The short of it is whether or not Fey/Celestial/Demonic/whatever Obedience counts as Deific Obedience for the purposes of Prestige Classes. I was contemplating building a Cleric that was going to Prestige into Exalted, but I was planning on having an Eldest as my deity, and they have their own feat instead of Deific Obedience, that being Fey Obedience. I actually posted this in the general rules forum but I was told that it should be posted in the PFS forum since it's specifically about PFS.
I'm of the opinion that it wouldn't be a problem since the feats themselves are, for the most part, different in name only. But I want a clarification for PFS, since it doesn't work by a strict RAW reading, since Exalted specifically says Deific Obedience instead of any daily obedience feat.
Oh, I completely forgot the PFS rules board existed. But I read the requirements for the feats and the class, and I think most people GMs would allow it. PFS forum is probably a better place since I'm looking for an official answer.
The short of it is whether or not Fey/Celestial/Demonic/whatever Obedience counts as Deific Obedience for the purposes of Prestige Classes. I was contemplating building a Cleric that was going to Prestige into Exalted, but I was planning on having an Eldest as my deity, and they have their own feat instead of Deific Obedience, that being Fey Obedience.
I would personally allow it since, aside from the skill and deity requirements, most of the basic obedience feats seem like they're different from one another in name only, and the deity determines all of the important stuff anyway. But seeing as I'm building this character for PFS, and I wasn't able to come to a definite conclusion to the question myself, I figured it'd be best for me to ask before I commit to any decision or get married to an idea.
While we're on the topic of making FMA characters, I was interested in making characters for PFS play based on the homunculi.
Obviously, some adjustments would need to be made, both mechanically and in character. Will need to take most of their murderous tendencies and dial them back to be just misanthropic. And I have no way to reasonably do the whole regeneration bit in PFS.
But so far, I've gotten Greed down as an Invulnerable Rager, using beast totem for claw attacks. Then I've gotten Envy, either as a Brawler (Fighter Archetype), Brawler (class) or a Martial Artist Monk, and buying a hat of Disguise as soon as I have the money. I don't the others nailed down yet, so I'm open to suggestions.
I'll probably stick to 2003 version of Envy, seeing as I don't have any idea how I could get his true form to work properly in PFS.
Worst thing my group has ever done was in a Neolithic campaign.
We found a village of half-orcs. The group had fought a bugbear earlier and didn't have a good time. I jokingly said that the other half was bugbear. Cue the druid casting entangle and then everyone savagely murdering a village of innocents unprovoked with no actual warrior types to save them. They then proceed to take hostages from the women and children and bring them back home. When told that they weren't able to enslave them, one player (who I didn't know particularly well) decided to eat the babies.
Said player got promptly DM smote. Good thing we fell apart after that due to scheduling. There was no productive way to play like that. My group wasn't capable of being Evil without thinking they need to kill anything that moves.
How can I make a character into a native outsider if they're not already one? Other than the capstones for a bunch of sorcerer bloodlines and Monk Capstone. Or aren't there any outside of those avenues?
I am taking improved Familiar, and nearly all of the outsiders can speak. In addition a good many of them have hands, and even if Faerie Dragons don't have hands, they can still cast spells since their stat block specifically outlines them as sorcerers, casting spells that require somatic components.
Recently I had a GM with an overly literal reading on how Share spells works with Familiar Melding
Share spells:
Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Familiar Melding:
You project your soul into your familiar, taking over its body while leaving its consciousness intact. When you transfer your soul upon casting, your body is, as near as anyone can tell, dead.
While possessing your familiar, you can communicate with it telepathically. You keep your Intelligence, Wisdom, Charisma, level, class, base attack bonus, base save bonuses, alignment, and mental abilities. The familiar's body retains its own 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 may use any abilities the familiar has, including spells and spell-like abilities. You cannot speak unless your familiar has the ability to speak a language. You cannot cast spells with somatic components if your familiar does not have anthropomorphic limbs that can perform the appropriate motions.
As a standard action, you can return to your body as long as it is within range. If your familiar is slain while your soul is in it and your body is within range, your soul returns to your own body, unharmed. If your familiar is out of range when slain, you die. The spell ends when you shift from the familiar to your own body.
My plan was to use Familiar Melding as a buff spell in the morning, then stuff my body into a bag of holding and fly around as my favorite minion, casting spells and whatnot. However, my GM didn't see it that way, citing that whilst my soul was inhabiting my familiar's body, I could only use the share spells from the standard familiar skillset for legal uses of my spells.
I just said Whatever, missed a few turns in combat we were in when he sprang this on me so I could empty myself out and dismiss the spell, seeing as he likes to challenge my little idea's for creative use of spells. I said it wasn't worth it to fight him and waste everyone elses time, we were already going to run long on the session, so it was in my interest.
Anyway, am I misreading Familiar Melding, or does it, by RAW. state that you can cast spells, but not spells that have components that you can't provide due to the limitations. That logically implies that you can, in fact, cast your spells.
Input appreciated, I'd love to be able to tell him that this works. I thoroughly enjoy picking my favorite Tiny Outsider or Faerie Dragon or whathaveyou and playing that, and if I need to sacrifice a fourth level spell slot and half my hit points, I should be allowed to do so at my discretion and have it come with all the benefits that RAW grants it.
I wish the Outer Gods or Great Old One's would be legal for worship or whatever. I enjoy the flavor enough, but I really want access to Dreamed Secrets.
What happens after a summon monster effect ends, and whatever you summoned used a spell-like or supernatural ability, does it abruptly end when the spell ends? For example, if a summoned Succubus gave me Profane gift, would it end when the duration expired? Would she be able to use suggestion on me afterwards?
If you couldn't guess, we'll post things that we wish were legal in society play.
I wish that the Vampiric Bloodline from Kobold press was legal. I rather like the bloodline and think it has an interesting angle to it. My only question is why can't they just give you the vampire template at 20. You've already got everything else, games practically over at 20th, how much stronger is vampire going to make you?
My first question is concerning whether or not the Arbiter has hands. The descriptive text for it says that it has clawed hands, which suggests to me that it could conceivably cast spells with somatic components were it to gain the ability, such as through familiar melding. However, it isn't listed in the FAQ as having hands the way an imp or other improved familiar might.
Second, does it have item slots the way an imp or whatever other familiar on the list has everything?
Correct. It might take them a very long time to get back up. Or, if it takes long enough for the creature to lose HP from starvation, thirst or suffocation it won't ever get back up. (Regeneration doesn't restore those HP).
Good, I got into an argument with a GM last night at PFS over how regeneration actually worked. He said it stopped working once I hit negative Con, because that's how dying normally works, even when I gave him the rules for regeneration. Besides, the Arbiter is a constructed outsider, so it shouldn't ever starve, suffocate or drown.
Just to clarify, if a creature has regeneration, it is immortal, unkillable, 100% immune to death unless its regeneration is removed prior to reducing it to -con, right? I could have my Inevitable Arbiter familiar drop to -10000 hp, and he wouldn't die as long as he wasn't dealt damage with a chaotic weapon?
I was planning on gaining Produce Flame from the Gnome Racial that grants it. I suppose the question is, at it's core whether or not Domains are considered cleric spells.
So, if I were to gain a spell-like ability of a spell, in this example, produce flame, would it count as a cleric Spell? I ask because it's listed as a domain spell for fire domain, but also as a druid spell.
The rules don't seem clear to me as to whether a spell-like ability would default to being a cleric spell if it's only available to clerics through a specific domain.