of these people come sailing over to the Dorals in invasion fleets in a attempt to sack ships and cities to bring glory to themselves and their nation. They tend to have a complexion closer to Mediterranean than European. Populations as follows: Humans>Elves
I will be editing this post as I go so expect more to show up on it.
I have been working on a sandbox campaign setting for I guess a few months now and I am attempting to find the correct thread to receive some critical feedback. This seems to be the right place, but everyone appears to be talking about the nuances of different Pazio campaign settings. Am I in the right place or is there another thread I should go to?
I have been working on balancing this item for about a day now and decided to bring it here. It started off as a normal item, but its effect clearly warranted artifact status. I have come here to ask how do any of you rate this item, it is supposed to be powerful but very dangerous to use.
Ring of Flowing Sands (Major Artifact)
Aura strong necromancy CL 15
Slot ring; Price ?; Weight -
Description
This beautiful platinum ring is crowned with the brilliant cut emerald that has a hourglass very faintly etched into it. This ring, considered by many to be the secret to immortality, allows the wearer once per week to project a 30 foot cone of aging that bestows two permanent magical age categories (Ref Half DC 16). It then projects another 30 ft cone behind the wearer that includes themself that removes a equivalent amount of age categories, divided by the number of people in the cone from each person. Those behind the wearer may also attempt to evade, but the wearer gains no save. Wish, Miracle or Heal casted by someone of CL 16 or higher can reverse these changes. This ring bonds with the person after their first use and does not come off until their death.
As an added penalty to the infant category the affected lose their memories and require serious aid in the form of a seprate Wish or Miracle to regain them.
If the effect pushes them to a age category not on this list they are immediately slain (Will/Fort 20 Negates), Resisting this effect puts you in stable comatose.
Use magic device:
Reverse the effect so that you age: DC 20
Remove yourself from the effect: DC 40
So I've been toying with this quite potent but very dangerous to use magic item and I would enjoy hearing peoples thoughts on it.
I have two questions:
1: Does this magic item seem too powerful or too weak and it what aspects?
2: What should I price such a item at should the PC's attempt to sell it?
Ring of Flowing Sands
Aura moderate necromancy CL 15
Slot ring; Price ?; Weight -
Description
This beautiful platinum ring is crowned with the brilliant cut emerald that has a hourglass very faintly etched into it. This ring, considered by many to be the secret to immortality, allows the wearer once per week to project a 30 foot cone of aging that bestows two permanent magical age categories (Ref Half DC 16). This ring then removes that amount age categories from the wearer and any behind them in a 30 ft cone starting with the wearer and distributing evenly. Those behind the wearer may also attempt to evade, but the wearer gains no save. Wish, Miracle or Heal casted by someone of CL 16 or higher can reverse these changes.
As an added penalty to the infant category the affected lose their memories and require serious aid in the form of a seprate Wish or Miracle to regain them.
If the effect pushes them to a age category not on this list they are immediately slain (no save)
Recently I have been messing around with in combat sneak attacks and how to perform them and stumbled across something I don't know the answer to. I was messing around with a very strange Cleric/Rouge Multiclass to see the viability of the build. I realized that the Deception Subdomain includes a reactive teleport allowing you to effectively get directly behind your opponent, fully canceling their attack.
So my question is fairly simple if I was to teleport directly behind my opponent and then attack them in the back does that count as total concealment (assuming no blind sense) and therefore a trigger for a sneak attack?
I brought this up with some of the players I GM and we couldn't find a spot in the rules that indicated one way or the other.
The victim does not have line of sight, but he is not surprised. It seemed a lot like like a invisible attacker to me. A person who still qualifies for sneak attacks due to the opponents not being able to see where the strikes are coming from.
The problem being that this seems a little powerful due to how strong this ability would be considering it is obtained at first level.
Im guessing someone on the forums will have something for this one so I post it here in the hopes of resolving this question.
So I found out it is possible to go into the Master Spy Prestige Class at lvl 3. Its requirements are:
7 Bluff
7 Disguise
5 Perception
5 Sense Motive
And two feats Iron will and Deceitful
If you play a human rouge with 16-18 int and sink your favored class bonus into skill points you will get 13-14 skill points per level which gives you enough at lvl 2 to take all the required ranks. The extra feat gives you both feats at lvl 1 so you are set to take the prestige class at lvl 3.
Im pretty sure this is the earliest you can prestige with any class and it might not even be half bad. I intend to try it out in a casual campaign with my friends in a couple weeks.
So I'm making a Caribbean sandbox style world for my next campaign and I want to make sure Im not forgetting any of the cool themes for that I use for that setting.
I got a link to a rough map if your interested. Players start in Mudd (middle left): http://www.scribblemaps.com/maps/view/Pathfinder/Pathfinder
Themes Ive got so far. Ive got this sunken swamp, some monks on a volcano, a very eccentric Duke who loves bitter chocolate, a cardinal with a silver nose that keeps a tight grip on his surroundings, got some pirates coming up but no names yet (those would be appreciated), Some shady locations, some jungles, some temples (not sure on what treasures yet).
The Four current major factions are:
The Cordellian Republic, The Duchy of Francis Pup, The Farrunners, The Empire of the Silver Mold.
Light conflict, not huge war on the outset, but I intend to heat things up as we go along.
Also got Cannibalism, Natives, Commonplace guns ruleset (no advanced guns), Possibly slaves, Lots of different goods like Pearls, Lime and Coco which I need to figure out the standard price for and the average fluctuation (help appreciated). My Party alignment bias is neutral so the party could go any way.
So is there any themes, cool ideas, or just general advice on things I should add?
Well I just decided to ask the rules thread about how counterspell rules were actually supposed to work. That ended with a resounding consensus that they don't work. So I would ask to all of you reading this: How would you change/remove/resolve this system to make it usable or out of the picture entirely? If your answer would be to remove it what would you replace it with, if anything?
I really don't understand the point of the counterspell rules. It seems to me that if I were say a wizard battling another wizard and I got the leg up on him on initiative I would not then decide to take the risk that I could possibly counterspell his attack, but rather I would simply take the advantage and attack him.
I understand that there are specializations and classes that have easier times counterspelling, but generally it seems weak and underused even among those classes.
You never get a sense of warring wizards as the battles that often happen between them take almost not time at all, usually ending with the slightest mistake or fortune. While I appreciate the suddenness of spellcaster combat I often find that it feels like a simple show of raw power rather than any real thought or finesse. Simply pulling out your biggest spells, be they enchantment, conjuration, transmutation or the ever popular evocation to disable/destroy the competition.
I have often considered alternatives to this to change the dynamic, the one I have often stuck with is turning all counterspell actions to free and bumping up the difficulty of detection.
While I find this to be adequate for most of my games I still would like to ask the question: In what instance were these rules to be used (by a non-specialized user possibly with imp counterspell) effectively to change the outcome of a battle?
I have been considering equipment and armor deterioration in a upcoming campaign I intend to run. I think such a system would encourage the craft skills and lead to challenges to the PC's when their armor fails them.
The system would work fairly simply. It would follow the rules for equipment breaking except that any attack directed at the player would deal half that damage to armor and any other equipment it would have hit IE: Fireball.
This would mean energy and ranged damage do 1/4 damage before saving throw.
This would have a major effect in large battles as the PC's equipment is likely to deteriorate, especially in a low magic setting and would have moments where the dragon slags armor or the Wizards lighting bolt leaves a gaping hole in chain mail.
I would be keeping extensive hidden tables of equipment to record all of this data and have practiced encounters with it a few times. It adds a lot of weight to the hits when you get the effect of them shattering armor. Yes I know sunder is a thing and this isn't to replace it, rather it shows the wear on equipment that comes from heavy fighting.
This wouldn't do that much in many fights only becoming an issue in fights of great scale and length or a great many fights.
The thing I was trying to figure out is how I would have weapons deteriorate in combat over time and how I would handle time and weather conditions effecting objects.
Ok, Ive got a bit of a weird one. I have a Oracle/ Lust school Wizard and I don't know if being restricted on transmutation as per my Wizard carries over to related spells as an Oracle (Like Eagles splendor). If I was GM I would have thought it wouldn't effect it, but I want to make sure for this character. The second question is Spell Focus, If I have Spell Focus: Compulsion does that effect both my Wizard and Oracle compulsion spells?