I have a timeshare in Uringen in the old clock tower, but I'm never sure when I'll be there. Are you a Society member? That's probably a better way to track my whereabouts. You can also Dream of me anytime.
Fugit smiles.
So here's my plans made plain: I will assist your collective to obtain your interstellar goals. If I discover that this is a plan from a distant force to bring destruction upon your clan, our race, planet.. or our solar system, then I will work counter to your endeavors.
As long as our objective is toward some greater good, then I will be here to help.
It might be good to send along some golems for the transit. My gut says it would also be good to have an atmospheric capsule, just in case all magic is suppressed. The safest way would have a series of jumps. And have each jump be preceded by a communing to insure that the next jump coordinate will include a safe transit. But please promise me that you will get the big questions answered first. I don't want to see anybody sent to their deaths. Fugit respectully stands at attention How can I be of service?
I don't know. This thread seems to me to be veiled racism. snicker All kidding aside, I've always looked at each historical cultures' imagery of other races with fascination. Real-life attempts from our past to dehumanize foreigners via distorted characterizations almost seems absurd or sophmoric through the modern-day eye. Have you ever looked at the races of PF and thought, "Where in Earth's history have I seen this race depicted?" Personally I think I look pretty similar to mister average from that image composite. And, although I shouldn't be anymore, I'm still surprised when I am the target of a derogatory racial comment. I have a knack for forgetting that my race is different until somebody else points it out. Its also intriguing to look at some of the races we can role-play in PF and ask what fictitious historical events made the race I've chosen, become different and to ask why that difference resonates with me. I'd much rather role-play fictitious racism than the real deal. I'll play every race if I get the chance; there's too much appealing backstory not to. The diversity of racial options can only enhance the role part of role playing, which can also be a great mechanism for learning where the lines blur or vanish between being human or humanoid and/or acting humanely.
With magic as rampant as it is, I doesn't seem outside the realm of the possible. Have you ever asked higher council if the voice is benevolent or malevolent in its intentions? And what if a message could be sent real-time. It doesn't negate that fact that travel to the voice most likely isn't. Would you still make the journey if it was only your great-great grandchildren who could check what the source was?
The illusion of the cabin fades away. Fugue turns to Marros.
In the dead of night an archer on a galloping horse can fire a bow a great distance. And lets say that the arrows pierce the ground at our feet. Even though we can deduce the point of origin from which an arrow was released, it is also very likely that the rider is no longer there.
Quandary wrote:
Woah, that sounds like a trick of phrasing. Sure vulnerabilities does have abilities as part of the root word, but we probably shouldn't break down words too much. Human has man in it but that doesn't mean that every human is a man. The language has too many built in vagaries. And yet, I probably should have stuck with using the word "weaknesses" for those are the aspect to which I was actually referring. I think we'll agree that these are passed on through a polymorph to the new form. Weaknesses don't get (Su) or (Sp) descriptors, but are still part of the vampire template. A GM should think long and hard before letting a vampire that travelled by day by polymorphing into a bat lose its weakness to daylight, holy water, mirrors, garlic, wooden stakes, and needing permission to cross portals. Just have it polymorph (via some other spell or like ability from stacked class levels) into something with a tunneling speed to avoid the daylight.
...Intimidated, I see. Here's where my logic broke down.
Fugit picks up the coins scattered that somehow seem to have escaped the inside of the hat. He meticulously sets each of them inside the hat. Its simpler than that. Think back to our "hair" measuring example. What was wrong with my technique. Outisde the window, the black night sky brightens back to day as it was before. And with it, Cathran's distant star fades back into obscurement.
Fugit alternates between pointing his sextant at the star that Cathran has located and recording more numbers into his log; azimuth, elevation, compass position, time of day and year. He never drops any items, instead he hands them to and retreives them from the two who sit before him.
On to the next step of my lesson and, consequently, another spell, similar to the last. But first I will need one other tool. Good sir, you have such impecibly well-kept and long hair.
Spellcraft(DC 17):
minor image Obscuring the night sky, a cottage appears around them. Its walls and ceiling are non-euclidian in angle. Only two light sources exist: a candle on the table and the light of Cathran's star, which twinkles in the distant illusionary night sky and can be seen through the curtains of the window. Let's imagine that this strand of hair is how far light could travel in one month. And lets also imagine that that star that can be seen in the distance through the window is your star and that this candle is our Burning Mother, the sun. Fugit holds the hair taut and plunges his fingertips and one end of the hair into the candle flame, but doesn't flinch. With his other hand, he stretches the hair out in the direction of the star framed in the window. I could easily measure the distance to the star. Fugit then performs an inchworm-like dance with the hair along the wall of the cottage, each time with it always pointing straight at the star. He counts out loud. 1...2...3...4...and 3/4ths distance. He stops when he reaches the location where the light of the distant star would intersect the glass of the window. So if a ship travelled the speed of light it would take 4 3/4 months. Fugit turns slowly. With a smirk and his tongue in his cheek, he faces his impromptu students. Now its your job to tell me what the problem is with my logic. Fugit plops down on the cobblestones and patiently waits for a reply.
Just think of the shenanigans that would occur if creatures could polymorph to avoid their vulnerabilities. If a vampire could travel by day by turning into a bat, then it could also avoid ranger hatred effects by polymorphing or damage from holy water or channeling effects. Any spellcasting undead could also avoid being undead by polymorphing into something not undead. Luckily for the living, none of these cases exist. In a nutshell, a polymorph effect doesn't let somebody become a different creature as much as it lets it adopt some aspects of the creature that it's trying to impersonate. For more information, check out the general rules on polymorph from the core rulebook.
Once again, Fugit observes his companions for telling body language.
Spellcraft(DC 15):
Suddenly, the sun shrinks to a pin prick and the sky turns pitch black, but Fugit, Merros and Cathran remain brightly lit. The waxing crescent moon, the planets and all of the stars in the sky can be seen in unparallelled clarity. The average distance from the sun to Versces we call one Verscitic. It is the unit of measure I mostly use to calculate stellar distances, but I can just as easily calculate distances in Golars, if that is what you prefer. Versces can be seen here and the sun still here. Fugit wildly gesticulates at the locations of each. Don't stare at it too long. It can still affect your vision in spite of the figment's presence. Fugit then kneels before Marros and Cathran. In his hand he has a sextant attached to a wayfinder. Both bear the crest of the Silver Crusade. Now, my dear. If you would, please once again point out the location of interest on this map. And, might I ask, what is the name of this star that your clan seeks?
Please wait one minute.
Linguisics DC 25:
calculations in Verscites Yep. 4.75 months, at least. That would be the best case scenario. I'd definitely plan for a two year trip if I was to go there and back. But, the ships that they have here...
Fugit's eyes widen.
In Varisian: Why on gods' Golarian would you want to go there? Is there a reason you wish to avoid the common tongue?
Regardless of whatever class you choose, the Mathematical Prodigy:
Source Ultimate Campaign pg. 57, Second Darkness Player's Guide pg. 13, Advanced Player's Guide pg. 1 Category Basic (Magic) Mathematics has always come easily for you, and you have always been able to “see the math” in the physical and magical world. You gain a +1 bonus on Knowledge (arcana) and Knowledge (engineering) checks, and one of these skills (your choice) is always a class skill for you. trait may help you get closer to the flavor.
Returning his focus to Marros.
If you are wondering about how I came to be next to you, then to that I would say that I tool would like to meet my patron.
A man wearing a nauru-collared parade uniform appears out of nowhere sitting next to Marros on the bench. He then picks up his timepiece from behind the bench, reads it and then pockets it while he stands.
While I let you gather your thoughts, let me instead start by telling you a little something about me. As my lifecarreer, I was raised to pilot ætherships and was assigned to an experimental vessel whose codename best translates as "Zeitgiest". I thought this would be my dream post in that I may one day meet others of my breed, as I am now. Yet, fate can take unforeseen routes.
Praise the Many, a wagon train of healers found me and nursed back my memories. But my heart says that the flow of history has been redirected. I have been irrevocably changed from my birthright caste: For I now and forever am to serve as a god-vessel for the Many.
My favorite is a spirit guide oracle named Captain Tem∏ænaut Fugit. He's a Spirit Guide to the heavens who is also haunted by the mystery of "time". I always wanted to play a character who mastered both time and space. Its not really a power build, its just swiss army knife-like and a great role-playing mechanic. At 8th level, I'll get access to threefold aspect spell and can also play a kid as well as an old geezer, all in one. Plus, since I've worked with several airships, the airship captain trait was a must.
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.
I mostly play iconics to round a table up to a legal four and/or to ensure that I can keep new players alive. For this reason, I predominately play Kyra . Occasionally I'll play Seelah to tank or Merisiel to trapspot. But my favorite iconic to play to date is Yoon and I will play her every chance I get since its the only way to role play an 8yr old.
gnrrrg wrote: So, how does a non-cleric become a priest when a source allows them to? Do they take a rank in profession priest? Do they just declare that they are a priest? Do they have to take a vanity to be a priest? Have you encountered resistance from other players or GMs? If so, approach the problem step-by-step.1) Put at least one point in Profession(priest) and list the appropriate deity and have a level in the class that that deity deems to be his/her priests (default=cleric) IF that doesn't work, you could also 2) Dip the appropriate archetype that has the word priest in it
If the character is for PFS, the first proposed solution "should be" sufficient.
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)..
The adopted trait allows you to take one of these "race traits" even if your character's race doesn't match the prerequisite race. Quandry's advice for the heirloom weapon equipment trait is sound.
Hrothdane wrote:
I'm interested in hearing more on your thoughts. Does this make the Occultist useless or even extremely vulnerable?
Hrothdane wrote:
Aren't the Occultist spell list and the Psychic's spell list separate? Are you saying that if an Occultist cast a spell that is on the Psychics list, that it is handled differently? I know the psychic is susceptible to emotions, but are you saying that the Occultist is as well?
Corvino wrote: I see where you're coming from with the "addicted detective" angle. Sherlock Holmes injected cocaine at least once in the Conan Doyle stories, later expanded on in "The Seven Percent Solution". The best irony is that Doyle hated Sherlock Holmes as a character and hated the idea of writing a character that had mass appeal. But Doyle continued to write the stories because it earned him a steady paycheck. There is a sound reason why Sherlock Holmes has great appeal – its that he can be a super sleuth IN SPITE of his drug addiction. The most powerful story arcs have characters that are overcoming their drawbacks/curses/etc. Remember, at the core of the great perfumes is something that really stinks (e.g. ambergris, tar, skunk musk) As a good "Role" player, you should have some hurdle to overcome. Just don't let it degrade into something that derails the game or that you offensively parade around. "Look, I'm a drug addict." Grin. :(
In PFS, as long as a character is still first level, then it can be modified, as in you can change feats, skills, class, attributes, etc. That's anything and everything But there are also restrictions to this rule. If there are expendables or charged items (like wands) involved, then you can't trade them back for full value or even half value - you are stuck with the item. This trait would definitely count as an expendable. The plot gets thicker: Even though there are rules for retraining characters once they have leveled beyond 1st, the retraining rules were written in such a way that most interpret them to exclude traits. Its like your character always been that way. To make matters even worse, you picked a trait that is specifically banned in PFS and therefore couldn't have been picked in the first place. If you're not playing in PFS then this is a moot point and you would just be stuck with it and my ramblings would be done and your GM would be the final arbitor on how to clean up the accounting mixup. If, however, this character is a PFS character, then you must get rid of trait and find a suitable one AND you must take the 900 gp penalty. Talk with your Venture Captain on how best to resolve the snafu.
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.
Rub-Eta wrote:
I heard from one paladin that not all have an oath of celibacy and in some cases the exact opposite is decreed by their respective gods. This is why paladins never fall for any of their paramours. This is also why there are so many paladins who are immune to disease.
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.
Rub-Eta wrote: @Æthernaut: It doesn't seem to get INT to hit? Though as it's a primary attack, INT to hit with the Hex will only excel at a +6 mod. White Hair (Su) from archetype: and
At 1st level, a white-haired witch gains the ability to use her hair as a weapon. This functions as a primary natural attack with a reach of 5 feet. The hair deals 1d4 points of damage (1d3 for a Small witch) plus the witch’s Intelligence modifier. In addition, whenever the hair strikes a foe, the witch can attempt to grapple that foe with her hair as a free action without provoking an attack of opportunity, using her Intelligence modifier in place of her Strength modifier when making the combat maneuver check. When a white-haired witch grapples a foe in this way, she does not gain the grappled condition.
Prehensile Hair hex (Su):
The witch can instantly cause her hair (or even her eyebrows) to grow up to 10 feet long or to shrink to its normal length, and can manipulate her hair as if it were a limb with a Strength score equal to her Intelligence score. Her hair has reach 10 feet, and she can use it as a secondary natural attack that deals 1d3 points of damage (1d2 for a Small witch). Her hair can manipulate objects (but not weapons) as dexterously as a human hand. The hair cannot be sundered or attacked as a separate creature. Pieces cut from the witch's elongated hair shrink away to nothing. Using her hair does not harm the witch's head or neck, even if she lifts something heavy with it. The witch can manipulate her hair a number of minutes each day equal to her level; these minutes do not need to be consecutive, but must be spent in 1-minute increments. A typical male witch with this hex can also manipulate his beard, moustache, or eyebrows.
White hair vs Prehensile hair:
And, its true that, at 12th lvl a +6 BAB would allow for a 2nd attack, but so would having both WH and PH. Also Haste would improve the number of WH attacks. Unfortunately, you'll have to dip Shaman to get PH as an Additional Hex feat because WHW loses hex. So, pump your int, take weapon focus hair, get an amulet of mighty fists, and grab your favorite improved maneuver feat and your good to go. Its a shame. I really like the flavor of witches, but I don't see many witches played in our area. Or more specifically, I don't see many witches who survive the full twelve levels in our area.
Agreed.
Now let's complicate the mix:
If there is any chance that it depends on the method, then lets break it into cases: 1) possessor used (from Occult Adventures) Object Possession:
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. 2) an alternative technique would be to use the Core Rulebook's version:
Possess Object:
School necromancy; Level arcanist 5, sorcerer/wizard 5, witch 5
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. allows the caster to animate an object just like the spell Maybe later we can go quantifiable, but lets first determine how far we can get just focussing on the qualifiable portion.
Currently I can think of a couple of ways in which a magic item can become possessed. And it made me think of magic items that have gained intelligent item status, in that they gain the ability to trigger their magic powers when they gain their sentience. My question is, If a magic item has powers that can be activated, does the possessor of that object gain the ability to activate those powers? Even though it feels right, I can't find a quantifiable justification one way or the other.
'Sani wrote: Reading over this ability, I'm wondering how useful it would be to carry around a Handy Haversack filled with stuffed animals to create specific familiars on the fly. As a small side note, your bag of bones isn't free. They have an app for that: Occultist's Implement:
PRICE 10 GP WEIGHT 1/2 lb.
This bauble, bit of clothing, or relic has some minor historical significance. Though not especially valuable, it’s useful to an occultist, who can use it as an implement. Any such item is nonmagical, even if it appears to be a rod or wand. Implements that already have a mundane version with a price higher than 10 gp (such as armor, shields, weapons, and harrow decks) use their normal item entries instead of this catchall. And this is from the notes on Implements:
Every day, the occultist selects one item from that school’s list to be his implement for the day for each implement school he knows. The occultist needs only one such item to cast spells of the corresponding school, unless he selected that implement school multiple times, in which case he needs one item for each set of spells gained from hat school. ...Each implement school also grants a base focus power. This power is added to the list of focus powers possessed by the occultist (see Mental Focus below). In addition, each implement school grants access to a number of other focus powers that the occultist can select from using his mental focus class feature. This sounds like one bone, and therefore only one familiar type per day. It could still be useful, though.
And if you are building your character from the ground up as a witch, you may want to compare the Hex with the archetype, White-Haired Witch. The Hex pales in significance.
kyrt-ryder wrote: Wizards don't have 'familiar death' damage and penalties in Pathfinder. That's a 3.0/3.5 thing. Right you are. It's witches and shamans that are punished (with no access to their spells or increased cost of replacement), which shouldn't have any effect on this Occultist's Focus Power.
'Sani wrote: Reading over this ability, I'm wondering how useful it would be to carry around a Handy Haversack filled with stuffed animals to create specific familiars on the fly. If you were thinking of using them like trap detectors, then what I'm not clear on is whether the caster suffers from the same 'familiar death' damage and penalties that generic wizards do.
And if I use it on a Grim Lantern:
[UE pg. 301] Aura faint evocation; CL 5th Slot none; Price 5,800 gp; Weight 2 lbs. This macabre lantern is composed of a humanoid skull dangling from a short length of chain. A small fragment of soulstuff is trapped inside, burning slowly in a heatless flame. Its flickering light shines from the skull’s eye sockets, casting light as a bullseye lantern. On command, the lantern can consume its soulstuff in a sudden blast of heat, as burning hands. Doing so extinguishes the lantern. Whenever a living creature with at least 1 HD is slain within 30 feet of an empty grim lantern, the lantern absorbs a fragment of that creature’s soul, restoring its glow. do I end up with a flightless, fire-breathing homunculus with a head-mounted hand hold that hangs around for about an hour?
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