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![]() Kumiho (Kitsune Based):
Type: Humanoid(Kitsune, Shapechanger) - 0RP Size: Medium - 0RP Speed: Normal - 0RP Ability Scores: Advanced (-2STR, +4DEX, +2INT/WIS/CHA) - 4RP Languages: Linguist (Common, Sylvan) - 1RP Ability Score Modifiers: Advanced Strength*2 (+4STR), Advanced Con (+2CON), Advanced Cha (+2Cha) - 17RP Adjusted Ability Scores: +2STR/CON/INT/WIS, +4DEX/CHA Focused Study: Skill Focus(Stealth, Perception, Disguise) - 4RP Change Shape, Lesser: As Human Guise trait from SoP - 3RP Magical Tails: Witchmarked (Alteration, Dark) - 2RP Low-Light Vision - 1RP 32RP
Thinking about rolling with this, alongside a SoP based build - Conscript base, plus Incanter for spellcasting oomph, and the Nocturnal Predator archetype for Shifter to glue the two together into something hopefully terrifying. ![]()
![]() Guy St-Amant wrote:
Huzzah, but no update to the PDF :D ![]()
![]() Grumbaki wrote:
Unchained Bloodrager (Unchained Rage) with Kitsune bloodline (Kitsune Compendium) here. No weapon? No problem! Bloodrage gives you a bite attack that gets downright NASTY as you go up in levels. Downside is, you're a magical beast, so you don't get any other weapons during bloodrage. Hope you packed your amulet of mighty fists. :D ![]()
![]() Example: I have a weapon with Merciful + Spell-Storing on it, with Frostbite stored. I hit a creature that can take nonlethal damage with it, dealing 1d6 plus 1 per caster level, plus 1d6 from Merciful, plus the weapon damage dice. All this damage is nonlethal; how do you determine when the fatigue goes away? ![]()
![]() It's not; minimum CL of a staff is 8. So crafting a staff of extended celestial healing would cost
The spell would give fast healing 1 for eight rounds if the user is less than level 8, and would give 2 rounds / 2 levels if the user is over that. With ten charges, that would mean a total of 80hp before the staff needs recharging, which could be done in downtime by any class with a level 2 spell slot and access to celestial healing. Can't spam it like a stick of CLW, but it scales up unlike the wand (level 10 user gets 100hp out of it, 12 gets 120, etc). You'll never get all the HP you can get out of a single wand vs. 10 staff charges, but one is still reusable and scales up, the other needs you to pay another 750gp for a new one. Staff becomes the cheaper option after eight wands. ![]()
![]() Arise, thread! It may not be entirely optimal, but Celestial Healing strikes me as a better choice than Infernal Healing when cast as part of Greater Bloodrage at level 11. The poor duration instead becomes the duration of your bloodrage, and the healing functions regardless of the damage you take. I wonder if people would argue that an Evil bloodrager that casts Celestial Healing as part of Greater Bloodrage will eventually be corrupted to Good *snerk* |