So there's this Wrath of the Righteous campaign I'm playing in, and in it I'm playing an Arcanist. We're freshly level 10, Mythic tier 3 (I'm Archmage, of course).
To make a long story short, I got a boulder of solid gold dropped on my head during a fight. While I survived (thank you emergency force sphere AND the GM rolling super poorly on damage.) I was temporarily trapped and the rest of the fight proceeded without me as the gold deformed around my sphere. By the time the fight was over the bigger issue was deciding what to do with this giant rock of gold.
The boulder, after deformation, was a spheroid of 15 feet in diameter. My emergency force sphere is 10 ft. Which means that my EFS takes up 4188.79 cubic ft of volume, while the remaining 9948.37 cubic ft is pure gold.
After I looked it up, I discovered that gold weighs 1206 lbs per cubic foot of material, so rounding it down (for the sake of GM brain) to 1200 per ft^3. This means that the shell of gold weighed an impressive 12 MILLION pounds. If we could somehow turn that all into gold coins, it would be 600 Million gold pieces.
But... at the moment it's just a 12 million pound ball of gold. It's not in a convenient place, but none of the party are willing to give up such a potential boon to the crusade by leaving it here.
What I could really use from you guys on the advice forum is some suggestions/advice/tricks that I, as a 10th level arcanist with archmage 3 (and the mythic crafter feat and archmage path abilities, and wild arcana archmage ability) could do to get this gold back to Fort Drezen so we can make use of it now/during downtime.
If I did my volume/maths wrong, please let me know, but even with corrections I still am stumped for how to deal with this.
In the vast darkness of space, a glimmering jewel exists with equally stunning folk populating it.
Welcome to Scintilla -- The Crystal Planet -- home to a race of sentient gemstones called the mineralites. The Crystal Planet: Player’s Guide offers not only the full write up to play a race of intelligent gemstones with bodies composed of light and gravity, but an entire planet of adventure! Beam through space in streams of light, project holographic copies of yourself, or wield weapons grown from crystals that cut enemies to the quick. Unique mineralite spells grant an edge that organic foes lack and if that isn’t enough, your ability to fuse with others of your kind will turn you into a being greater than the sum of your parts!
The book includes a fully realized history, culture, and some unique technology for beings composed of jewels. Detailed within is a caste system that can literally define every aspect of a member’s life, career, and purpose -- or you can play as a rogue gem trying to break from the mold. Players will find a wealth of roleplaying options in The Crystal Planet: Player’s Guide for a range of playstyles. Alien yet all too familiar, these walking and talking gemstones can be the focus of a campaign or just a quirky side character, all with just this one book!
Included in The Crystal Planet: Player’s Guide are:
Write up on Scintilla, home planet of the Mineralites
Full race write up with castes and alternate racial traits
Four Class archetypes specific to mineralties
A mineralite sorcerer bloodline for anyone to use
Well over a dozen favored class options
28 new feats for use with Mineralites
23 new spells for spellcasting Mineralites
Roleplaying suggestions for playing a living gemstone
And much, much more!
of course you can sing that song...:
We very much were inspired by Steven Universe and the Crystal Gems while making this product.
The lands of Astora. Those of Noble blood rule over this kingdom. Alliances are made, manipulated, and lost daily. Brave knights wearing fine armor go to battle with each other as well as the strange creatures that seem to come out of the very dark themselves. The capitol city of Astora, called Astora, is a wondrous walled city with multiple districts, each ruled over by a noble house. Your house is among them.
This day, five souls receive a summons. Prince Ricard has called upon them to present themselves to him posthaste. The summons of one of the Princes of Astora is one not taken lightly, and the five find themselves in the foyer of Prince Ricard's estate.
Hand-carved white marble walls and columns, blue-gold banners bearing the crest of the prince of Astora, and a faint floral scent hangs in the air of this stately manor. Deep blue carpets run the halls like rivers in the night, muffling even booted footsteps. Mute servants lead you deeper into the estate, until you can clearly hear the sounds of steel on steel.
The servants open the fine gilded mahogany doors to reveal a fencing room, and you see Prince Ricard going through the last of his practice spars. The muscled man, obviously a knight of the house, is no match for the lean, but whip-fast rapier of the prince. As the knight backs away, rubbing the already reddening spot on his chest where the dulled tip had struck him, the prince takes off his protective mask. His training clothes are a simple padded gambeson and breeches, yet the crest upon the breast of his coat and fine craftsmanship indicate the status of such a man.
Turning to you five, he tosses the practice rapier aside, somehow landing it in a basket with several others of the same make. Even after exerting himself, he looks to have hardly worked up a sweat. A servant approaches with a towel and a glass of something amber, and he pats his face before taking the glass and sipping from it. Smiling he holds out the glass without looking, and it is taken from him.
"Good evening." he starts. "I'm pleased to see that you all arrived so quickly. Reliable subjects are a blessing, you know." he turns and walks to a wall, where a standing cabinet bears a set of folded clothing. He starts to undo the ties on his gambeson. "I have called you to aid me on something of a diplomatic issue." The armored coat comes off, followed by the sweat-stained undershirt. "Carim tries my patience by citing their religion left and right, and think that just because we allow the Way of the White in our kingdom that means they can walk all over us." he slips on a clean silk shirt and then a less cumbersome jacket. "I, however, need to be more delicate than just outright saying 'no' to their demands, as much as it pains me."
He turns back to you five and smiles, setting his crown on his head. "Which is where you five come in. I order you five to travel to the Astora-Carim border to meet a group on pilgrimage. They've been demanding we allow them to travel our lands, but I cannot just let them go about their business unsupervised. You five shall act as... guides, escorts for the pilgrims. Ensure that no harm comes to them, as well as they bring no harm to our people." Ricard fetches you all a winning smile. "And do try to keep them out of state secrets? Our Bradden steel techniques have been an object of their desire, for example. Do not let them have it."
Before he can say more, the doors fling open and a young boy dressed in his nightclothes comes rushing in. "Father!" the young sandy haired boy shouted. "They're going on an adventure? Let me go too!"
For a moment, you think that the prince might actually saddle you with the extra weight of watching a child. Ricard's smile melts into a scowl as he looks up to see a servant rushing up after the child.
"Why haven't you kept an eye on him!?" he exclaims angrily, the boy shying away from the sudden outburst. "Take him back and put him to bed, dammit!"
The woman grabs the child, and though mute you can see terror in her eyes as she drags him away. Prince Ricard turns back to you five and gives a pained smile. "I'm sorry for that interruption. I'll make sure she's properly disciplined. Now... where was I... Oh yes."
"When you get to the border, seek out my man there. He goes by the name Patches. He'll relay you the pilgrim's locations and give you their travel itenerary. From there, you're going to stay with them until they've left Astora."
He paces before you, eyeing you as he speaks. "Understand? If you have any questions, please ask now." he asks. Almost as an afterthought, he holds up a finger. "Oh yes. Do this, and you will be rewarded with 500 silver coins each, and a piece from my personal armory as thanks."
Feel free to post here out of character, discuss character histories, and other such things on this thread.
ONE THING: I don't mind there being PVP experiences in my game, but I insist that before any of it actually begins in character, that the players discuss here in the discussion thread what they're goal in doing this is, agree on how it resolves, and hopefully, how this advances either A: the campaign story, or B: Your character's personal development.
In a home tradition I do with Savage Worlds, I am offering a bounty on the following things:
Inventory, Chronicler, and Curator.
Once each rank, if one of the group takes on that role, then the entire party will receive an extra xp point per role fulfilled.
Each role has the following (entirely optional) duties:
Inventory: This player keeps track of the party's loot and money. Since savage worlds is a little loose on how much exact cash you hold, I would appreciate someone taking this on. I will be putting a link to an excel sheet up on the top of the campaign page, where this list can be updated.
Chronicler: This player takes the overall adventures of this rank and creates a "Last time on" post that will be used to sum up the adventure had up until that point. This will be needed every time you hit a new rank as a group.
Curator: This role is most simply for atmosphere building. Whenever the players enter a new location, fight a signature boss, or has a particularly epic moment, the Curator finds art or music or even a youtube clip that captures the feel or fun of the moment and links it so people can get 'into the groove' of the scene. It's not going to be terribly intensive; You can get a lot of mileage out of the Dark Souls Soundtracks, which are on Youtube.
What this means:
If you all take on these roles, then you start each rank with 3 xp right off the bat.
I would appreciate it if your stat bars had the following displayed on them:
Your core attributes
Your Power Points (if any)
Hollowing (Once Undead)
I'm looking to see how much interest there would be in joining me for a Dark Souls game using the Savage Worlds system. The setting rules are on this page, but most of it won't be necessary right off the bat as I've intended on easing people into the specific mechanics of the Dark Souls side of things.
I'm looking to see if there are at least 4 people who would be willing to try out the conversion with me. If the game happens, I'm going to be setting it in the first age of fire and in the kingdom of Astora, where the characters start off as ordinary humans. Everyone would be making novice characters, please read the above material for any specifics before asking questions... However, if you have questions, please ask!
... I guess that's it for now. Hope to see some responses!
The city is ancient, older even, than storied Absalom, the City at the Center of the World. From the stately mansion of crumbling black and silver brick, doors open, revealing the cobbled street before you.
A faint smell tickles your nose; familiar, yet unidentified. It seems almost... fungal.
Above, black stars sparkle in a viridian sky, and the whole city is bathed in the harsh light of a vermillion moon. Not a soul stirs on the streets in this nameless city, save for you. You know not how you have come to this fabled unnamed city, but this strange city is hauntingly familiar. You walk, and it leads you to a courtyard where a fountain stands.
At the fountain, it has long gone dry and dusty. In the plaza around it, you once sat and listened to minstrels sing ancient tales of far-off Lomar and Oriab. Your feet slow, drawn to a standstill by the haunting remembrance... not quite a memory, but far more than a vague feeling. You can still hear the lyres play, the bard’s songs.
The music's notes still echo in your ears... You feel a sob choke in your throat.
But then unease fills your heart, and you look back.
Behind you is a wall of sickly yellow fog tumbling through the street’s canyon of crumbling and leaning structures like some jaundiced flash flood. On instinct, you run from it. Ahead lies an oddly familiar avenue, curving to the left and right. Your pace slows as you have to choose which way to go.
Behind, from the silent swell of mist, emanates the sound of footsteps; slow and staggered, but somehow keeping pace with the careening, hungry wave of yellow fog. No matter how fast you run, it is always just behind. Ever out of reach but close, and drawing closer.
Within this malignant tide, you can discern faint shapes. The fog swirls and billows in opposite ways, as though stirred by the beats of wings and or animals deep within. Strange half-witnessed shadows of twisted, impossible forms. And always, there are the footsteps.
The shapes in the mist looks frightening, but every footfall makes the hairs on your neck stand up. You can't stay still long.
And still, you run, fleeing the plaza of your half-remembered songs, across a courtyard of pillars topped by cerulean orbs that fold in on themselves in an alien geometry that hurts your mind to contemplate for more than an instant. Your flight takes you down another avenue, and the battered buildings appear almost ruinous, they slump over the path, nearly blotting out the bruised twilight sky.
Again, the grimy cobblestone street splits. This time, one route curves uphill, while the other recklessly descends. Behind, the yellow fog and the relentless sound of pursuit grow closer…
You rush towards the fork becoming vaguely aware that three others flee from the fog alongside you... But first... who are you?
All right, everyone, please provide your character descriptions! Please remember that you're under considerable stress right now, so interactions should be hurried!
This is the closed recruitment thread for my first ever PBP game (not counting a co-op one).
I'm going to be running Strange Aeons, a campaign I have just recently acquired the first book for. The players who have been invited to the game will be using the following guidelines:
Da Rules! Stats:
2d6+6. six times, arrange attributes in any order you wish.
If, by some godawful happenstance of the RNG your attributes are below a 20 point-buy build, you may take 20 point-buy instead. Nothing over 20 or under 8 after racial modifiers.
2d6 + 6 ⇒ (1, 6) + 6 = 13 2d6 + 6 ⇒ (1, 2) + 6 = 9 2d6 + 6 ⇒ (1, 5) + 6 = 12 2d6 + 6 ⇒ (6, 4) + 6 = 16 2d6 + 6 ⇒ (4, 4) + 6 = 14 2d6 + 6 ⇒ (3, 1) + 6 = 10 This stat roll is only 19 points, so I could instead take the 20 point buy option. However; 2d6 + 6 ⇒ (2, 6) + 6 = 14 2d6 + 6 ⇒ (6, 4) + 6 = 16 2d6 + 6 ⇒ (6, 4) + 6 = 16 2d6 + 6 ⇒ (1, 6) + 6 = 13 2d6 + 6 ⇒ (1, 4) + 6 = 11 2d6 + 6 ⇒ (5, 4) + 6 = 15 This is a 36 point roll, significantly better. You can't take 20 point buy, nor would you want to unless you're desperate for an 18.
Any core, plus races from advanced race guide on GM approval. Additionally, the Lagos race by Golden Glyph Publishing, is pre-approved if wanted.
All paizo classes, and almost all archetypes pending GM approval. I suggest reading the Strange Aeons player's guide for help before coming to me.
We will be using Background skills and skill unlocks for unchained rogues only.
Leadership, or any other feat that provides Leadership-like benefits, are banned from this game.
Max hit points at first level. I can be convinced to allow max hit points at every level, but I will apply this benefit to the bad guys too.
2 traits, plus 1 trait with a drawback. Keep in mind that if you take a drawback I expect you to roleplay it. I will bring it up now and again.
You must take one of the traits from the Strange Aeons player's guide. I suggest working out who has what because unless you have a very good reason, everyone should take a different one.
Rolling background Stuffs:
I will be rolling background stuff for your characters and putting them in the relevant posts as spoilers. This is to save time and make posts more efficient. Background stuff would be things like passive perception, trap sense, stuff a character's unique insight would provide, etc.
I will be using block initiative. Which means anyone whose initiative comes in the same 'block' (that is between enemy actions) can post in any order, and will resolve in roughly appropriate fashion +/- some kludging to make it all work out.
I am wanting to design a wondrous item that gives the effect of a specific spell, but over a much larger area than normal (going up from short range to long range)
Now, the problem I have is that it seems that it's not normally able to be done as a spell. I could have it increase to medium if I make the item use the effect with the proper metamagic (and design the price based off the new effective spell and caster level) but that still only increases the range by one step.
Anyone got a suggestion to get past this limitation? I'd like to be able to build this item so I can price it properly.
My friend is going to be running a Wrath of the Righteous campaign soon, and I was wanting to do some planning and character design. I wanted to make a Bloodborne-style 'hunter' of sorts. Not the actual hunter class, but a man who hunts vile demons and uses any way possible to kill them. He doesn't particularly have to be a man of faith, either.
I would appreciate some suggestions and ideas to help build a useful character as well as blend him into the world so he could partake in the story without being too contrived.
I was thinking of playing a skinwalker. Don't know though if that's fine. What's their RP?
This is what the DM told me:
oddities that i encourage for my game. 20 point buy but free +2 to any one stat or +1 to 2 stats after point buy nothing over 20. If you pick a race that is under 15 Build points you can select appropriate traits to bring it up to 15. The story trait is free so it does not count towards your limit. We will be using Unchained rules for background and you can select an unchained class.
For those who don't know or don't want to look into it, Kamijyou is the one guy in a city of psychics/mages that cannot use any abilities, and that's actually because he possesses an ability called Imagine Breaker in his right hand. Upon contact, Imagine breaker undoes any psychic ability, spell or Supernatural Phenomena that he touches with his right hand. (Even gloved, from what I remember). Even magic items that he touches with his hand suffer their magics undone, sometimes to disastrous effects. (He touches the magic robes of the character 'Index' in an early chapter/episode, and the robes pretty much explode apart. Though tbh I think that had to do with the fact it was magically crafted)
So, how would one make Imagine Breaker as a playable character asset in Pathfinder? Note I didn't say as an item, or anything specific. So go nuts with your ideas!
I bought the In the Company of Monsters in a package for HeroLab, but had not yet bought the pdf. I was looking at the Stonewarden race and found out they had a Paragon class that seemed to make them more and more gargoyle-like. Considering Gargoyles are base CR 4, is the Paragon Class worth taking?
It looks like it can end up with some insane claw damage by level 20, but are the features it gains, growth and skills, etc. equivalent to any class? Is it high-end or low-end?
It seems to me that it might be better as a niche or NPC class sure, but I would like to look into the viability of it being a player class, I guess.
A Kasatha titan fighter dual-wielding large sized greatswords, or a kasatha warpriest of sarenrae quad-wielding scimitars with weapon finesse and dervish dance?
I'm going to be making a level 4 character and we have all the bases already covered so I can make something for funzies. I like the idea of both the above mentioned, but from what I can see the second one won't be viable until level 9 ish.
So I was looking at making an Unchained monk and going through the Meditation Master feats. Looking at the Unchained ki power Ki Metabolism, It reduces food, drink and sleep requirements to 1/4 normal. There's also the Body Control feat out of the Meditation Mastery feat list which reduces the above by 1/2.
... quite simply, how do the two interact? do they? or do they overlap?
I was looking at the Sniper Archetype for the Slayer Class. They have a 1st level ability that halves the penalty for each range increment. If you take the Far Shot feat, doesn't that mean you don't have a range penalty and can shoot all the way to the max range of the (bow/crossbow/etc) without range penalty, granted you can see that far?
Okay so I am playing in a Rise of the Runelords Anniversary edition game with a bunch of my friends. Everyone else is playing good characters, except for me.
I'm playing a Lawful Evil Vivisectionist-Humunculist Alchemist. I have a Swamp Viper type humunculist with the Decoy template from the Familiar Folio. I portray myself as but a Doctor and in fact carry a medical license from the Chelliax Medical Board, alongside carrying a side bag, long white exterior coat, and masterwork scalpels.
I'm the group's healer, Which is fun. I'm also a serial killer and have been managing to not be found out so far, though we haven't even gotten to the glassworks part of the first book. Just to be clear I'm not being stupid about it; there's only been one victim thus far but even with the scene being examined never pointed suspicion at me (Though Sheriff Hemlock actually asked me to look over the body to confirm the scene.)
Now this has been really fun for the whole group, because the players, well, KNOW my character's evil as hell, but their players have only had their opinions that I'm a helpful and upstanding member of Sandpoint reinforced on several occasions. Also there's a paladin in the party, but I've managed to not ever be in her line of sight while she's doing her 'detect evil' thing, purely by happenstance. Once I get to higher level my Decoy will start being useful versus that.
Okay so what I would appreciate help with (Other than some fun discussion about playing a lone evil character in a group of good ones AND a paladin) is... I need targets for later on in the game. I've been very careful in how I pick targets, but I would love some ideas of what 'opportunities' the Adventure Path will provide an enterprising manslayer later on.
It's a weird request, sure. But basically have you found any 'easy targets' during your play of the AP? Or did you come across any moments where you could 'choose' to save an NPC or not?
I've been all over these forums and I didn't trust other web site forums for this kind of stuff since I don't know them from Adam.
I was actually wondering if anyone would be interested in a new tabletop system/setting I've been developing? I'm still in Alpha phase, but looking to test the waters to get a feel for how interested some other gamers besides the ones in my close circle of friends would be in the game concept.
I've been working on a game system called "Lost Server". It's purpose is to make a tabletop game system that can capture the 'feeling', but none of the slogging through and number crunching, of MMORPG's. The game is a D10 based system, and should not need any other kind of dice.
The game is set under the concept that the players are playing people who are trapped in a virtual video game world, where it feels so real, except there's elements of a video game interspersed through it.
Popular media involving this is, but not limited to: .Dot/Hack, TRON, Sword Art Online, Log Horizon, Ready Player One.
The character doesn't even have to be a video gamer. Just for some reason... they woke up in the starter area of the world and have no idea how they got there, or why.
The system predominantly will feature the mmo emulation, but there's also a portion dedicated to the character's growth and development as a person.
The game is going to leave the truth behind their imprisonment intentionally vague to the player, but will present a few different options to the Admins chapter about what was going on, as well as different optional mmo themes.
The core system book would include a somewhat basic overview of the world, the systems used to play the game, and the different races/equipment/abilities the players can attain. There will be a section in the back for monsters and npc's.
Later books would have modules with actual quest chains in them. There may also be 'sub-class' books that detail certain sub-classes in the game and the quests to level them up.
Please let me know your thoughts. Just... please be polite? I am fine if you dislike the idea or have some negative opinions; I would like to hear your reasoning, not 'it is dumb STFU'.
Say a party of adventurers, with their usual style of messing with everything they came across, decided that they were going to use awaken on like... 20 raccoon. Then they built them a little society to live in a nearby forest to a large city.
Would awakened, intelligent raccoon be able to breed 'true'?
As in their children would be awakened too, or would they come out as normal Raccoon?
I am leaning towards thinking they could, since it does explicitly state their type changes to Magical Beast which normally could be intelligent. And since the type change is permanent, it *should* be passed on if that creature breeds with another of it's type.
If they could breed true, could that be an example of how other animal playable races (Catfolk, vanaran, kitsune) eventually became their own species?
What if a bard was involved?
Since raccoon have hands with digits and could operate properly sized tools, could it be possible to play an awakened raccoon?
Perhaps the beginning of the 'tanuki' race? (Albeit without oversized... well, anatomy)
I was wanting to make a card-casting type of Archetype (or perhaps it would be better as an alternate class like how ninja is to rogue?) that instead of using spells like a normal caster, they prepare spell cards.
It would mechanically be almost exactly like how the Alchemist prepares his extracts. By fluff they're personal potions that only he can use, mechanically they're his spell list he can use for personal purposes.
I'd like it to do the same kind of thing: The caster prepares their spells by inking them onto some blank cards and casting the spell consumes the card. I know there's a harrow card type character in the Harrow Handbook, but it doesn't work like that and I wouldn't want to do it the way they did. It would also be focused around scribe scroll, like how alchemists get improvements to Brew Potion.
As stated in the subject, what are some of the best builds to make optimal use of the falcata weapon? I'm considering it for the underdark campaign I mentioned in a prior post, so im thinking easiest access would be half elf drow with ancestral arms.
Kensai magus? Swashbuckler? Weapon master monk? Straight fighter? I have no idea.
So in a month my work schedule will be changing and I'll be joining in on an existing game run by my friend.
We'll be playing a homebrew campaign set in the Underdark, and everyone (Except one person) is playing an Evil character. At least 2 of the 4 are drow too. They are level 12, mythic tier 3. They have a Mystic Theurge, an Investigator, a Ranger, and a Monk.
I need to make a character to join their party, but have no idea *what* to play. I mean, there's so many options and being allowed to play evil opens up almost all the really nasty tactics and whatnot.
I would like, from you all on the advice forum, to get suggestions for race/class/path and a single line as to why that would be awesome. I'll play the best one I hear. :P
The DM is allowing ALL Pathfinder products, but no non-Pathfinder materials. Some 3rd party materials are approved though, so if what you want to suggest requires one of those, just say so and I can check.
I was just thinking over the D20 system as a bit of a thought exercise, and I was always curious what made them decide the level range would be 1-20, and not something else. I mean, why not 10? or 30? or even 100?
I know that the mechanics would have to vary a little, so maybe that's it? it just works best with a system using a D20 to represent chance because of the inherent limitations of +bonuses to the rolls? But then again, I've seen characters get really broken cause they can get +35 to a roll before even hitting level 20, so is that really it?
I'd love to hear other people's speculations on this, and suggestions if any on how it would work to have a level range go up to 100. would we have to do out with classes altogether and build characters a different way? Change the way classes present? Or perhaps that's when prestige classing comes into play?
So I have some players in my game that are visiting a player's father's house. He's a famous undefeated duelist, and has many nice blades on display. One player is taking an opportunity to 'try out' one of his "old" swords, an aldori dueling sword the father won as a trophy.
I was trying to select what abilities to put on it. It's a total +6 bonus weapon. Should I just go with +5, keen?
I'm making this thread to gather ideas/opinions for how a sorcerer could achieve godhood. Since I've not seen an epic level book or anything beyond mythic, I was under the impression that lvl 20 mythic 10 is as high as you can get, but even then you're not really a god... well, heirophant is kinda like a god, but more of an avatar of one. But either way that's a divine caster.
How would you help a lvl 18 sorcerer attain godhood? Is the starstone still an option? Could they devise a ritual or series of rituals that would propel them to greatness? Would they have to have worshippers already?
I would appreciate Ideas and Suggestions or even experiences if you've done it yourself. The caster is Neutral in alignment, for the purposes of what they would be okay doing to attain their goals.
I was wanting to plan a gestalt character for an upcoming game.
25 point buy, I want one of the classes to be a Card Caster Magus. That's an archetype that specializes in imbuing spells into playing or harrow cards and flinging them for damage ala gambit style.
But I don't know what other class to choose. I was looking at Rogue. If at level 10, I could throw a card with an intensified snowball on it to a target within 30 feet, and do (1D2... meh) +10D6 cold damage +5D6 SA damage. If I choose the right feats/spells properly, I could be doing lots of cards with lots of nasty spell effects. (an abundant ammunition spell makes keeping the cards really easy)
But I'm not sure if I should do rogue or perhaps instead fighter/ranger for the bonus feats/combat style/ BAB hike.
I would appreciate some build optimization advice here to make the best use of the cardcaster magus.
I was wanting to make a character that is pretty decent on average, but really shines the more beat down and overwhelmed he is. I guess the anime/manga hero who has that indominable spirit to rise up again and again, hit harder, and not give up no matter how badly things are stacked against him. Usually his spirit and determination is an inspiration to his allies.
Is there any way to build a character that can fulfill those 'themes'?
So I was looking over the new stuff available to gunslingers, swashbucklers, etc. and I notice Dares. But the wording on dares is utterly unuseable...
Is there any errata out on this?
From the SRD:
Dares are similar to deeds in that they grant a gunslinger or a swashbuckler extra abilities based on either grit or panache, but unlike deeds, dares become active when a member of these classes runs out of her respective pool, and become inactive until the character regains points of their respective pool. They grant the character a benefit and a new ability to regain or increase the ability to regain either grit or panache.
I would take it to mean that instead of 'until' they meant 'when'.
I was looking at a game that's coming for PBP and I was thinking of doing a build that focuses on a catfolk blitzing enemies with claw attacks. I was thinking Beast Totem Barbarian would work, cause then I could actually get pounce eventually. Any suggestions how to make it work?
Okay so I put this Archetype up half a year ago, got some good feedback, and then it kinda just... faded away. I was busy doing other projects, writing another book, and it slipped my mind until I was going over my PF content and organizing it. I really liked this Archetype I designed and wanted to go back over it without committing a heinous act of thread Necromancy. :P
So without further ado (And with a bit of tinkering) I present to you the Harrow Personifier. Please review and feedback, if able.
Harrow Personifier SUMMONER ARCHETYPE
Most summoners bond with an eidolon, summoning it from beyond. However the Harrow Personifier uses the same principles to call upon something inside of them, instead of without. Most commonly found in Varisia, the summoner learned to personify their connection through the infamous Harrow Deck. By drawing on the Suit most closely aligned to them, they bring it to life in order to find the strength to face the world around them.
A personifier begins play with the ability to draw out a powerful facet of their personality through their connection to the Harrow. This Persona links with the summoner, who, forever after, summons the same creature. A Persona always bears features reminiscent to the Harrow card associated with the summoner’s alignment. The Persona speaks all languages the Summoner knows. Unlike Eidolons, they are never treated as summoned creatures, and can touch and attack creatures warded by protection from evil and similar effects that prevent contact with summoned creatures. Abilities and spells that target eidolons
A summoner can summon his Persona as a ritual that takes a full round action to perform. The Personification's saving throws, skills, feats, and abilities are tied to the summoner’s class level and increase as the summoner gains levels. In addition, each Persona receives a pool of evolution points, based on the summoner’s class level that can be used to give the Persona different abilities and powers. Whenever the summoner gains a level, he must decide how these points are spent, and can only reassign evolution points when they gain a level. Additionally, if the summoner’s alignment has changed since the last time they leveled, their Persona’s appearance alters to match a Harrow card representing their new alignment.
A Harrow Personifier draws their creature from a facet of themselves by using the Harrow. Because it is in essence a part of themselves, the Persona does not have a separate hit point pool like most eidolons. Instead, any damage dealt to the creature is actually taken by the summoner. This vulnerability can be severe, but steps can be taken to mitigate the dangers of having two separate bodies sharing one health pool. Harrow Personifiers use their ego to literally face the pain and dangers of the world. They may add their Charisma Modifier instead of their Constitution Modifier when calculating their HD gained from the Summoner class.
This ability replaces Eidolon
A personifier understands that they are not an island; the people they interact with regularly has an affect on their lives and in some small way, their selves. The Harrow Personifier forms a bond with others. This bond must be solid, worked on over time, and are reinforced by the harrow. Additionally, the personifier's connections need to be with strong personalities, so the bond cannot be formed with just anyone. (Only NPC's and creatures with class levels have a strong enough sense of self to form a solid bond)
Gaining a bond requires a number of days spent with the person the summoner is trying to bond with equal to the character's hit dice. This time does not need to be consecutive, but if the character's hit die increases, so does the number of days needed to form the bond. Similarly, already formed bonds need to be maintained, and additional days of time spent must be done every time they increase in hit dice.
The summoner needs to spend at least an hour of un-interrupted time with the person he is forming a bond with for it to count. No significant progress can be made in a group setting; the summoner needs relative privacy for them to get to know each other’s true nature. The time spent could be of almost any action so long as it isn’t stressful: a friendly sparring match would be acceptable, but real combat wouldn’t be.
Once the number of days spent bonding have been completed, a Harrowing must be performed to idealize the bond in a way that the summoner can focus through. This harrowing requires a Perform (Harrowing) or profession (Fortune-Teller) check, the DC equal to 15+the bonded character's hit dice as the reading needs to be as accurate as possible. At the end of the Harrowing, the key Harrow card that exemplifies the character bonded to becomes their Link.
Each character in the bond gains some benefits from the bond. Those around the summoner gain double the normal benefits granted by the aid another action the summoner uses when used in combat or out, and any spells that provide morale/enhancement bonuses last twice as long, as if under the effects of Extend spell. Additionally, the effects of Harrowing cast by the summoner on one member of the bond is shared with all members.
The social rewards of the bonds themselves are part of the summoners benefit, but several of the Personifier's abilities rely on the Social Link to be more effective.
Should a bond be broken, whether through willful action, negligence, or death, the summoner can begin to work on forming a new bond with someone else.
This ability replaces Life Link
A Harrow Personifier gets the Summon Monster 1 class feature at level 2 instead of level 1, and uses their summon monster class feature as if they have the Harrowed Summoning Feat. (Pathfinder Player Companion: The Harrow Handbook 14)They do not need to utilize this feature with regular summon monster spells they may have prepared.
This ability replaces Summon Monster 1, and Bond Senses
Any Social Link characters within 100 feet of the summoner grants them the mental fortitude to resist the pain transferred down the line when their Persona is hurt. At level 4, each linked character within 100 feet of range reduces the damage the summoner receives through their connection to the Persona by 1 each. At level 12 the amount of damage each Social Link character reduces increases to 2. The maximum number of Social Link characters that can assist the Summoner is limited to 1 plus the Summoner’s Charisma modifier.
This ability replaces Shield Ally and Greater Shield Ally
The Harrow Personifier unlocks the connection his Social Link friends have with the Harrow, allowing him to call a different Persona to aid them. The summoner can instead draw up a Persona of a character linked to them. The Wild Card is constructed just like a standard persona, but only has half the evolution points his true Persona has. This persona always bears traits in common with the Harrow Card that signifies the Social Link.
Creating a Wild Card Persona takes an additional day spent reinforcing the bond of the Social Link with the character that he hopes to draw the Persona from. After the link is successfully reinforced, the character of the link determines where to spend the Persona's evolution points since it is inspired from their Harrowing, not the summoners!
Once created, the summoner can choose to summon that Persona instead of their own so long as the Social Link character is within 100 feet of the Summoner at the time of summoning, which it then acts as the summoner’s in all other respects than their evolution point assignment.
This ability replaces Transposition
Whenever the Harrow Personifier casts Harrowing, (Pathfinder Player Companion: The Harrow Handbook 9) they treat it as if they had cast Greater Harrowing instead.
This ability replaces Merge Forms
TRUTH BEHIND THE WORLD
Summoners like Harrow Personifiers do not look beyond the planes to entreat powerful outsiders the way that other summoners do. They instead focus on seeing the truth of their world. Personifiers gain True Seeing as a spell-like ability that can be used for one minute per level of the summoner. They activate this ability as a swift action, but they must use it in one minute increments.
This ability replaces Gate
The Harrow Personifier has reached the peak of their ability to create a Persona and enhance the bonds they have formed.
Any Social Link bonds formed at this level become permanent, unshakeable bonds. Even if the character bonded with gains more levels, there is no more need to upkeep them after the bond is formed.
Additionally, the Wild Card Personas created by those who have bonded with the summoner gain the ability to go through an evolution of form. Spending another day enhancing the bond with a character signifying a wild card will enhance the Persona further, increasing their evolution points to the summoner's max evolution points -2.
The summoner finds great mental and emotional solace in the presence of his friends. The Link Fortitude bonus they receive from bond members being within 100 ft of them increases to 3 each, though the maximum number of contributors remains the same.
So in order to get a little practice in since she's not run a game before, my girlfriend asked to run a solo game with me. She's been reading the Gamemastery Guide and the Shattered Star AP books and wants to do that AP as a solo campaign.
I'd be playing just my one character and she'd be running a NPC so I'm not entirely guaranteed to die, but she's a bit concerned about my survivability.
So as I was brainstorming for other things we could do beside letting me play multiple characters, the thought popped in my head that maybe one to two tiers of mythic over the course of the AP will help take up the slack. Maybe having the mythic tied to the star fragments, so activating the first will grant 1 mythic. Then after the next two gain another tier then after the rest 3... (Then again I don't know if you ever actually GET them all over the AP so *shrug*)
Do you think that very, very controlled doses of mythic would help make an AP soloable?
Is it possible to gestalt a hunter/druid? I figure if anything it would just keep one animal companion and progression of other abilities. IF it does work, can you still use your aspect abilities while wildshaped?
So I'm trying to figure out if there's a way to get Hypnotism as a spell-like ability, cast at least 1/day, preferred at least 3/day with only taking levels of alchemist. The alchemist has the vivisectionist and Homunculist archetypes.
I have played Tabletop RPGs for over a decade now. Through easy game times and hard ones I've stuck with it, and overall I've been satisfied.
I've had years where I was in 5 games a week, some that I had 1 a week or 2 games that juggled every other week. I've had games at my house, and games that I've had to carpool to or drive others to.
I considered it just a part of the Gaming Life. You know, the whole everything you do leading up to and trailing after the actual game part. I schedule time to make sure I don't have any conflicts during game, and actually work to make sure I can make it to and from the game.
But this last few months has made that part particularly difficult. I now live about 50-60 minutes away from the closest major city that I've gamed in, in a community that's mostly retirees (who unfortunatly aren't gamers) and arranging for a ride after my car broke down was next to impossible/logistically unfeasable. So now I run a game on wednesdays and the rest of the group has been carpooling to my place, though if the one person who has a reliable car is incapable of attending, our whole group is SOL.
I've been really wanting to play in a game, and the one other game that's on sunday is falling apart (We've played once in the last two and a half months). It doesn't help that I'm the only one who needs a ride and it's like an hour and a half-two hours trip both ways.
So looking at the situation it seems that I would be in the right situation to do online games. However, I've never done them before, and therefore I'm balking at it like I suspect some of the retirees I live near balking at a smartphone when all they've known is the rotary-dial kind.
I would appreciate it if some people had feedback on *doing* online RPG's. Like from a how to get involved perspective would be nice. I've seen a couple of good web sites that have host programs (Roll20, and Fantasy Grounds are the most prominent ones I've seen) but I wouldn't know if certain games use certain online systems, or if they're custom jobbies, or just Skype or something.
I would like to start playing in a game, but to me it's like there's a *Disconnect* that makes the online game seem... not like a tabletop version.
I'm probably just weird. In either case, I'd really like to hear from some other players about doing games online and how to adjust to it/get started.
I would appreciate some advice from people about this. I posted it in the conversions forum but it doesn't really come across as an advice forum so that's why I'm here. If I did that wrong I apologize, in that case please disregard this post. :p
So I was talking with the gamers in my group that I'm running for, and was surprised that pretty much all of them were Pokemon fans. (What surprise, adults who are into pokemon, right?)
So since I'm running what equates to a homebrew Magic High School campaign, I was thinking that it would be fun to implement elements from that game as a sort of 'mini-game' within the game that the players could take part in. This is at least on some level a fun idea because the character's progression in the campaign will be le-uber slow, so having something that can advance as they progress on their adventures would be neat. This would also be cool because weapons and casting spells against other students is strictly prohibited, and having a way the players could expend their desire for combat without risking them dying would be beneficial.
So basically my idea is thus:
The artificer that runs the bookstore at magic high has a custom designed magic item that’s a little spherical ball he calls a “Pocket Familiar” ball. It’s kind of like the fish tank out of the Familiar Folio, but was made to be smaller and lighter but provide a similar sustaining effect as the greater one within the ball. (Refreshes the familiar’s atmosphere and food.) They’re not cheap, but are considerably cheaper than they could be because the designer made them only able to operate on one creature. If the creature resists entry, or is incapable of entering the pocket dimension then the device burns out and can at best be sold back to the bookstore for a tenth of the price.
The familiar ball could be used on an unwilling creature, but it would require a will save (DC 12) to resist being captured. Rendering the creature helpless via status conditions (like sleep or paralyzed) doesn’t affect their ability to make a will save, only reducing them to unconsciousness allows a familiar to be captured without resistance. (Unconscious, as per the rules, meaning between -1 hp and dead. I’m not sure if this range even exists for familiars, but I’m operating under the presumption that the rules apply to everyone) If they successfully resist the effect, the ball fails to capture the familiar and burns out.
Any creature resting within the Pocket Familiar Ball would find its basic needs provided for, such as air, water, food and comfortable temperature (Granted that is within the normal environmental range for a species native to Golarion. Creatures with special environmental requirements (such as being on fire constantly or coming from the astral plane) would need a specially designed, several times more expensive device.
Once the device has captured the creature, it acts as if that creature is a familiar of yours, but only if it has reached at least indifferent attitude towards you. Creatures captured via aggressive means will start off Hostile and need several Diplomacy or Handle Animal checks over the course of several days to improve its attitude. Once they have become indifferent, they operate just like a willingly captured familiar.
A familiar can always be returned to its ball as a move action if the user has the ball already in hand and the familiar is within 30 feet of their owner. It is a full round action if the familiar’s ball is stowed in a pack or pocket. (There are rumors the creator is making a belt that can make returning a familiar a swift action, but he’s not revealed anything yet.) A familiar can similarly be deployed to a spot within 30 feet as a standard action.
Combat, Leveling up, Badges, and players.
Another difference between normally acquired familiars and the familiars kept by this ball is that familiars captured with this ball act like animal companions in that they do not usually share a link with their master (see later) and therefore have to be given commands to act. They can be taught ‘tricks’ just like an animal companion or other trained animal, though unlike a normal animal they can be taught to use their special, spell-like, or supernatural abilities on command as a trick. The only general purpose training they can receive is combat. Familiars, unlike animal companions, cannot be ‘pushed’ to perform tricks it doesn’t know.
Attempting to command a familiar to perform a trick in combat requires a handle animal or diplomacy check (depending again on the creature’s ability to communicate).
Familiars gained through this device do not base their hit points on their owner’s, but instead on their own hit dice. They gain maximum HP on their first HD, and roll for each hit dice beyond it as they advance. All other abilities that a familiar had that relied upon their master’s abilities or attributes, BAB or saves, instead rely on the base creature’s.
These familiars can level up independently from their owners. This is done via earning experience performing tasks for their master, or most commonly battling other familiars.
If the familiar is reduced to 0 or less HP and is within 30 ft of their ball, their master can retrieve them as normal. The ball automatically casts stabilize on any unconscious or dying familiars and will keep them stable until they can be healed or recover naturally. There is no exterior indicator for the master to know the status of their familiar, so attentiveness and care is recommended. A familiar that dies breaks the link on the ball, rendering it useless unless the familiar is later resurrected.
Attempting to command a familiar with a higher effective level than the master imposes a +1 circumstance bonus to the DC of the check to make the familiar perform tricks for every level the familiar is over its master.
The creator has made badges that can be earned as an accomplishment for exceptional care and training of such a familiar. Each badge earned is awarded the master in a special ceremony that binds the magic of the badge, reducing the DC of checks to command their familiars by 3. There are 6 badges total, plus one championship badge that can be earned. No benefit is gained by wearing more than one of the same badge.
As of right now only the standard list of creatures is acceptable for training. The familiar folio has rules for adding or improvising familiars out of other animals and creatures, so it is possible to have more than just the basic list of creatures to train. There is also the creatures from the improved familiar list, but at the moment I’m considering implementing a rule that you need to have at least 2 badges earned to even be capable of training one off that list, not to mention a specially tuned ball for that creature.
Also, animal companions are not compatible with this system… yet. Maybe if the artificer gets around to making one with enough space to hold medium-large creatures will he start selling those too. :D
All right, that's what I've brewed up so far. Feedback would be greatly appreciated. Also, I'm sure other people have attempted something like this before so if there's anything pretty amazing or relevant you can link me, I'm okay with that too.
I'm looking for suggestions to fine tune what I've designed, make it more streamlined, etc. Heck, if you know a better way to word something I said so it would be easier to read or less likely to be exploited I'd be grateful.
So after some very great suggestions, I've ended up deciding on and getting approved a Aasimar Viking Fighter. I was allowed to take the alternate aasimar parentage and went angel-blood and took the extra +2 strength instead of the SLA I'd get. Switched darkvision out for halo.
Below is the character sheet for the first game. Stats were rolled by the DM (With the racial +bonuses already in of course, explaining the 22).
I've built him as a Medium armor wearing Shield/Axe fighter geared around balancing tank-y-ness and damage dealing.
The only thing I have planned out is that I'm going to be taking Steel Flesh at level 5, Angel Wings after they become available at 10, and metallic wings after that.
I was thinking that since it's going to be RotR AP, and I've got a pretty boss starting strength I can afford to take the feats for my character's flavor. That's purely why I'm taking those; I know there are more optimal ways to get natural AR, flight, and natural attacks, but I also am a big adherent to the rule of cool.
But other than the required level feat choices for those abilities, I've got no real idea what I'm going to do with it. I'd like to stick with viking, but I think I can afford to take a dip here or there. I'm thinking most of the time doing the shield/1H weapon combo and then perhaps a powerful bow for ranged combat since I can set myself up to have a good height advantage.
I would appreciate some suggestions. Or thoughts about how to further build upon the 'gold winged warrior' concept I found so very appealing.
(I would have gone shield and spear but for some god-awful reason you need a specific archetype to even make it work even though that was one of the oldest weapon combos in history, and I already use viking and the two aren't compatible.)
Male angel-blooded aasimar (angelkin) fighter (viking) 1 (Pathfinder Player Companion: People of the North, Pathfinder RPG Advanced Race Guide 84)
NG Medium outsider (native)
Init +1; Senses Perception +5
AC 19, touch 11, flat-footed 18 (+6 armor, +1 Dex, +2 shield)
hp 13 (1d10+3)
Fort +5, Ref +1, Will +0; +2 vs. [evil], +2 circumstance vs. blinded or dazzled
Resist acid 5, cold 5, electricity 5
Speed 30 ft. (20 ft. in armor)
Melee battleaxe +8 (1d8+6/×3)
Str 22, Dex 12, Con 16, Int 14, Wis 10, Cha 16
Base Atk +1; CMB +7; CMD 18
Feats Angelic Blood[ARG], Weapon Focus (battleaxe)
Traits ease of faith, sandpoint faithful, seeker
Skills Acrobatics -6 (-10 to jump), Diplomacy +8 (+6 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Heal +2, Intimidate +7 (+9 circumstance vs. evil creatures), Knowledge (dungeoneering) +6, Perception +5, Sense Motive +0 (-2 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Survival +4; Racial Modifiers +2 Heal
Languages Celestial, Common, Draconic, Sylvan
SQ halo, pride
Other Gear four-mirror, heavy steel shield, battleaxe, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), mess kit, pot, soap, torch (10), trail rations (5), waterskin, 66 gp
Angelic Blood +2 saves vs. evil effects, to stabilize while dying, and 1 damage to evil or undead if bleeding.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Halo +2 to intimidate vs evil creatures and to saves against becoming blinded or dazzled.
Pride -2 to diplomacy and sense motive vs. those who threaten, accuse, or challenge you, until they apologize
Sandpoint Faithful +1 additional hit point every time you receive magical healing.
An Ulfen man of surprisingly good looks, Auric has a handsome, strong chinned face with long straw-blonde hair and steely eyes. He keeps his beard trimmed short. He has a powerfully built physique on a frame made to handle the muscle, and his hands are rough and calloused from years of hard work.
Auric Goldwing came to Sandpoint years ago because a vision he had told him that he would be needed there. Moving in was a simple matter, he was strong and was willing to do manual labor, and there was never a lack of work for a strong man to do.
He has lived in sandpoint for a few years, supporting himself as a militia man and in private, slaying the occasional monster that wandered too close to town. He had found Nuala Tobyn, a fallow aasimar in the public eye, but had not the ability to meet her before she and her foster father died in the church fire years ago
I had a really fun time playing a psionic character back in 3.5 times. When I saw the occult playtest come up I was really excited. Perhaps I could make that character again! I would be able to cook amazing things without having to touch a thing!
... That's when it occured to me that my favorite thing about my character was his ridiculous Craft: Cooking bonus.
I even used some of my psionics just to be able to cook better. (Pyrokinesis for example)By the time the game ended I was a level 20 psion/10 psion uncarnate, but I could also get over 50 on a cooking roll by taking ten. With Plane Shift, I could literally serve meals to the gods and they'd like it.
I guess I'm just weird.
Have any of you made characters that just... ended up doing something ridiculously cool, but as far as the 'goal' of adventuring (I.E. Getting loot/killing monster/saving day/finishing quests) was completely unrelated?
I was looking at the summoner again for an NPC in the game I run, and as I've pondered it I am not sure how eidolon aesthetics are supposed to work for Synthesists.
Specifically, is there a lot of open wiggle room for interpreting how your eidolon looks? Can you say, make a (Highly not-optimal) Android summoner and have your eidolon look like holographic armor with weird nano-claws? Or does it have to be organic? Could a dwarven synthesist have an eidolon that looks like a golem made of carved slabs of stone?
One other thing I guess that I never really thought about until I started looking at it. Normal Eidolons are to some degree intelligent and capable of communicating, but also there have been several discussions about what you can do or not do with them (like out of the gamemastering guide section on companions). But does an eidolon you synthesized with able to still think/communicate/choose?
I'm wondering if this character's spectral suit also comes with a running commentary or if it cries out in pain if struck. That seems a bit... eerie to me. I know that the summoner has full control while synthesized, but normally an eidolon has the capacity to refuse orders that it sees are only for the purpose of hurting it. ("Stand in that bonfire" was the proposed example, which it would be against, but "Run into that burning building and save those orphans" would have been acceptable)
One would think 'let them hit your face with their swords instead of mine' seems a little torturous if you ask me.
I tossed out the Hunter idea I wanted to play, I really liked the idea of Bubbles but then I also didn't know what I would actually DO with the hunter other than have a really neat pet.
I was looking at making an Aasimar bloodrager, since the Angel-blooded Aasimar has bonuses in the two more important stats for them, but after looking at bloodrager bloodlines and abilities I'm wondering if I should really bother and just go straight barbarian instead? I was allowed to take the alternate racial ability for aasimar, which means I could choose the extra +2 strength if I wanted, if that makes a difference in decision making.
If there was a bloodline that would make a bloodrager better than Barbarian for the aasimar, what would it be?
We're going to be doing level 1, with 4D6 drop the lowest stat generation.
My girlfriend is getting set up to run the entire Rise of the Runelords anniversary edition adventure path, and that means I actually have a chance to play in a regular game. This is pretty great cause I rarely get to *play* in a game since I'm the one running them and the other game I do play in ends up happening like once a month because no one in that group can include their game time into their schedule to save their life.
So I got really excited and started trying to brainstorm what I'd want to play. Problem being that I have made all manner of classes and race combinations so I had a hard time thinking what I wanted to do for RoR. For a while I wanted to do an Aasimar Arcanist/cleric->Mystic Theurge, but I'm thinking that I could really enjoy is play the new hunter class. I saw that they could get some of the dinos as companions, and while I think the allosaurus beat out the T-rex on the druid companion effectiveness table I've seen on some guides, I love the idea of having a pet T-rex named Bubbles.
I guess I'm just at a loss for whether or not this really is a good idea. I know myself well enough to know that I get really excited about a concept and in so doing glaze over potential problems.
So... would this be an issue? Do you think Sandpoint would be cool with a (baby) Tyrannosaur chilling in the stable? Could I potentially convince Ameiko to sell me some of her famous food in bulk so I can give Bubbles a nice treat?
... Oh, and if there would be mechanical trouble with having a T-rex pet in the AP too, I guess. ;)
I am building a lvl 10 Kitsune oracle as a npc for the campaign I'm running, but I am trying to figure out if a warsighted build would work for a 'wandering priest' stereotype. Or would Warpriest do that better?