This is my first draft for a class I'm working on, called Reliquarian, after the PF1 Occultist archetype, which is not a real word I discovered.
The goals of this class:
Mechanically, it feels like a magic fighter, with a wide foundation in everything but really solid with that foundation. I wanted the main feature to be flexibility and using all the found loot.
Narratively, this is similar to a Thaumaturge, but instead of giving power to a symbolic item, the Reliquarian focuses on drawing power out of the items and assigning a symbolic meaning to themselves.
This is going to be playtested soon, but for now, I think I accomplished my goals. As usual, I'm concerned I might have accidentally created a broken combination. I compared it to all the non-casting martials, and then some, so please give me good honest feedback! I hope to eventually publish and release this.
Hello, I'm a GM running Strange Aeons and need some help with a few things. The first book doesn't seem to say what the PCs were before meeting Lowls (which is good) but doesn't say what they did when they worked for Lowls either (which is bad).
I'm also putting together the secret backgrounds for each of the PCs who lost their memories. I have a few plot points that I can use as I wish since my players asked/bought/took things but didn't specify them on purpose.
I'm hoping to hear what their jobs were with Lowls (or at least the page number in which book) and to brainstorm possibilities for these characters, ignoring the mechanics of how to do or did things since I use plenty of alternate rule sets and all sorts of things, including third party content. Most of what I'm going to list is just to sum up what they are essentially playing.
The Party:
CG Half-Trox (think just a Medium sized Trox) Kineticist with magma and only magma. She has the holy symbol of a deity engraved into her forehead. The set of lower vestigial arm (think four arms coming out of the lower rib cage and stomach) are missing.
CG Kitsune Kitsune Sorceress illusionist with some telekinesis. Has absolutely no gear except for her haramaki armor.
NG artificially-made Android alchemy Wizard with plenty of healing and buffing. Could be self-inflicted, could be on purpose.
CG Arshea devout Fighter who is a Psychopomp version of a tiefling or aasimar. Has a big spear, big shield, big armor, white horse, and a signet ring. Also has a strange draw to a mask.
Hi, I'm running Rise Of The Runelords for a few friends, GMing and playing it. It's just myself and two others, but we're doing gestalt and using Spheres Of Power content. I had this crazy idea for my character to try and add to the world and to the plot.
My character is meant to be a necromancer who is weak, frail, has no memories, and doesn't have control over his magical powers at first.
I'm even having him do a thing in the first fight:
accidentally turn the dog that's killed right before the first encounter at the festival into a burning dog skeleton.
So, who is he? He is Zutha, Runelord Of Gluttony, brought back to life by the three books coming together. However, since none of the Runelords expected Earthfall to be so devastating and to delay them for so long, his original magic and plan has gone awry. He's been brought back with no memories, but knowledge that seems to come and go, like languages, information on different creatures, and even some unexplained foresight to traps and how to disable them. At the same time, he isn't the unique type of undead from before and instead a sort of human with some undead traits.
These are all done through being an Empiricist Psyforensic Investigator/Lichling Soul Weaver, who souls in his Bound Nexus are actually past servants who willing serve him, though he doesn't understand why. As he levels, he remembers more and more and learns to better wield and unlock his original magics.
So, what can I do through the AP to interweave the plot and this character? I have some ideas but I thought I'd ask around and see what comes up. My players are relatively new and learning the world as it comes too. Just please please for the love of the Dawnflower not turn this into a discussion about being a GM and a player...
Select one specific type of animal (such as wolves or apes). You were raised from infancy by an animal or pack of animals of that type. You learned their ways and have more in common with your beastly kin than members of any humanoid race.
Benefit(s) You gain a +1 trait bonus on Survival checks and can use speak with animals as a spell-like ability at will to communicate with the type of animal that raised you.
What does it mean by type of animal?
If I had to choose, which would be it?
Felines
Great Cats
Cat Big
Tigers
For a build, I'm trying to find all morale bonus boosts, like Courageous and an Imperious Sorcerer's Heroic Echo, but for Extraordinary abilities.
The things I'm looking for would be either:
-self-reliant, without needing another character to active, excluding personal familiars or companions
-no action or long-lasting (hours at least, the general working day)
-usable all day, so not a wand or scroll, excluding most staves too
This character isn't a spellcaster but does have good Charisma.
When I make magi, I prefer to go for consistent weapon damage over nova spell combat, using arcane strike for more attacks.
I want to make a mindblade with as many weapon attacks as I can get and big damage output.
I would prefer TWF over a two-handed weapon.
If there is a way to get Dex-to-damage on light weapons, that would be nice.
Skinwalkers are well attuned to the natural order of things and value passion above reason. They gain +2 Wisdom, –2 Intelligence, and +2 to one physical ability score while shapechanged (1 RP). While in their bestial form, they gain a +2 racial bonus to either Strength, Dexterity, or Constitution (see Change Shape).
Does this mean that the Skinwalker can get +4 to one physical stat?
+2 from Racial Ability Score and another +2 from Shapechange?
How does Enveloping Winds interact with tech weapons?
A reminder that the defense talent can also take form as being surrounded in crackling electricity.
Let's say I play a race that never sleeps and playing a kineticist with burn. If I never sleep, I keep the burn, then my bonuses become permanent, like the size bonuses of elemental overflow. Is there something I missed?
How would you make a lightning version of the stonelord paladin? One that embodies lightning and the storm as the stonelord embodies the mounatin?
Stonelord Archetype:
Stonestrike (Su): Once per day per paladin level, a stonelord can draw upon the power of the living rock. As a swift action, she treats her melee attacks until the beginning of her next turn (whether armed or unarmed) as magical and adamantine, including ignoring hardness up to twice her paladin level, with a +1 bonus on attack and damage rolls, as well as on combat maneuver checks. This bonus also applies to her CMD if she or her target is touching the ground or a stone structure. This bonus increases by +1 at 5th level and every 5 levels thereafter. This ability replaces smite evil.
Heartstone (Ex): At 2nd level, a stonelord’s flesh becomes progressively rockier. She gains a +1 natural armor bonus to AC and DR/adamantine equal to 1/2 her paladin level. The natural armor bonus increases by +1 at 6th level, and every four levels thereafter, to a maximum of +5 at 18th level. These benefits are halved when not touching the ground or a stone structure. This ability replaces divine grace.
Stoneblood (Ex): At 3rd level, a stonelord’s vitals begin to calcify and her blood transforms into liquid stone. She adds her paladin level on checks to stabilize at negative hit points and gains a 25% chance to ignore a critical hit or precision damage. This does not stack with fortification armor or similar effects. At 9th level, this chance increases to 50% and she becomes immune to petrification. At 15th level, this chance increases to 75% and she becomes immune to bleed and blood drain effects. This ability replaces divine health and her mercies gained at 3rd, 9th, and 15th level.
Defensive Stance (Ex): At 4th level, a stonelord gains the defensive stance ability, as a stalwart defender (Advanced Player’s Guide 277), and may select one defensive power at 8th level and every four levels thereafter. Levels of stalwart defender stack with her paladin levels when determining the total number of rounds that she can maintain her defensive stance per day. A stonelord does not gain any spells or spellcasting abilities, does not have a caster level, and cannot use spell trigger or spell completion magic items.
Earth Channel (Su): At 4th level, a stonelord gains Elemental Channel (earth) as a bonus feat, which she may activate by spending two uses of her lay on hands ability, using her paladin level as her effective cleric level. This ability replaces channel positive energy.
Stone Servant (Su): At 5th level, a stonelord may call a Small earth elemental to her side, as a paladin calls her mount. This earth elemental is Lawful Good in alignment and possesses the celestial template, and it increases in size as the stonelord gains levels, becoming Medium at 8th level, Large at 11th level, Huge at 14th level, Greater at 17th level, and Elder at 20th level. This ability replaces divine bond.
Stonebane (Su): At 11th level, when using stonestrike, a stonelord’s attack gains the bane weapon special ability against creatures with the earth subtype and constructs or objects made of earth or stone. This ability replaces aura of justice.
Phase Strike (Su): At 12th level, a stonelord’s stonestrike may pass through stone and metal as if they weren’t there. By spending 2 uses of her stonestrike ability, she may ignore any cover less than total cover provided by stone or metal, and she ignores any AC bonus from stone or metal armor or shields as if wielding a brilliant energy weapon. A phase strike cannot damage constructs, objects, or creatures with the earth subtype, but unlike a brilliant energy weapon, it can harm undead. This ability replaces her 12th-level mercy.
Mobile Defense (Ex): At 18th level, a stonelord can make one 5-foot step per round while maintaining her defensive stance. This ability replaces her 18th-level mercy.
There's a flying creature Rogue wants to hit with melee. He wants to jump off of Fighter to launch himself at the creature and hit it midair. Fighter readies an action to do this.
So, I joined an online game on Roll20 that sounded interesting. The GM was new to Pathfinder and had no RPG experience. I volunteered to teach him and help him out, looked over what he had so far, fixed things, yada yada.
What I didn't notice until it was too late was that he had no idea how large an average party was and had set the "max player limit" to 20... By the time I caught it and had him stop looking for players, we had double the normal size.
It's too late now to tell people they can't play. What I need is help designing encounters for 12 players, 1 animal companion, and 1 familiar. The primary setting is a busy city on sea coast. Describing their main thing, the party consists of:
All level 1, everyone levels together
Tiny Homunculist Alchemist
Melee Ranger
Siege Gunner Gunslinger with a dragon pistol
Claws Kata-Monk
Not-making-undead Necroccultist
Aerokineticist
Fire Blaster Sorcerer with a touch of summoning
Paladin of Holy Light
Face + Charm Bard
Merciful Healer Cleric
Winter Witch with Evil Eye+Cacke
Druid with Leopard
No one, except for my aerokineticist, is optimized. The custom content they use doesn't really affect combat capabilities (except Tiny alchemist). We aren't trying to flat-out eliminate players either. What CR should I be making encounters for? What are some ideas for good battles? Any and all advice to making this work is welcome.
This is primarily roleplaying, maybe one or two fights a session.
Element Training (Su):
This functions as Expanded Element but she can only select her primary element. In addition, at 7th level, the kineticist's use of her element grows. This takes on one of two forms. The first option is that the total burn cost of using a kinetic blast or utility wild talents decreases by 1. For example, an aerokineticist using Celerity can increase the duration to 1 round per level for 0 burn. This reduction in cost is before Infusion Specialization. It cannot reduce the cost of Kinetic Healer or reduce a composite blast below 2 burn. If a kineticist uses a wild talent as part of activating a kinetic blast, she can only reduce the burn cost of the wild talent or the kinetic blast.
The second option is imitating another element. The kineticist selects an element besides her own. Once chosen, it cannot be changed. She learns you use her own element to imitate the powers of that element. She gains access to her selected element's wild talents and infusions, and can take them as she would any wild talent or infusion of her primary element. She does not gain any simple or composite blasts of her imitated element, except a kineticist with aether as her primary element gains a physical simple blast of her imitated element. This is done with aether strands and not the element that the simple blast is associated with. Wild talents and infusions are also done by your primary element. Any damage they would create changes to match the damage type of one of your simple blasts.
At level 15, the pure kineticist can imitate another element, increase the burn reduction of Element Training to 2, or she can gain the other form of Element Training she didn't choose before. This ability replaces Expanded Element.
Element Mastery (Su):
At 20th level, a Pure Kineticist is unparalleled in the use of her element. By accepting 1 point of burn as a standard action, she can change any of her wild talents into any other wild talent of the same category except for kinetic blasts. She ignores elemental requirements or restrictions (but not any other requirements or restrictions). These are all done with her primary element and follow the same restrictions as Elemental Training except she can use the wild talents of any element. If she is changing a wild talent to one associated with an element she can imitate, the change costs 0 burn.
If a kineticist had increased her Element Training burn reduction to 2, this ability instead increases it to 3.
This is an archetype I made for those wanting to focus on a single element. I'm looking for constructive feedback and any thoughts on it.
So, I'm making a PC race for a campaign. The idea is that it is an outsider (native) or monstrous humanoid from the Plane of Air that is composed of lightning in essence. It is immune to electricity and when electric damage is dealt to them (regardless that it didn't hurt), they get fast healing 2 for a round like the RP trait "storm in the blood" but no limit. To balance, they cannot be healed by positive energy since they are made of physical lightning and weren't composed from the Positive Energy Plane. Yes, I'm playing an aerokineticist.
So, what is positive energy, how does it affect creatures, and when doesn't it affect creatures? All that jazz. I'm curious if that concept sounds legit or not. Are elementals affected?
In a partially homebrew campaign with players who have never played a tabletop RPG, to make things more enjoyable, I am bringing their character ideas to Pathfinder. However, one player wanted to make a monster hunter from the game series, Monster Hunter. His weapon of choice would be a Charge Blade. I decided to make it a scaling magic weapon. This is the prototype. If you aren't familiar with the Charge Blade or Monster Hunter, your input is still very valuable.
This massive weapon looks like large shield that can sheath its sword but when drawn, can take on another form. When drawing a Charge Blade, it can take the form of a greataxe or as a longsword and heavy steel shield. While wielded, you can change the Charge Blade to its other form as a swift action. Taking a form is a mechanical function of the weapon and is not magical. You sheath the shield when sheathing the longsword at no additional time. When in greataxe form, due to its uneven weight and size, your speed is reduced as if you had medium encumbrance and cannot be wielded in one hand, regardless of abilities. Being a size bigger than the Charge Blade will still let you wield it in one hand.
2nd Level: All forms of the weapon are masterwork.
4th Level: The weapon gains a +1 enhancement bonus to the shield and greataxe.
6th Level: When the longsword hits, the weapon gains one charge, regardless of damage. You can spend all of your charges to boost your weapon as a swift action. If boosted while in shield form, the weapon grants a +2 shield bonus to AC. If boosted in greataxe form, the weapon deals an additional +2 damage. These boosts last for a number of rounds equal to the number of charges spent.
Alternatively, you can spend all charges when making an attack with the greataxe form to make a super burst. If you do, make your attack roll as normal. If the roll is higher than the target's touch AC, the target takes 1d10+2 force damage for each charge spent, even if the greataxe attack is a miss.
During a full attack, you may switch forms once as a free action. At the end of your turn, the weapon loses all unspent charges. Making a shield bash consumes 1 charge and adds +2 to damage if a charge was consumed. The weapon can hold 1 charge.
When in shield form, as a standard action, you can make a charge strike with the longsword. If the attack roll beats touch AC, regardless of whether the attack hit or not, the weapon gains 2 charges. Charges gained this way don't count as charges for the weapon's charge limit and last until the end of your next turn.
8th Level: The weapon gains a +2 enhancement bonus to the shield and greataxe. The longsword gains a +1 enhancement bonus.
11th Level: The weapon can hold 2 charges. A charge strike adds 3 charges. Boosting is now a +3 bonus.
12th Level: The weapon gains a +3 enhancement bonus to the shield and greataxe. The longsword gains a +2 enhancement bonus.
16th Level: The weapon gains a +4 enhancement bonus to the shield and greataxe. The longsword gains a +3 enhancement bonus. It can also hold 3 charges and a charge strike adds 4 charges. Boosting is now a +4 bonus.
20th Level: The weapon gains a +5 enhancement bonus to the shield and greataxe. The longsword gains a +4 enhancement bonus. It can hold any number of charges for a minute after gaining its first one. A charge strike adds 5 charges.
I don't know what damage type to make the burst. I don't know what to make for price and construction. I was also thinking of making a clause about being able to hit (but not damage) swarms to gain charges and burst can damage swarms.
Time and time again, I get told I can't use magic out in the open because commoners are stupid and any finger-wiggling means I'm an evil demon. I'll try to use charm during a conversation and I'm told everyone will see the magical visuals. Even Detect Magic or a Paladin's Detect Evil means everyone knows I'm casting, even if I'm ducking behind corners due to the visual components that apparently everyone can see.
So... What are the visuals of a spell? Which spells have them? How noticeable or subtle are they? Especially on psychic spells.
So, I am playing a Sage Razmiran Priest Sorcerer with (eventually) a Mauler Nycar Bloodline Familiar. It will be a wordscaster; a caster that casts using Words of Power from Ultimate Magic. My GM is letting me use my Favored Class Bonus to pick up regular spells as the human FCB. What spells should I pick up each level? I have some combos in mind.
Let's say I have 5 primary natural weapons and I can full-round attack with all five. I might be thinking of an archetype or class that can do this instead of everyone, but can I make 5 sunder attempts instead as a full-round attack, all at highest base attack bonus?
A wizard or sorcerer with False Focus casts Fabricate Bullets to create Colossal-sized firearm bullets for free. He then carries them in a bag or Handy Haversack.
Does a Wildblooded Bloodline count as its original bloodline for Sorcerer abilities?
Is a Wildblooded Bloodline the original bloodline but archetype modified?
Can a Sage Sorcerer get an Arcane Bloodline Familiar?
Does a subdomain count as the original domain or are they entirely different domains?
What about Arcane Schools and Sub-Schools?
RAW, and only within the classes (no Eldritch Heritage)
I would probably use the Human FCB.
My only experience with a caster is a blaster/utility Winter Witch/Winter Witch/ Evangelist.
What would spell and feat progression look like?
Is there another Int-Based Spontaneous Caster?
Would a non-caster be able to do this and cover the entire battlefield?
Is there a way to know the hit points of every enemy, like the Blood Reader Slayer Talent but many?
Let's say I bought a hawk in PFS. How does it function? How do I use it, teach it tricks, or teach it a general purpose? What happens at the start of battle? Was this a waste of gold?
Main Weapon: Cutlass
Backup Weapons: Bec De Corbin, Comp. Longbow
Feats and Rage Powers
1: Raging Vitality
2: Superstition
3: Power Attack
4: Witch Hunter
5: Extra Rage Power or Improved Sunder
6: World Serpent Totem, Lesser Elemental Totem (fire or earth), or Spell Sunder
7: Extra Rage Power or Improved Sunder
Skills: Acrobatics MAX, a Craft or Profession MAX, Perception MAX, 1 ranks in many other skills
Favored Class Bonus: Human option
Traits: Totemist, Warrior Of Old
Things that I will not change due to flavor: Race, Diety, Alignment, Cutlass, a Day Job, Totem Choices, Water Child
I am making an Invunerable Rager for PFS and was wondering how the Elemental Totems from Blood Of The Elements compare to the other totems. All the guides I've seen don't mention them.
So whenever I looked, everyone seems to be pissed at just Power Attack with a Monk Unarmed Strike. I see the Unarmed Strike as a strike with your body regardless of combination and as one weapon. Does this mean that a monk/brawler's unarmed strike, as long as they do not have another natural attack, is a primary natural weapon without a second and thus, qualifies for 1.5 Str?
What Feat should I take at 5th level? This will be a Pummeling Dragon Charger. I'm thinking Improved Sunder, Combat Expertise, Mountain-Splitting Strike, or maybe something else.