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![]() This cybernetic upgrade reads as follows: Wide-Spectrum Ocular Implant:
Price 2,825 Level 5
These cybernetic spheres replace your eyes entirely. You gain low- light vision, as well as the ability to see infrared and ultraviolet light. These enhancements grant you a +2 bonus to vision-based Perception checks and allow you to notice some things people who can see only the red-violet light spectrum can’t, including the lasers from darkvision capacitors (see page 209). This doesn’t grant you darkvision, but in darkness you can see significant sources of heat due to your infrared vision. So suppose you have a race that has darkvision from the get-go. Does that mean that it loses darkvision to gain this new vision? Often the first sentence of the paragraph is just fluff, but in this case I'm not so sure. Is there a precedent in SF for an item to also be a detriment? ![]()
![]() I have a question about elemental commixture. This is what happened to us: example:
My witch along with another player's commixed a flaming sphere with a cold descriptor'ed spell to get a steam effect. We wanted to make sure the target was blinded. It made its reflex save. I and the DM figured it still had to make the save versus being blinded. Then, another player convinced the DM of the general case should have negated the blinded fortitude check for any future attempts. And here is the feat in question: Elemental Commixture (Teamwork):
[Blood of the Elements pg. 28]
You can combine your elemental spells with those of your allies to produce entirely new and synergistic magical effects. Prerequisites: Caster level 1st. You and an ally within 30 feet who shares this feat can cast your spells together to create a more powerful, hybrid effect. Both spells must have an elemental descriptor (air, earth, fire, or water), or an energy descriptor that corresponds to one of the elements (acid [earth], cold [water], electricity [air], or fire [fire]) . Both spells must be at least 1st level, within 1 spell level of each other, and cast during the same initiative turn through the use of readied actions. When the spells to be commixed are cast, one is designated as the primary spell (typically the higherlevel spell), while the other is the secondary spell. The primary spell must be an offensive spell that targets an area or one or more creatures. The secondary spell can be any spell with an appropriate descriptor. Neither spell can take more than a standard action to cast. The primary spell behaves as written (with the exception of the synergistic benefits that are described below). The secondary spell does not manifest any of its usual effects; instead, targeted creatures are affected by a secondary effect that is determined by the combination of the two spells’ descriptors. Targeted creatures can attempt a saving throw against the primary spell as normal (assuming that a save is normally allowed), and then attempt a separate save against the secondary effect. The secondary effect’s save type is described in its listing, and its save DC is equal to the normal save DC of the primary or secondary spell, whichever is lower (or, if neither spell allows a saving throw, 10 + lowest spell’s level + spellcaster’s primary spellcasting ability score [Int, Wis, or Cha] modifier). Commixed spells cannot be counterspelled normally. A creature with Improved Counterspell can counterspell commixed spells if both spells are correctly identified and both belong to the same school. Regardless, the secondary effects of two spells combined through Elemental Commixture cannot be counterspelled. Spell resistance still applies to the secondary effect, unless both of the commixed spells bypass spell resistance. Synergistic Benefits: The primary spell’s save DC (if any) increases by 1. If either spell is normally modified by Spell Focus or Greater Spell Focus, the bonus to save DCs granted by those feats stacks with this increase. The caster of the primary spell also gains a +1 bonus on any caster level check made to overcome spell resistance. Secondary Effects: While the secondary spell has no direct effect other than bolstering the effects of the primary spell, the combination of spells also creates a unique secondary effect depending on the elemental descriptors of the commixed spells. For the purpose of this secondary effect, the acid, cold, and electricity descriptors count as earth, water, and air descriptors, respectively. Commixed spells with the same elemental descriptors do not produce a secondary effect, though the primary spell still gains the synergistic benefits described above. Dust (Air/Earth): Choked by dust, the targets must succeed at a Fortitude save or become staggered for 1 round plus 1 round per 5 caster levels of the secondary spell’s caster. Targeted spellcasters must succeed at a concentration check to cast spells (the DC is equal to the save DC). On a successful save, the targets are not staggered but must still attempt concentration checks.
I have been told that the general rule in PF play is that a secondary effect (which another player referred to as a "rider" effect) is negated automatically if the primary effect is. But the description of this feat seems to be a specific case that overrides the general (at least to me.) What are your thoughts? ![]()
![]() I have a 2nd level Paladin. He could get an emissary bat familiar from his lawful good god, Kelinahat gained from the “Chosen One” archetype. The familiar can get access to the Espionage Subdomain. Does that mean his bat detects as lawful good? After all, A paladin may accept only henchmen, followers, or cohorts who are lawful good. Most of my confusion arises from trying to interpret the following archetype ability:
True Form (Ex):
At 7th level, a chosen one’s familiar reveals its true form, transforming into an outsider improved familiar that matches the chosen one’s patron’s alignment (typically an arbiter, a cassisian, a harbinger, or a silvanshee, but potentially any lawful neutral, lawful good, or neutral good outsider familiar depending on the patron). The familiar gains the change shape universal monster ability if it doesn’t already have it, which it can use at will to transform into its original form or back to its true form. 1. Here is a list of the Outsiders that fit into the criteria of "True Form" as well as their default alignment:
With the conflicting rules, there are three interpretations:
Personally for my build, since he's trying to serve the god of intelligence gathering, he'd benefit the most if it turned into a Cassisian. Its got the ability to be a dog or a fish; which would be great for stakeouts. Additionally, it can erase it's own memories, making it easier to keep secrets to a need-to-know basis. A runner-up, a lyrakien azata would be nice. Her high charisma or wisdom would make the “Deep cover” ability more usable. (Side question: Which attribute should be driving the familiar's domain ability?) I'd paint her wings black and light blue, matching Kelinahat's heraldry. A lantern archon would also make for great flavor and its the same starting CR as the other lawful good archon (and I'd like to build a stained-glass bat miniature that actually glows), but not sure if the rules are permitting a lantern archon to be a familiar, since I exclusively play PFS. The harbinger archon is not a great fit for this character concept. (...and its going to be damn hard to model.) What's your take/advice? ![]()
![]() I have a character who may (or may not) have been impacted by a recent FAQ.
FAQ wrote:
Ultimate Campaign pg. 59 wrote:
If my character was adopted by a Gillman, does that March 2017 FAQ also impact my character's original trait selection? ![]()
![]() The 8th level Bloodrager bloodline power reads as follows:
While the oracle's hunger curse reads:
(Both emphases are mine.) Am I correct to assume that bloodrager's 'immunity' overcomes the condition portion of the oracle's curse? ![]()
![]() UE pg. 138 wrote:
Does this mean that: A) if you have a weapon that also has the flaming enhancement, activating its flaming property will deactivate its corrosive property.-and/or- B) Its possible to find a weapon that has been abandoned with the corrosive property left on. ![]()
![]() I'm proposing a little competition. The objective is to build a 1st-level PFS-character who can get the highest bonus on (any) one skill check on her first adventure.
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![]() Since conicals are 3D shapes in reality, I would like to know which spaces above and below a cone (say burning hands) are also targeted.
Please keep a running vote:
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![]() The spell areas image is the only place to start for cones, but when it comes to converting cones in to 3-D space restricted on a one inch grid, interpretations may vary.
1. The first and easiest technique is to turn the template on its edge, to tell who is also caught above and below in the same cone. We'll call this technique the Cross-Configuration 2. The other technique requires assuming that the cone not only reaches out fifteen feet, but it also is 15 ft in diameter at its maximum range. This infers which additional squares are also included. We'll call this technique the 3-Space inference. I've attempted to represent both in this image, (with each approach building on the previous).
To better see how this impacts play will requires a thought experiment: Imagine, if you will, four subjects in combat:
Clearly, the shaman will be safe while the lion will be lit up, even if it's only partially protruding into the path (and therefore, I left the lion out of the picture.)
I'd also like to get a consensus of which technique is preferred and why, so be sure to add your vote to the tally:
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![]() I was e-listening to another players build for his Battle Host and it got me thinking: Is it ever possible to get special material and/or magic armor for the Battle Host's armor? ...
1) Is there any method to upgrade the material of an already-owned suit of armor? 2) If the character already has a suit of armor before multi-classing into Battle Host, can that armor become the implement? And, as bonus questions: 3) Can vents be included in the item's design? 4) Can armor spikes be added at a later date? 5) Can the armor be consecrated? 6) Does the Battle Host have to be wearing the armor, or is it enough to have his armor "at hand" in order to trigger that implement? ![]()
![]() 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. ![]()
![]() The Occultist has access to an ability via the Necromancy implement called Soulbound Puppet (Su):
As a full-round action, you can expend 1 point of mental focus to create a soulbound puppet from a bone, doll, or skull. If you use a bone or a skull, your power builds a Tiny or Small flesh puppet around it that vaguely resembles the original creature from which the bones were taken. If the implement is a doll, the doll comes to life. Treat this as a familiar, using your occultist level as your wizard level to determine its powers and abilities. By using a bone or skull from the appropriate creature or a doll shaped like that creature, you can select any of the familiar choices available to a wizard. You can instead use a humanoid bone, doll, or skull, to give the puppet the base statistics of a homunculus (Bestiary 176), but without a fly speed or the poison bite or telepathic link abilities. No matter the form, this creature is a construct with an alignment matching your own. You can have no more than one soulbound puppet active at any given time. The soulbound puppet remains animated for 10 minutes per occultist level you possess.
If the character is dual class with something that gives her a familiar, can she still make a temporary 2nd familiar with this focus power? ![]()
![]() I have a character concept and am looking for advice on how to make it work mechanically. 1) The Character never (or rarely) tells a lie, but people just never seem to believe him anyway.
4) When he can help it, he figures "If you want to think I'm lying, you go right ahead, but if your actions are evil, well then, that's a different matter." 5) He could be a paladin and/or inquisitor, possibly of Torag or Sarenrae. I figure the way to play it is to tell the DM something like:
Mechanically, It should be the beguiler's bluff or secret message vs observer's sense motive. --- I'd like to know what you think, what problems you might predict, and what mechanics might be beneficial to making this work cleanly. ![]()
![]() I'm looking at the Occultist's implements and am interested in seeing how they can grow mechanically in the game. Here is an interpretation of a step-by-step path: 1) Find (or purchase) an object that is one of the implement descriptions. 1a) It could also potentially be a Masterwork Tool and have those benefits, too. 2) If its broken, then mend it. 3) If it isn't already master crafted, then fix it with Masterwork Transformation:
You convert a non-masterwork item into its masterwork equivalent. A normal sword becomes a masterwork sword, a suit of leather armor becomes a masterwork suit of leather armor, a set of thieves’ tools becomes masterwork thieves’ tools, and so on. If the target object has no masterwork equivalent, the spell has no effect. You can affect 50 pieces of ammunition as if they were one weapon. You decide if the object’s appearance changes to reflect this improved quality.
The material component for the spell is magical reagents worth the cost difference between a normal item and the equivalent masterwork item (typically 300 gp for a weapon, 150 gp for armor, or 50 gp for a tool). If an object has multiple masterwork options (such as a double weapon, or a spiked shield that could be made masterwork as a weapon or armor), you choose one option of the object to affect (though you can cast the spell again to affect another option). 4) Make it a magic item. (If in PFS pay the difference for the item. If not, then use the relevant craft skills to on it.) Is it possible to have an item that is an implement, a MwTool, and a magic item all in one? I'm currently interpreting the rules to mean that it can only be all three (in PFS) if the magical upgrade is not already to some name-listed object (because, basically, that is what this implement actually already is.) For instance Deathwatch eyes + Aura goggles = 2015 gp & 1 lb = one's gradually-improving divination implement ![]()
![]() There is a creature from asian mythology that has always appealed to me; its the Foo Lion/Dog. I would like to know the best way for me to make a Foo mount in PFS. My fist thought was to go with the Paladin class, but I am open to all suggestions. But its gotta be foo, and I gotta be able to ride it. Suggestions? ![]()
![]() There is a spell called Reinforce Armaments:
You reinforce a weapon or armor suit to give it a temporarily upgrade or mitigate the fragile quality. A suit of armor or weapon touched that has the fragile quality is not considered to have the fragile quality for the spell’s duration. Normal armor suits or weapons subjected to this spell instead gain the masterwork quality for the spell’s duration and their hardness is doubled. If this spell is cast on masterwork or magical armor or weapons, their hardness is doubled for the duration of the spell.
It doubles the hardness. Then there is an item called a Fortifying Stone:
On command, this semiprecious stone adheres to an object weighing not more than 100 pounds. As long as it is attached, the stone increases the object’s hardness by 5, its break DC by 5, and its hit points by 20. Like temporary hit points, these additional hit points are lost first when the object the stone is protecting is damaged, and once they are exhausted, the fortifying stone is destroyed. However, unlike temporary hit points, they can be completely restored by repairing the fortifying stone via a single casting of a make whole spell. Any effect that breaks or destroys the protected object also destroys any attached fortifying stones. which adds 5 to the hardness and is based on stoneskin.
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![]() 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. ![]()
![]() I play PFS exclusively. And the only time I've seen optimized small PCs is when they're riding on medium-sized mounts, I figure that their reduced movement speeds is the biggest deterrent to existence followed by how being small impacts grappling, bull-rushing, damage output due to strength, etc. Rhetorically speaking, what character build isn't made better by just switching the race to human and taking the additional feat? So, character-flavor aside, my hope is to see this thread build into a list of great small PFS PCs, one's that can do what medium-sized PCs might "enviously look up to". ![]()
![]() Playtest document wrote: For the purposes of meeting a qualification for a feat, class, or other ability, he is only eligible if both of his alignments meet the requirements. This all-encompassing solution works for simplicity sake, but there are opportunities to turn this class restriction into appealing features. Here's four suggestion:
I'd be interested in hearing any other suggestions. ![]()
![]() Question for PFS play.
Knowing that Lycanthropes are medium humanoids, does the shapechange hex (or any spell for that matter) allow one to change into a were-beast? If so, can someone become infected with lycanthrope? Can they become an infector? Does the change (werebears excluded) lead to instant character retirement at the next full moon? ![]()
![]() 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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![]() Here are some questions to make your brain itch:
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![]() For quite a while I've wanted to play a tank. And by tank, I don't mean some guy in armor, but the armored transport for some guy(s); one that would get monsters (& GMs alike) to scratch their heads in confusion. I play exclusively in PFS so that narrowed my options, but I think I have the build and the character ia already 2nd level. Here's the build: Snuf Wheeler (& his wily sidekick, Squeeler)
2nd - Wrangle condition 4th - Hex=Confusion curse, wandering spirit 6th - Wandering hex=Eyes of Battle . . . + Favored Class: Extra hex = Shapeshift 8th - Exorcism, spirit (greater)=Automatic Writing 10th - Dominate spirit 12th - Contact with the spirit world, Wandering spirit (greater)=Enemies' Bane . . . + Favored Class: Extra hex = Flight
3rd - Toughness 5th - Power attack 7th - Improved Familiar 9th - Improved Overrun 11th - Greater Overrun (I've already earned a befitting improved familiar boon):
A raktavarna can take the shape of a handheld object. He'll be my periscope. I'll call him Stuf All three Stat increases will be applied to my Intelligence so that I can get access to Make Whole and others via the Lore Spirit The real fun begins after I've done my community service for the first nine levels. By then I've I purchased the following:
For narrow passageways, I can transform into a small (construct) animal. If I have a rider, I'll turn into a mecha riding dog. Since I wont be able to cast spells while possessing a construct, I'll carry a braille bracelet so that I can spell (point) out a request to temporarily possess another PC to do repairs/buff/etc. Feedback and advice are welcome. ![]()
![]() I am exclusively a PFS player who recently purchased the pdf of Goblins of Glorion.
However, that shouldn't mean that I couldn't play some other permitted race with flavorings of goblin-ness. And yet the specific and unprecidented wording in the Additional resource file makes it sound as if there is nothing in this resource that the typical player can use in PFS. This all-encompassing verbiage could be interpreted to mean that the three spells and four magic items are also unusable by non-goblin PFS characters. Given this along with my rather slim financial resources, I would like either for the wording to be corrected to fix this issue or that I get reimbursed for this now-made-useless resource. Could somebody please direct me on how to get one of these two outcomes advanced? ![]()
![]() Okay, so here is my newest character concept. Bizzzit has just turned 3rd level. I love him, but I'm afraid I got him caught in a crossfire due to a confusion (on my part) in the rules and the debates I see raging on the message boards. This ambiguity lies in whether Eldrich Heritage can get access to Wildborne bloodlines. I figured that the build, which follows, is the only way that one can get the bloodline dehydrating touch and water blast at the same time, since you can't directly get them at the same time through the cross-blooded route alone. The concept I am attempting to make is a sorcerer dipped in gunslinger for one specific thematic reason and one reason only; that when he pulls the trigger, an opponent is blown across the room. Sounds simple enough...this is the mechanic I found that, potentially, works; here's the build so far: Mysterious Stranger 1, Cross-blooded sorcerer (Abyssal/Aquatic) 2 Lvl Feats & Bloodline powers
Traits
And when I get enough coin and prestige, I'll get a pistol enhanced with "Conductive" and "Spell storing". That way, if I managed to wound my target, I'll Water blast (sp) it or hydraulic Push it away from me. I shouldn't even be asking yet, but If it doens't work, do I have any chance of rebuilding Bizzzit or is he to be gunned down in his prime?
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![]() Is it permitted in PFS to use crossblooded for two bloodlines that are associated to one another? For example, At the cost of a -2 to Will saves and one fewer spell per level, can a Sorcerer benefit from the following associated bloodline Arcanas? Anarcic:
Whenever you fail a concentration check to cast a spell, a cantrip effect is created. Randomly determine one of your cantrips known (for example, if you know 6 cantrips, roll 1d6). There is a 50% chance this cantrip affects a target of your choice within 60 feet; otherwise it affects you. Protean: Bloodline Arcana: Your magic of creation and changing is hard to unravel. The DC to dispel transmutation or conjuration (creation) spells that you cast is increased by +4. ![]()
![]() I'm looking for some input on a new build I've thought of for Society Play. I was initially trying to build a cowboy, but am headed a new direction now. The premise is that he is a Chelaxian longshoreman that gets deputized. Here's how I'm thinking I'll do the build:
Alternate Racial Traits: Cavewight, Chain Fighter, Forest Walker, Sacred Tattoo Traits: Rough and Ready, Wharf Rat 1 lvl Lore Warden (^Fighter: Weapon Focus: Spiked Chain)
Feats: Equipment Trick (Rope), Quick Draw, Throw Anything, Weapon Finesse, Serpent lash, Cornugon Shield Pump Dex+2 & Str+1 I'm always interested to know if my understanding of the mechanics are working soundly.
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![]() Its my understanding that some archetypes can be applies at the same time. And if one arch class modifies the base class and then the other deletes that ability, then so be it. Is that true for the Elven Treesinger and Plains Druid?
Is this correct? I wonder what the most archetypes are that have been applied, all at once to the same class? ![]()
![]() I participate in Society play. I made a Elven Zen Archer, but kept getting overrun by attackers because our parties were minimal (no cover and no barbarian or burning hand ally to cut things short). So, I then took two levels in Treesinger so I could stand behind something. Now I'm beginning to look ahead, level-wise, to where I could grow. Then I saw Pirate's Swinging Reposition and thought that must be the most useless class ability ever for Society play-- Therefore, I must try to make it work! So here's my build:
Lvl _ _Class _ _Stuff _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _Level Feats
Here's the description of Swinging Reposition: “Provided she is wearing light armor, when fighting in an environment where such structures exist, the rogue incorporates them into her Acrobatics checks by grabbing hold of the structure and swinging toward her opponent, making either a charge or a bull rush maneuver. Once she completes her attack or maneuver, she can reposition herself. Immediately after making the charge or bull rush, she can move 5 feet as a free action, even if the charge ends her turn. This movement does not provoke attacks of opportunity.” Now let me see if these combos work. The following lists scenarios I'd like to determine whether they're Society compatible: (a) The elf charges (10') up next to her large treeant companion. It has a knotted rope dangling from its branch. She grabs it swings in (i.e. uses lunge) and either kicks the opponent doing damage (Dragon style) or knocks him back (G. bull rush), swings back and lands 5' behind where the rope swing was initially dangling. Do the mechanics work out? And if so, what's the DC of the Acrobatics check? Heres a representation with miniatures. Just imagine the creeping vine and the puff ball are attacking the carnivorous flower ally. The large treeant ally has the rope swing, not its sapling. (b) Am I correct in assuming that the rope doesn't even have to start in her hand, but that she could not be using a two-handed weapon during here charge/bull rush? (c) What is the DC for the player who tries this and doesn't have Swinging Reposition? Other questions that popped up (but wouldn't stop this build) are as follows: (d) Does hydraulic Push combo with the Bull Rush feat tree? (e) Does Summon Nature's Ally allow for plant versions (say, maybe, one of the four listed plant companions)? (f) Does the race trait “open hand, open mind” require that the character be of human ethnicity (since its from the Humans of Golarion Companion, but doesn't list it as a prerequisite nor is it a selectable option on hero builder)? (f) The Treesinger casts Greater Animal Aspect (Ape/Monkey) on the treeant who then tries to pick up a kobold. Can he succeed with branches for... well, limbs? and, if so, then how far will it be able to throw it and with what mods/target? What if the treeant is just going for distance and couldn't care less about accuracy. Am I right to assume that the thrower must be two size increments larger than the thrown object? That's a lot. I'm looking forward to determining whether or not this girl gets to play on her swing set or just go home and let somebody else adventure, say a rope trick specialist. :) Thanks for your council, ![]()
![]() I participate in Society play. I made a Elven Zen Archer, but kept getting overrun by attackers because our parties were minimal (no cover and no barbarian or burning hand ally to cut things short). So, I then took two levels in Treesinger so I could stand behind something. Now I'm beginning to look ahead, level-wise, to where I could grow. Then I saw Swinging Reposition and thought that must be the most useless class ability ever for Society play-- Therefore, I must try to make it work! So here's my build:
Lvl _ _Class _ _Stuff _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _Level Feats
Here's the description of Swinging Reposition: “Provided she is wearing light armor, when fighting in an environment where such structures exist, the rogue incorporates them into her Acrobatics checks by grabbing hold of the structure and swinging toward her opponent, making either a charge or a bull rush maneuver. Once she completes her attack or maneuver, she can reposition herself. Immediately after making the charge or bull rush, she can move 5 feet as a free action, even if the charge ends her turn. This movement does not provoke attacks of opportunity.” Now let me see if these combos work. The following lists scenarios I'd like to determine whether they're Society compatible: (a) The elf charges (10') up next to her large treeant companion. It has a knotted rope dangling from its branch. She grabs it swings in (i.e. uses lunge) and either kicks the opponent doing damage (Dragon style) or knocks him back (G. bull rush), swings back and lands 5' behind where the rope swing was initially dangling. Do the mechanics work out? And if so, what's the DC of the Acrobatics check? (b) Am I correct in assuming that the rope doesn't even have to start in her hand, but that she could not be using a two-handed weapon during here charge/bull rush? (c) What is the DC for the player who tries this and doesn't have Swinging Reposition? Other questions that popped up (but wouldn't stop this build) are as follows: (d) Does hydraulic Push combo with the Bull Rush feat tree? (e) Does Summon Nature's Ally allow for plant versions (say, maybe, one of the four listed plant companions)? (f) Does the race trait “open hand, open mind” require that the character be of human ethnicity (since its from the Humans of Golarion Companion, but doesn't list it as a prerequisite nor is it a selectable option on hero builder)? (f) The Treesinger casts Greater Animal Aspect (Ape/Monkey) on the treeant who then tries to pick up a kobold. Can he succeed with branches for... well, limbs? and, if so, then how far will it be able to throw it and with what mods/target? What if the treeant is just going for distance and couldn't care less about accuracy. Am I right to assume that the thrower must be two size increments larger than the thrown object? That's a lot. I'm looking forward to determining whether or not this girl gets to play on her swing set or just go home and let somebody else adventure, say a rope trick specialist. :) Thanks for your council, |