Hey, if we are in ask the developer questions territory here, the Wyrwood enemies in BbtSG have a really ridiculously potent modification: "Arcane Reinforcement (Ex)" (summarizable as fast healing 5, 30 extra HP, see through smoke and fog, Fire resistance 10), which is presumably a racial trait... so what's trade out for this racial trait (which apparently doesn't affect their CR either...), or is this pure flim-flammery that's not supposed to be available to PC's?
Particular Jones wrote:
The unfortunate problem with the giant gecko, is that as an animal companion, it's not giant. Specifically, it starts as small (and thus unable to act as a mount, barring feat, for a small character). It becomes medium at lvl 4...
Something similar exists,
the Sadist's Lash.
It's not that expensive, but you probably want to change the effects to use with more than just enchantment spells. So it's going to be a custom magic item, and you need to discuss it with your GM.
Archives of Nethys says the Boreal Creature template can be used with summons. Can someone tell me the source?
If anything, I might be rating this higher for classes that need to protect their familiar anyway (WITCH!). You can pick something like a Greensting scorpion, house it in an armored shoe box and let it out to eat and to pump out of combat spells...
What level is your group and how much money is available?
Polymorph Any Object from dwarf to gnome should be a permanent solution:
that'a a +11, when you need a +9 for permanence.
Add in spell immunity/ greater spell immunity
Shadar Aman wrote:
Sorry to be way late, but that doesn't work. Slay Living is a death effect, thus you need a Resurrection, not a raise dead...
Reasonable interpretation, sure. Still, these are the questions that took 30 seconds to come up with...This section could have used another editing pass, and a table of what class features are considered capstones... Or maybe just a definition: A capstone is a unique class feature received only at 20th level. (Although that definition would leave Sorcerers and Witches in the sans-capstone category as well, as witches get Hex earlier, and sorcerers get bloodline power earlier).
With regards to 20th level only capstones, again reasonable, but what did you do with Sorcerers + Robes of Arcane Heritage before this came out... They were getting their capstone at 16th.
Got my copy today. So many rules interaction questions...
Like what's the definition of a capstone feature. For example, presumably for sorcerers it's the 20th level bloodline power. But it can't be any class feature at 20th level - wizards get a bonus feat at 20th, but are called out as not having one. So witches getting another hex at 20th are without a capstone (Grand Hex is at 18)? What about classes that get 2 abilities at 20th. Eg. occultist gets Implement Mastery and Outside Contact 4. How about a sorcerer and robes of arcane heritage - can he claim his full bloodline development as of lvl 16 and change out his capstone? Can a 20th level sorcerer pick up an alternate capstone - "Deep Magics" - and yet claim his full bloodline development from the robe?
Crazy feats - "Secrets of Magical Discipline" pg 9 - "any spell"? So cross-class, does this let a wizard loremaster pillage the cleric spell list? What if it's on a different list at a lower level than your own, eg Scribe's Binding as occultist 6 and Sor/Wiz 9? Let's not even get into access to things like "Blood Money"...
I say cool idea, but start it's own thread...
That party is going to have trouble with condition removal... Straight healing in can be covered by 3 secondary healers (Paladin, Ranger, Bard all have cure light on their lists). Also, the party is also short of any arcane supporting options and battlefield control.
How about a witch?
Patron and archetypes would require some careful thought though - Healing would give you the restoration line. Time or Trickery would give you better support spells.
There is no way the econ works for selling a physical globe (IMO), but could they sell a digital model?
Weren't some of the Agathion's described as not beautiful -
I also seem to recall a whale-man celestial of some sort that wasn't so pretty... but I can't recall what.
If they skip Mun's house, drop a random encounter that develops into a sidequest on them. If it's a rich enough side quest, it could help with your wealth problems as well (say a dragon that is raiding & for a DM macguffin they need to chase it to it's lair. Say it raid their caravan and then flees. At the next town, when the story get mentioned, they get asked to rescue the villages "fair maiden" (or whatever/whomever) as they have shown the ability to challenge the aforementioned draconic raider.
Furnishings: Comfy chairs. Good (magical) lamps. A music source (construct/bound outsider/ undead for the truly freaky). A refreshments area (wine or other spirits, snack foods like nuts). Art has been mentioned.
WRT to the rest of the tower, don't put (presumably) hijackable gates next to your sanctum sanctorum. Put a guard post/fortification of some sort between.
Consider partial levels, ie. if you enter at level 1, you can go up to level 2a, but then have to go to 3 and back down to get to level 2b.
Consider the following:
Pizza Lord wrote:
Maybe reverse the plan? Leave 1 (*or more) illusionary copies in a safe place(s) as backups. It's definitely cheaper and might be a lot quicker than recopying 70+ spells... With regards to adding stuff, well, cast a second illusion of another volume with whatever new stuff you want to add.
PS. Looking at the illusion spells, you could probably make the original plan work with Permanent Hallucination on yourself. The script is whenever you say the key phrase, a copy of your spellbook pops out of the ether into your hand, and exists until you say the cancellation phrase... The downside would be that when adventuring if someone hit you with a dispel magic, your "spellbook" might just go poof (and an antimagic field WOULD kill it) until you could recast the illusion. Still a pretty decent trick though. You could have a backup copy if you have a minion (familiar) who's senses you can see through...
PPS. This might be a good method of actually making spellbooks, rather than using regular spell books. Your Xth level and have bought a scroll of ***. You then read the scroll and prepare to transcribe it into your spell book, but instead, cast a permanent illusion of a spellbook with that individual spell in it. Now you have "spellbook" to prepare that spell from. As weightless, no cost, virtual books, this advantageous. ( This will save you writing costs, but presumably, this process would still evaporate the scroll in question. If your DM rules otherwise, well gravy!).
Mark Moreland wrote:
Is that to PF2 or just final state PF1?
Either way, I would concentrate on rebuilding/balancing the kingdom rules, especially so that magic item creation doesn't become broken. A tighter integration (and again, balancing) with the personal downtime rules (from Ultimate Campaign) would also be nice...
As a pedantic point, it should be noted that (most of) the player races are sexually dimorphic, with different abilities : it's extremely uncommon (I won't say impossible, it's a fantasy game) for "males" to become pregnant and have kids... (It also shows up in the various races height and weight tables, for example Drow females are bigger and heavier than males on average)
Obviously, though, the lack of sexual dimorphism in abilities is not a representation of the real world (otherwise, for example, male humans would be at a significant bonus to strength vs female humans). However, Paizo has clearly chosen to write it that way, to avoid the can of worms of modern gender politics. Fine by me...
A non space is a 20' cube that's not there in the dimensional fabric, it's just shown to make the text diagram to work. Nothing says that your dimension needs to be a simple shape. Think of your pocket dimension as a tunnel network with branches - you use the 20' cubes to define the tunnels, not the rock around them...
The defensive bunker spaces would collectively act like a castle's barbican complex - a fortification to protect the entryway & house your on-call brute squad(s) (all ready to charge out and serve tea and crumpets as necessary). You do have on-call brutes right, they're the de-rigeur social accessory for any high level caster, comes in a variety of styles from dominated giants to constructs to bound outsiders. Such a faux-pas to be caught without, and they're so terribly useful in tedious situations...
WRT to the trees, I would suggest cheating - say using simulacrum to make treants (more loyal servants, and they don't have a deep root system), and shape simulacrum to make them into the style of trees you want, with the appropriate height (ie bonsai'ed as necessary to fit the 20' height limit). They can be decorative (being simulacrums, they don't change, so all the different trees can be in bloom at the same time), and can re-arrange themselves at your convenience if you want to hold a garden party.
I would do some more thinking about what you want this sanctum to do. Is it a personal private research area/private retreat, a public Throneroom and or Meeting space, a tactical field utility (a place to retreat to from field operations, attack from with a sudden surge of minions, or just a field armory for your familiar to fetch things from)? All three? Does it need to be defensible (either field utility, or what happens when that demon you're conjuring breaks loose)? How big does the entry/exit need to be (also known as do you have a gigantic dragon to ride on)?
In general, I suspect that the circular configuration may not be optimal. A linear one offers defensive advantages - especially if you control the "wrap around" dimension effect...
Consider a layout like the following:
Each square is a 20X20 cube. X's are non spaces, D is a defensive bunker/minion space, O are open (Entryway and your tree garden), P are public spaces, and M are personal spaces. Uses 57 of your cubes, so you have 3 more to play with...
Actually a nasty effective buff with some planning, eg. If you've been throwing around Mage Armor before hand, or just have expendable (or immune, burning skeleton anyone?) minions. Con damage can be a huge takedown.
Surprisingly functional offensive spell - cast it on an opponent's weapon - he drops it or takes 2d6/ rd and blightburn in the middle of his/her position...
Not sure I understand the reach rules at this point. A medium humanoid with a reach weapon (eg. a Bill), threatens an area Like so:
where T is a threatened 5' square, S is a not threatened square, and X is the occupied square.
You appear to be saying a medium "humanoid" with reach 10' (a faceless stalker say) with a longsword threatens the same area (above diagram)? Or is his threatened area (what I currently understand):
Further, if the aforementioned faceless stalker had bill rather than a longsword, I currently understand his threatened area to be:
Whereas, if the stalker had the sword, but had also been subject to a Longarm spell,
Am I misunderstanding the reach rules?
Between them, they are roughly worth 4 feats ( 4X Prestigious Spellcaster ), but better because they don't require a pre-requisite (favored Prestige class) and can work with non- prestige class levels (like a Pal3/SorX build). Up to you if you think 4+ feats worth is too much from fame based rewards...
Go Necromancy Go!
I have a bunch of questions about how Weapon Shift works. My search-fu did not reveal answers, so I figured that I would animate this thread and ask for others opinions on how this works...
OK, assume a Sandy the Shifter (human) activates her wildshape. She was wearing a cestus (B/P, Monk) and had a Naginata in hands (S, Reach).
What does Reach imply with shifted weapon? Weapon reach normally is a donut; in the middle you can't attack (with that weapon), whereas natural weapon reach makes a circle...
What if the Naginata if a Kusari Gama (S/P, Monk, Double, Reach, Trip, Grapple )? Take into account the Kusari Gama's wielder's ability to change if reach applies or not. Similarly, a Meteor Hammer (with it's text ability to switch modes..."You may use this weapon in two different ways: Meteor: In meteor mode you use it as a double weapon. Fortress: In fortress mode you cannot use it as a double weapon but gain reach and a +1 shield bonus to AC.
What if the Naginata is a Whip? Take into account the Whips 15' reach, ability to attack within that reach (not just the outer circle like normal weapon reach), how attacking with the whip triggers AoO's effects like ranged weapon, and doesn't do damage to armored critters. What happens to your reach? What effect does this have on your ability to take AoOs?
How about if you replace the cestus with a tekko kagi: "A tekko-kagi can be used an offensive weapon, defensively like a buckler, or to disarm an opponent’s weapon without provoking an attack of opportunity. It provides its owner with a +2 circumstance bonus on attempts to disarm or sunder swords or other slender-bladed weapons." Can you get that odd ability to disarm without provoking an AoO? How about the "defensively like a buckler" ability( a similar question can be asked about Madus and Klars) -do you get a shield bonus?
Just an update: Last week was the annual choir trip to SoCal so 3 of the 4 of us were out of commission (GothBard didn't dump Wisdom so she doesn't come), and this week the kids are off on a snow trip with their friends, so no updates 'til next week.
Thanks for letting us know.
How is the re-assembly of the original gang going? (Return of the the Runelords...)
We haven't been playing a lot: 4th level, so far, so good.
Haven't had to choose between 2H sword and Polearm yet; still using longsword and board... Probably will go 2H sword, and switch to polearm at 9 or so with combat reflexes as the 9th level feat (and retraining unhindering shield to shield brace. Dex from a belt at that point (I hope).
With regards to the spell list : Cause fear, make whole, shield and resist energy (and the cantrips) haven't seen use (we have been thumping mostly goblinoids). Cause Fear probably could have been used effectively, but I always seemed be beating on something rather than trying to make it run away... Enlarge person and False life on the other hand have been crutches.
Stacking spirit bonuses is a question for many, many sessions away. The DM did let me retrain my necromancy implement to a haunted Necromancy implement at 2nd level (which may be more generous than your GM).
Pragmatic Activator is a possible, but UMD is going to be pretty damn good already from Magic Item Skill...
This isn't exactly a summoning build, but it comes with a built in meatshield companion which is totally expendable (Necromantic Servant). Further, it's melee focused, can be a huge damage sponge (using Soulbound Puppet to make a protector familiar as of 3ed level and False Life). Can be a very versatile skill character (Soulbound Puppet again, with the figment and sage archetypes). Has the reach weapon capabilties discussed in thread, as well as some spellcasting and significant other tricks - like the ability to pull bane weapon ability easy...
If it was my game, I would seriously consider revising the Eclectic and Esoteric training rewards. They are extremely strong (too strong on the right build, for example a mystic theurge build).
Rules questions about brilliant planner.1) Is the wording supposed to permit a maximum brilliant plan fund of 50gp X character level, or you can add that much per day in settlement (ie. we spent 3 days at settlement X, and thus you can add 3 (days) X 50 gp x Character Level to your existing brilliant plan fund)?
2) How does this combine with the downtime rules and Capital?
Mike Schneider wrote:
Yes. It's actually ready to go but I'm on vacation at the moment and didn't want to be bombarded for clarifications. It'll keep the same three-round structure, but there's a twist to it (which I wont reveal right now). The combat, as promised, with be "entirely new" (no previous contest's builds will be remotely effective); ranged combatants will love it.
Knock Knock, is there anyone home?