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![]() Tink_ wrote:
I created the exact same thing in one of my games for my players, but the curse was a little more complex. 1) if you didn't clean one item that day, when you went tor draw a weapon, you would draw the rag instead. 2) To get rid of it, you had to clean two or more items and then hand it off to somebody else. It made for an immaculately clean party. ![]()
![]() Jaxom Faux wrote: I hate ratfolk so I'd already decided in my world they were space hamsters :D Who pilot their FTL shuttle, the KiaSoul. ![]()
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![]() Shadowkire wrote:
I suspect, like Ravingdork, that AO was written exclusively to insure that it wasn't a veiled offensive spell that could be used to disarm opponents. Either way, an easy way around all ambiguity is to have the AO load the trunk afterwards. ![]()
![]() Byakko wrote: I really hope they "errata"/change Improved Familiar at some point... Ta-da! Since I've already resurrected this thread once, I might as well point out the following here, too: FAQ wrote:
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![]() nosig wrote:
UndeadMitch's paladin of Damerrich, Berric "The Ladies' Knight" Thorne, operates a trade caravan in addition to numerous other endeavors. Come on down to Honest Berric's Travelling Trade Extravaganza, "Where the prices are the only thing falling! Prices so low you'll think I'm lying, but I'm not! You know, the paladin code and all." I like that you can use the word "honest" honestly.nosig wrote: [Which one just made you go "huh?"? Joe Jungers' CORE Barbarian/Sorcerer (6) - Craft: Apple Products - jerky, hard cider, dried slices, tobacco, etc. Its a family business. I bet it was a play on the words "Core character". Am I right? I'd play this concept, too, just to see the Huh-factor from other players.nosig wrote: Which one are you tempted to steal the idea? James Anderson's Pistolero White-haired Witch: Profession Barber. (Uses prehensile hair to model styles, then to wield the implements in head-to-head combat) This is packed full of the kind flavor-text I crave.![]()
![]() After a gain from infernal healing, devils transfer from the fallen still ripe for stealing. From captive soul, nearly a twin in compatibility,
And devils aren't total fools, figure someone else's loss may beget a gain.
Maybe those sacrificed earned to play their part.
So let me speak plainly so as to deter where you might be headed.
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![]() I made a Wayang Madam who looks like a little bondage queen The idea was that she would use mounted combat and ride checks on another player to spur them on with MWtool spurs. In the back of my head i thought "I should really shelf this character concept." I presented the idea at a couple of low level games and was surprised to find other players asking me to ride them. Power corrupts. ![]()
![]() The definition of a paladin is a knight renowned for heroism and chivalry.
I always thought the class rogue was silly because players would introduce themselves as "Hi I'm ____. I'm a rogue." What rogue in his right mind does that? It goes to reason that some class names shouldn't be used as character titles. Just use the "Blackguard" label when appropriate (or as anti-appropriate, for that matter).. ![]()
![]() Along with the Student of Philosophy trait, either build an Occultist Tome Eater (for comedic value) or an investigator Empiricist (for a more serious bent). Your other trait should probably be something like Fiend Blood to be a better bluffer.
Race is entirely up to you, but you want to pump your intelligence if you choose one of these two classes. Either an elf, half-elf, human or wayang would give you the +2 Int bonus. ![]()
![]() AlaskaRPGer wrote:
One of Rick Berman's chief complaints about Gene Roddenberry's Star Trek canon was that it ended up restricting what conflicts could be written about. That's how "Enterprise" was born (which is basically a turn back in time when conflicts were more prevalent). That's also why J. J. Abrams et al chose to galactic reboot the franchise. ![]()
![]() I don't think you should pick anti-tippyverse over tippyverse, or vice versa. What makes for a good gaming world isn't its ability to stay static. I think a better (gaming) world is one that fluctuates between the two. Let me elaborate: In both systems, you will need some means of balance so that characters don't quickly find themselves becoming Capstone or Mythic characters. Since RAW already exist, lets try using it. In the Tippyverse, since the gods are mostly silent, that means that all divine classes are less than desirable to play. In other words, players lose a quarter of their options. Most players won't like that. So , just write it in that there is a general turn of the peoples away from divine worship (to which their characters are allowed to be the exceptions.) Also, if Epic magic (which could mean mythic magic) doesn't exist, then there is also a built-in ceiling on how high characters can progress. This is definitely the GMs prerogative, but there's no need for her to paint herself into a corner before the game starts. And lastly, the Tippyverse introduces the rise of major cities from the advent of teleportation circles. I say let the characters witness the rise of the great magic age and even benefit from its magic for a stint. Real history is chalk full of allegories ripe for conversion into game-world simulacrums. For instance, Teleportation circles are akin to the rise of speedy transportation, Imagine if teleportation circles popped up overnight in our lifetimes. This disruptive magic would bring with it mass exoduses, rising suspicion, overpopulation, immigration challenges, transportation accidents, smuggling, polarized elitism/poverty, points of planned thievery, and finally targets for acts of terrorism. And just what runs these magic engines in these major cities. Well it better be elements that
Many problems will arise that are beyond the scope of the characters. That's okay. They'll see it as outside the scope of their current missions. It will just serve as foreshadowing of what is to come next... Let the characters experience the perks of Tippyverse society, then let them deal with the costs of a Tippyverse, then let them witness their 'verse tipping in the other direction. The decline of the factory cities can correlate with the groups fleeing into Anti-Tippyverse demiplanes. and the resurgence of divine populations. If you present it this way, its not just a backstory, it's living history. You can even have their 'verse tip over and over as each cities' solutions and problems come to fruitition. ![]()
![]() So, if I understand correctly, what one will need includes: 1) the Mounted Combat feat 2) a consenting adult who can handle the encumberance. 3) being one size smaller than the one you mount 4) a good Ride skill rank Optional additional tools might include:
2a) the Ant Haul spell or an object like Muleback Cords to adorn the 'ridden'. 3a) either the Reduce Person spell or Enlarge Person spell whenever suitable or the Undersized Mount feat.
4) Horesemaster's Saddle and some useful teamwork feats like Escape Route. 5) a masterwork tool; a black suit made from Naga hide designed for riding bipedals. 6) maybe a Silvertongued Eunuch trait to help with diplomacy and The Rider trait to help with intimidate. You feeling naughty? That's because you are. ![]()
![]() I've been trying to make one of my animist's abilities usable in PFS for his next levels up.
Dominate Spirit (Sp):
{ACG pg. 110, Anamist, a shaman Archetype} At 10th level, the animist can attempt to possess creatures or objects as magic jar or possess object. When the animist is attempting to possess the creature, his familiar acts as the jar and must be within 10 feet when the animist attempts to possess a creature. The animist’s soul can perceive his surroundings through the familiar’s senses, clearly evaluate potential targets for possession, and communicate with his familiar telepathically. The familiar retains its autonomy while alsoacting as the jar, and is not harmed by being used as a vessel for the animist’s soul. The animist can use this ability once per day at 10th level, plus an additional time per day every 4 levels thereafter. This ability replaces the hex gained at 10th level. But, as you might expect, objects rarely pop up in game usable by this ability, So I figured he'll buy a suit of armor to lug around and posses it when he needs to, just so I can get an aesthetic I've been searching for for over a decade. (I even scratch built a sweet mini for it). And this works because Possess Object: allows the caster to animate an object just like the spell
{UM pg. 1} School necromancy; Level arcanist 5, sorcerer/wizard 5, witch 5 For Reference only
Casting Time 1 standard action Components V, S, F (a gem or crystal worth at least 100 gp) Range medium (100 ft. + 10 ft./level) Target one object; see text Duration 1 hour/level or until you return to your body Saving Throw Will negates, see text; Spell Resistance yes This spell functions as magic jar, except you transfer your mind to a single object, animating it as if using animate objects, except your mind controls the object as if it were your own body. You cannot speak or cast spells while possessing the object. Because your original body is effectively dead while under the effect of this spell, this temporarily suspends disease, poisons, and other afflictions affecting you. Animate Objects:
Brd 6, Chaos 6, Clr 6
Transmutation Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Targets: One Small object per caster level; see text Duration: 1 round/level Saving Throw: None Spell Resistance: No You imbue inanimate objects with mobility and a semblance of life. Each such animated object then immediately attacks whomever or whatever you initially designate. An animated object can be of any nonmagical material. You may animate one Small or smaller object or an equivalent number of larger objects per caster level. A Medium object counts as two Small or smaller objects, a Large object as four, a Huge object as eight, a Gargantuan object as sixteen, and a Colossal object as thirty-two. You can change the designated target or targets as a move action, as if directing an active spell. This spell cannot animate objects carried or worn by a creature. Animate objects can be made permanent with a permanency spell. while also acting like Magic Jar:
{Core Rulebook pg. 309} School necromancy; Level alchemist 5, arcanist 5, investigator 5, sorcerer/wizard 5, summoner 4, witch 5 For Reference only
Casting Time 1 standard action Components V, S, F (a gem or crystal worth at least 100 gp) Range medium (100 ft. + 10 ft./level) Target one creature Duration 1 hour/level or until you return to your body Saving Throw Will negates; see text; Spell Resistance yes By casting magic jar, you place your soul in a gem or large crystal (known as the magic jar), leaving your body lifeless. Then you can attempt to take control of a nearby body, forcing its soul into the magic jar. You may move back to the jar (thereby returning the trapped soul to its body) and attempt to possess another body. The spell ends when you send your soul back to your own body, leaving the receptacle empty. To cast the spell, the magic jar must be within spell range and you must know where it is, though you do not need line of sight or line of effect to it. When you transfer your soul upon casting, your body is, as near as anyone can tell, dead. While in the magic jar, you can sense and attack any life force within 10 feet per caster level (and on the same plane of existence). You do need line of effect from the jar to the creatures. You cannot determine the exact creature types or positions of these creatures. In a group of life forces, you can sense a difference of 4 or more HD between one creature and another and can determine whether a life force is powered by positive or negative energy. (Undead creatures are powered by negative energy. Only sentient undead creatures have, or are, souls.) You could choose to take over either a stronger or a weaker creature, but which particular stronger or weaker creature you attempt to possess is determined randomly. Attempting to possess a body is a full-round action. It is blocked by protection from evil or a similar ward. You possess the body and force the creature's soul into the magic jar unless the subject succeeds on a Will save. Failure to take over the host leaves your life force in the magic jar, and the target automatically succeeds on further saving throws if you attempt to possess its body again. If you are successful, your life force occupies the host body, and the host's life force is imprisoned in the magic jar. You keep your Intelligence, Wisdom, Charisma, level, class, base attack bonus, base save bonuses, alignment, and mental abilities. The body retains its Strength, Dexterity, Constitution, hit points, natural abilities, and automatic abilities. A body with extra limbs does not allow you to make more attacks (or more advantageous two-weapon attacks) than normal. You can't choose to activate the body's extraordinary or supernatural abilities. The creature's spells and spell-like abilities do not stay with the body. As a standard action, you can shift freely from a host to the magic jar if within range, sending the trapped soul back to its body. The spell ends when you shift from the jar to your own body. If the host body is slain, you return to the magic jar, if within range, and the life force of the host departs (it is dead). If the host body is slain beyond the range of the spell, both you and the host die. Any life force with nowhere to go is treated as slain. If the spell ends while you are in the magic jar, you return to your body (or die if your body is out of range or destroyed). If the spell ends while you are in a host, you return to your body (or die, if it is out of range of your current position), and the soul in the magic jar returns to its body (or dies if it is out of range). Destroying the receptacle ends the spell, and the spell can be dispelled at either the magic jar or the host's location. Magic Jar has some versatility because it allows for some hopping between possessions. Now the plot thickens with the release of Occult Adventures with its new spells, Object Possession:
{OA p.178} School necromancy; Level medium 4, mesmerist 5, occultist 4, psychic 5, sorcerer/wizard 5, spiritualist 5, witch 5
Range close (25 ft. + 5 ft./2 levels) Target unattended Large or smaller object (minimum Tiny) Duration 10 minutes/level (D) This spell functions as lesser object possession, except as noted above. The possessed animated object has a number of Construction Points appropriate for its size (up to 3 CP for Large objects). You can return your consciousness to your body as a standard action. On your next turn, you can attempt to possess a different object as a standard action instead of ending the spell. Lesser Object Possession also adds: A possessed object becomes capable of animation, gaining the statistics of an animated object of its size (including 1 CP worth of abilities; Pathfinder RPG Bestiary 14). You can’t use any spells or other abilities while possessing an object. A spiritual tether connects your body to the possessed object, in a manner similar to a silver cord (see page 244). If the possessed object and your body are ever farther than close range (25 ft. + 5 ft./2 levels) from one another, this tether breaks, returning your consciousness to your body. and Possession:
{AO p.40} School necromancy; Level medium 3, mesmerist 5, occultist 4, psychic 5, sorcerer/wizard 5, spiritualist 4, summoner 5, witch 5
Casting Time 1 standard action Components V, S Range medium (100 ft. + 10 ft./level) Target one creature Duration 1 hour/level (D) Saving Throw Will negates; Spell Resistance yes You attempt to possess a creature by projecting your soul into its body. The target creature must be within spell range and you must know where it is, though you do not need line of sight or line of effect to it. When you transfer your soul upon casting, your body appears to be dead. Failure to take over a host ends the spell. If you are successful, your life force occupies the host body. The host’s soul is imprisoned with you, but can still use its own senses (though it can’t assert any influence or use even purely mental abilities). You can communicate telepathically with the host as if you shared a common language, but only with your consent. You keep your Intelligence, Wisdom, Charisma, level, class, base attack bonus, base save bonuses, alignment, and mental abilities. The body retains its Strength, Dexterity, Constitution, hit points, natural abilities, and automatic abilities. A body with extra limbs doesn’t allow you to make more attacks (or more advantageous two-weapon attacks) than normal. You can’t activate the body’s extraordinary or supernatural abilities, nor can you cast any of its spells or spell-like abilities. As a standard action, you can shift freely back to your own body regardless of range, so long as it remains on the same plane. If the host’s body is killed, you return to your own body and the life force of the host departs (it is dead). If your body is slain, when the spell expires or the host’s body is killed, you are slain. It is possible to cast this spell on a new target from within another creature’s body; this resets the duration. You still return to your original body (not any intermediate body) when you take a standard action to do so or the spell’s duration expires. Returning to your body ends the spell. Creatures whose souls are their bodies, such as incorporeal undead and non-native outsiders, use the effects of greater possession instead. which were followed with this side note about Possession and magic jar:
{OA p.181} The old magic jar spell is unwieldy, particularly with respect to creatures like ghosts and shadow demons that don’t really use a jar at all. Consider replacing magic jar with the new possession spells for both spellcasters and monsters. Likewise, consider using spells based on possession rather than magic jar. and later followed by a Core Mechanic and Clarification:
{OA p.206} The possession spell contains the core mechanics for possession. The description of the magic jar spell states the possessing creature can use her “mental abilities,” and the possession spell works similarly. This term wasn’t previously defined, and has been a source of confusion in many games. The term “mental abilities” as used here refers to the following.
• The possessor uses her skill ranks, along with any feats the possessor has for which she still qualifies in the host’s body. The possessor doesn’t gain any of the host’s feats or skill ranks, but does apply bonuses and penalties associated with the host’s body. For example, when attempting Fly checks, a character who possessed a bird would use her own ranks in the Fly skill, but the bird’s Dexterity modifier and racial, size, and maneuverability bonuses. • The possessor can use spells and spell-like abilities. Appropriate spell components and foci are still required for spells that call for them. Some spell-like abilities are racial in nature, but the soul’s essence temporarily instills the possessing creature’s quintessential nature into the host’s body. For instance, a shadow demon possessing a paladin can still use its racial spell-like abilities during that time. • The possessor can use nonmagical and magical class abilities such as domain, hex, rage, and school powers. Supernatural abilities (with the exception of class abilities) are not considered mental abilities, as they generally rely upon a creature’s physical form. For example, a red dragon possessing a cleric of Iomedae could not use its breath weapon ability to breathe fire while inhabiting the cleric’s form. The GM can choose to make a specific exception if she believes an ability is solely mental in nature. Finally, from all that, I've constructed the following list of conclusions based on the previous info.
2. While the gnome animist is possessing the suit of armor, a ranger with a hatred of gnomes can now use her ability against the possessed construct. (This would also imply that holy water should burn a body possessed by a demon, but not the demon itself.) 3. The clarification now makes the bonus HP from the gnome's Tribal Scars and Toughness feats carry over to the possessed armor. 4. If a GM insists that, for the session, I respectively use Object Possession and Possession instead of Possess Object and Magic Jar, then the gnome loses the ability to use his hexes while possessing an object, but the hexes that were activated before the possession will run until their allotted time has elapsed. 5. And the previously-mentioned substitutions would consequently allow an animist to possess a magic item I'd like to know if you've reached the same conclusions. Thanks ![]()
![]() I'd like to inject a more "smart tactics" feel into the group I play with and came up with the following mundane item:
I have plenty of empty spots and wanted to assess what characters often find themselves wanting to secretly communicate with their allies during your games. Here's what I've got so far.
So, let's here your suggestions. ![]()
![]() Kalindlara wrote: Also, an elf cannot cast the paragon surge spell. Half-elves only. And a tiefling is not a person and so cannot be enlarged by such. ^_^ That was mistake on my part. I meant for the spell caster to be a half-elf. This point was to, indirectly, clarify the hatred of rangers; trying to determine if it would still work on the tiefling possessed by the half-elf. (would, during that brief moment, an attacking ranger need to hate humans and/or elves or would tieflings still be the effective object to hate. ![]()
![]() The alternate title for this thread was going to be Possession is 9/10ths of the law! Magic Jar and possess object both open up a world of thought-induced nosebleeds. Imagine if you will the following scenario: A 6' tall male elf spellcaster successfully possesses a 5' tall male tiefling fighter and then gathers his spell components so that he can cast the following spells:
But before any of his spells can run out, he returns to his original body.
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![]() Michael Brock wrote:
Today's my birthday and now that Animal Archives lists a bunch of possible equipment slots for companions, I'm curious as to what to get my companion. What body types and which slots exist for the four companions (three plants and a fungus) that the Treesinger can take: (1) Carnivorous Flower
I would guess the creeping vine is treated like a snake, but what body type is a fungus? (I imagine a Puffball wearing a hat better than it wears a belt. :) ) |