So i have made a shifter that for roleplaying and fun purposes is mostly going to be an animal. I have the Mouse, Dionychus, and the eagle. So basically when we are in City's I am going to act like a familiar. I put ranks in disguise and have my int as the modifier with a trait. So with my 10 ranks and 2 int bonus, and the +10 for polymorph I am rocking a 22 to act like an animal.
So basically to see if this works or not, I need to know if I am a bird or a mouse do I weigh like a bird or mouse. Or would I be some 100+ plus bird perching on a pc's shoulder?
Hey here is a real quick crack at it
Spell casting the Champion gains spells every odd level as if it has increased a level in that class if multiple classes can cast spells you may only choose one but can choose a different class at the next choice if desired. This only increases spells for divine caster types.
Hi i have always liked the idea of this class and i know there is already a conversion for it on the forum but i wanted to take a stab of my own at it let me know what you think please.
1st 0 0 0 2 Armored Mage Light Warmage Edge 2 — — — — — — — —
Hit Dice D8 Skill Points per level 2+ Int
Stats Charisma is important as it is empowers their spells, Intelligence is also important as it effects the War Mage edge and other abilities. Strength, Constitution, and Dexterity of course don’t hurt either
Spell Casting War Mages are spontaneous spell casters and use charisma for their spell D.C. and bonus spells per day just like a sorcerer.
War Mage Edge
War Mage Sculpt Spell
War Mage Magic
War Mage Mastery
Human ½ add one spell from the evocation or conjuration school from the sorcerer/wizard spell list to the spells known this must be one level lower than maximum spell level
½ Orc Reduce the attack penalty of one weapon by ½ levels when it reaches 0 you are treated as having that weapons proficiency bonus.
Hi i always really liked this class and i am not satisfied with the oracle so i decided to try my hand at converting it so let me know what you think. If anyone is not familiar with the original it is from Complete Divine third edition
Alignment Must be one step within Deities Alignment
Deity As a chosen person of a God Favored Souls must worship a Deity.
Aura a Favored Soul Has an aura the same as their alignment equal to their level for detect alignment spells.
Orisons are minor magics that can be cast again and again without being used up
Deity’s Weapon Focus
Deity’s Weapon Specialization
Aasimar Add one spell known at least one level below max spell level
Abadar Appraisal, Knowledge Nobility Boon Rapid Reload add int bonus to crossbow damage
So appearantly that link does not work and i cant seem to edit the post so
Looking at the first link it seems somehow a space got in there even though all i did was copy paste weird lol
And it's doing it again with this post so between the y and the ulec/edit
Do +2 to two physical and -2 to two mental possibly or like +2 str dex -2 con -2 mental?
Could give them either a bonus to 2 out of three of the skills or even make it so that 2 of them are always class skills, or even combine it and have it like survival is always a class skill but if it would be already you get a +2 due to upbringing?
I think it would be fine balance wise maybe actually a little weaker since fire resistance is so common i would leave the other elements alone let the admixture wizards etc. have some bonus still or make the wizard research a new spell i think there should be rules for that if not i know 3.5 has some
I dont see it being to in game balancing youd probably have to restrict anybody with like intensify spell and a metamagic reduction trait so they are not able to infinitley cast an intensified snow ball or burning hands etc
Also if you got rid of cantrips they definitley need some kind of boost to not suck when out of magic lol
Hi i got inspired to make a class today and wanted to share it with everybody. I always liked the idea of being a necromancer but never wanted to go through all the annoyance of managing a small army of undead much less annoying my Gm with it.
So i decided to make this class who is more obsessed with beating death than mastering it he is looking to find new ways to be powerful and find ways to survive and so he doesnt like to make waves or be noticeable.
So basically he is kind of an arcane/divine arcanist with an undead ally that acts as a druidic animal companion
I think it's possible he may be op there are two ways i thought to fix it
Please take a look and let me know what you think
So i wanted to make a halfling slinger for flavor more than anything. But then i was completely lost after looking around it seem s like you need three feats and a trait to get things rolling and make multiple attacks per round or am i just reading everything wrong
So does this mean i need all this on top of the typical ranged feats like point blank and precise shot etc.
Also with all those sling feats were it says load 1 handed does that mean he could use a shield with a sling staff now?
Hello i wasn't sure if this should go in the rules or advice section but this seemed more appropriate.
Well in 3.5 i think players hand book two there was a variant spell casting thing.
I really liked that because i enjoy spontaneous casters and I'm not a big fan of the oracle the inquisitor and hunter are really good for me but i was hoping there was something for a 9th lvl thing.
So i didn't know if there was some book coming out eventually with something like this but id probably end up having to try to house rule it. Didn't know if anyone else was interested in something like that or if I am just crazy for giving up knowing all the spells.
Hello using Battering blast as the example
Further if you have a dusty rose ioun stone it has a resonant effect with a wayfinder giving +1 cmb now do either, both, or neither add to the bull rush effect?
Hello so i have a halfling hunter going and for one of his teamwork feats i took pack flanking so i can ride and still have targets considered flanked by me and my mount.
But if i take Shielded Caster it says adjacent in the description : Whenever you are adjacent to an ally who also has this feat, you receive a +4 competence bonus on concentration checks. If your ally is wielding a buckler or a light shield, this bonus increases by +1. If your ally is wielding a heavy shield or a tower shield, this bonus increases by +2. Finally, if an enemy threatening you and your ally has the Disruptive feat, or another ability that increases the DC of concentration checks, the amount of the increase is halved.
So does the pack flanking allow this to work while riding or am i not able to use this one that way.
A silksworn occultist uses these implements instead of regular implementsabjuration (wrists), conjuration (shoulders), divination (eyes), enchantment (neck), evocation (hands), illusion (head), necromancy (chest), and transmutation (feet)
Now with Mage's Paraphernalia it says
im thinking the silksworn occultist overides that and as long as i had
Hello i tried searching for these answers but all the topics seemed to answer questions about multiple attacks or were never answered
So i gave my eidolon limbs and it's azata so it can wield weapons
it has a darkwood shield so ac but no attack penalty even w/o proficiency and a great sword but if i make the sword magic can my summoner then not have a magic sword w/ overriding the eidolon's because of the link? obviously the shield isn't an issue because i wont be using one due to spell failure chance
and i couldn't find an answer to if you add reach to the claws if it gives you reach with the weapon
Hello I have a weird question for you guys so i am making a Silksworn Occultist and by their class they are kinda all about the clothes they wear they are their focus items etc. So basically i want my guy to be kind of picky and worried about his clothes so i want a magic item that mends, and cleans my clothing removes stains etc. is there something like that or anything or would i have to make it with my gm and my create wonderous items feat
Dark Midian wrote:
then how does that work with the shield brace feat wich allows you to use a polearm category weapon in both hands and retain shield bonus but your shield acp counts as a negative to hit
So this is another post about tower shields and the confusing feats and class abilities.
Ok so the tower shield specialist fighter archetype says you get -3 acp and +2 dex increasing by for every 4 levels after etc.
Now we are making the tower shield darkwood which gives -2 acp
so if i did my math right that is -10 acp +4 from class +3 from feat +2 from material which means an acp of -1 or am i wrong?
and then for cost it should be 10*45lb = 450+30 from base cost = 480 +150 from masterworking = 630 gp i believe
Darksol the Painbringer wrote:
Sorry to necro this but didn't want to start another new postwhen you make the masterwork darkwood shield it gets the -2 acp from darkwood doesn't it still get the -1 acp from being masterwork?
well you could go dwarven fighter take a dip in cleric with the travel domain to be able to move 30' a round in adamantine plate with dr 3/
and with the racial trait that gives you +2 in craft can easily make your own paying only 1/3 the cost
or swap it around and be cleric with a dip in fighter for heavy armor prof and extra feat
And with the shield brace feat can wield a spear polearm group weapon with both hands and wear a shield
Hello so i want to make a necromancer but i dont want the 50 thousand undead follower builds i want to focus on the necromantic spells
So i was thinking a gnome because they can get +1 to dc of necromancy if they swap out one of their racial traits
so with a sorcerer and starting at 18+2 race charisma putting my points to level 8 in that and a +4 head band wind up with a 26 giving me a 8 modifier
that makes my 1st level necro spells dc 22
Is there any way i can improve that or something that may be a better route
Also is there some way to make a singular undead follower with magic kind of like a companion? i just don't want to bog down or ruin a game by making hordes
Ok so here is the question with unarmed rogue talents
Combat Swipe (Pathfinder Unchained pg. 21 (Amazon)): A rogue with this talent gains Improved Steal as a bonus feat. At 6th level, she is treated as if she met all the prerequisites for Greater Steal (although she must take the feat as normal).
that feat gives you +2 to steal attempts and no attack of opportunity and at 6th qualify for greater steal
greater steal gives you an additional +2 to steal attempts and +2 to not be stolen from ok good
what I'm wondering is how that applies out of combat does the rogue with both get a pickpocket bonus of +4 and a +2 to detect when someone is trying to pick his pockets
because raw it kinda seems like no but otherwise seems a horrible waste of feats / rogue talents to me
Lol Sorry thats my bad im not talking about attack damage i mean like you don't want to put molten metal on an animal's teeth claws etc.
Hello i was wondering if you have animals with horn's or club tails some thing with no feeling that can't really be damaged
Can they be coated in metal to give them an effect?
Like could you take the Megaloceros and cover it's antler's in adamantium cold iron etc.
also a can a megalacorus wear horseshoes such as horseshoes of speed and
So to quote phb
Does this mean an aasimar or any of the elemental kin lose their resistances or their bonus to their asociated bloodline etc.
And like samsarans do they lose their Lifebound (Ex): Samsarans gain a +2 racial bonus on all saving throws made to resist death effects, saving throws against negative energy effects, Fortitude saves made to remove negative levels, and Constitution checks made to stabilize if reduced to negative hit points.
and dwarves would they lose their defensive training Stone cunning, hatred etc.
also what about the halfling's luck bonus
Ok this a question about the protection domain and i have looked at the others but they all seem to be asking something different than me
it says "in addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess."
So i this increase done in
Again this is not about class levels like all the other questions have been assume all cleric or whatever class gave the domain
Ok so i have a orc blood sorcerer i am making and am taking the bloodline mutation swap for the first level power that adds damage like the orc bloodline to sorcerer spells i have spell focus with
Now im curious how this works so i am going to start with a level 1 example and also the table for description will be F focus O Orc M mutation
So at first level saying i have spell focus in conjuration and evocation
so that seems pretty straight forward but now act like he is 9th level
so the magic missile would be 5xd4+3 (1 O, 1 M)
or am i doing something wrong with my math here because an intensified snowball would be
Also different from other questions if you intensify a scorching ray or magic missile do you get another missile or just can't do it?
Naga Shape (Su): At 6th level, the naga aspirant can use her wild shape ability (gained at 4th level, as normal) to assume the form of a true naga
So if im reading this right i still can transform into small or medium animals and the naga shape then since at 4th level is when i get those forms and after sixth level my wild shape just improves the naga form i think
So i was looking at animal companions and the diplodocus at it's second stage as a companion gets the Tail Lash ability witch says it can make two seperate attacks a full round action so with the multiattack ability that it gets as a companion would it then get 3 attacks 2 at full bab and one at -5 or the two at full bab and multiattack does nothing?
i think youd be better off with a ring of protection instead of amulet of natural armor deflection ac is better
Also i think you may be better off not taking the item creation feat
So the third Level was thinking to get more feats by either fighter or ranger now obviously fighter better for feats
But with ranger i was thinking if i took the Trapper and Ilsurian Archer archetype then i get bulls eye shot which lets you get a +4 to a shot good for spell strike and i can also get stealth disable device and trap sense
Any thoughts or other ideas
Also 2 Rule Questions
So im looking at the mesmerist class and they like enchantment and stuff then i found this trait
You have perfected the art of forcing your magical boons on your allies.
Benefit: Whenever you cast a harmless spell, you gain a +2 trait bonus on caster level checks to overcome spell resistance, and the saving throw DC of the spell (if any) is increased by 2.
so enchantment's don't cause harm so does this apply to enchantments?
Ok in the advanced race guide it says this
So if i were to make a custom race with humanoid and human subtype would i be able to use human favored class options and archetypes as well as qualify for feats that have human as a prerequisite