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From the Glossary:
Helpless: A helpless character is paralyzed, held, bound, sleeping, unconscious, or otherwise completely at an opponent's mercy. A helpless target is treated as having a Dexterity of 0 (–5 modifier). Melee attacks against a helpless target get a +4 bonus (equivalent to attacking a prone target). Ranged attacks get no special bonus against helpless targets. Rogues can sneak attack helpless targets.
It also says *held* you want to make the argument that grappling renders people helpless too?
Lets look at the Pinned condition:
Pinned: A pinned creature is tightly bound and can take few actions. A pinned creature cannot move and is denied its Dexterity bonus. A pinned character also takes an additional –4 penalty to his Armor Class. A pinned creature is limited in the actions that it can take. A pinned creature can always attempt to free itself, usually through a combat maneuver check or Escape Artist check. A pinned creature can take verbal and mental actions, but cannot cast any spells that require a somatic or material component. A pinned character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler's CMB + spell level) or lose the spell. Pinned is a more severe version of grappled, and their effects do not stack.
Wow ***Tightly Bound*** That's even more bound than just bound! Must be worse than helpless...
On building a balanced group: working out just what works and why you may have been doing it all along.
I mean that seems like it would fit what you want really well.
NPC "Watch out he's casting fireball!"
PC "He's not casting anything! There is a logical explanation for everything! IT'S NOT MAGIC!"
NPC "Yeah, it's logical that he just cast fireball."
PC2 "Look can we just kill the guy and sort it out later?"
I like the maneuver master monk archetype.
You can trade attacks for maneuvers and tack an extra maneuver on at the end. I am fond of action disruption at this point:
Of those dirty trick and grappling are probably your overall best choices.
I wonder if talent costs are a sigificant part of this.
One of the ironies of helping people make it in a field like this is they can then charge more for their work for you (as the work is more in demand).
Considering the number of freelance Paizo uses I would not be surprised if that plays in some.
Cheel Vorastrix wrote:
Seriously call Kenny Loggins
Cheel Vorastrix wrote:
Only in so much as they exist.
Now will you keep standing exactly where you are? Thanks, I have a sudden compelling reason to be 500 meter away that in no way should raise your suspicions...
Do you want kobolds Tacticslion? Because this is how you get kobolds!
The Gillman archetype for rogues is nice, I don't remember if it can combine with counterfeit mage. If so that gives you detect magic at well and up to a third level spell like ability.
If you go with aasimar you can take the racial trait that makes you count as human then grab racial heritage to go gillman and get into the eldritch raider archetype.
Being aasimar will open up the heavenly radiance feat that can be taken multiple times to get more spell like abilities.
I would suggest false casting as a feat, and there are several items (bracers and cloaks as well as some others) with per day spell like abilities that would certainly help your fakery.
If you wanted to you could go with racial heritage kitsune instead of gillman and grab the magical tail talent for more spell like abilities.
Change shape is a supernatural ability. Do a search on supernatural abilities and detect magic and you get... a lot of debate as it seems an undefined area in the rules. I'd personally say no, su abilities don't produce magic auras.
The problem with this line of argument here is that change shape is very specific in that it functions as a polymorph spell, and is specific on what parts it disregards. As it is magical it will detect to detect magic and since it functions as a specific subschool will detect as such.
Another question is why the succubus is trapped where it is trapped. If I specifically trap an outsider somewhere I tend to make it pretty freaking obvious and put warnings up on not messing with it/freeing it.
Such things are not perfect of course but a consideration of the surroundings is definitely in order.
Honestly it wouldn't matter. Any system can be gamed, and as soon as it's changed they'll just start studying it and find out how to game it again.
Ecaterina Ducaird wrote:
To address this...
maybe. It depends on what defensive end software/hardware they have available and how the webserver is running. It could be possible to set something up on the server or with a second system running the checks on the server and then sending it adjustments but all the ways I can think of to do it off the top of my head would either slow things down for the users, or would require extra systems to do the checks depending on if you want to catch it as/before the spam hits or via checking what's actually on the forums.
I could see either form working, but again, it would be resource intensive either way and without knowing Paizo's set up I couldn't begin to make a guess on which would be the better route for them (and I have no expectation they are going to share such sensitive information).
Just doing my part to help clean things up.
Though I do worry occasionally that they'll have something encoded in all the jarble they put up.
Some advice for flagging:
When you see several spam threads being generated look what username is creating them. Only grab a single thread for each username. Then click on the username and go to their posts (or threads) and then flag there.
That way you do not have to try and open every thread you can simply hammer the offender's posts using "this one simple method they don't want you to know about!"
Maybe a bit glib but I remember something a pastor told me once, "I don't worried about those that talk to God, that is fine and normal and good. It's the ones that claim he tells them what I/we should do that I get concerned about."
Of course one of his major points was you should always note what scriptures are being preached or talked about and study the and what is going on around them yourself instead of relying on what someone else tells you they mean.
Um... no. Knowledge does not equal lack of doubt. Probably why they stick that infallible part on him (after all we can have knowledge on a subject and still make a mistake) knowledge allow is never enough to dispel doubt (Thomas would be an excellent example of this).
Look I can know what's going to happen and still want to test my knowledge (just because the Biblical God doesn't want us to test him doesn't mean he can't test himself) -- and even when he knows what will happen he still lets things happen (case in point Job, and Peter with the lies) in fact there are a couple times in the old testament we see god talking with and being persuaded to change his course -- (there is a lot to question about the absolutely all knowing end of things quite honestly if you check back further on source materials).
Being neither hot or cold, I spit thee from my mouth.
I am confused on what if any bearing this has on the current conversation. Would you please elaborate? I mean I realize where the quote comes from and the popular meanings of it today, but I fail to see how it touches on this subject.
Summon 6 and summon 9 would be on my list, as would minor and major creation. Shades and a few of the inbetween shadow spells aren't bad either.
Remove curse and break enchantment aren't horrible either.
Still and silent spell as well as eschew materials would also be necessary for me at this point as feats instead of just rods.
Meh for me it is the part of my statement you left out that is the more interesting question.
IF god has the aforementioned traits god could be infallible and still intentionally do things halfway or intentionally incorrectly to watch the outcome, perhaps to test his own omnipotence/omnipresence, being all powerful all knowing and infallible does not mean you are immune to worries or doubts. In fact it could make your doubts worse.
Choosing to act or not is another matter beyond ability, and does lead some into theodicy and questions of the uncaring god/ the mechanisms of god, but those are not the only options. God could be lying. He might tell people something is the one true way allow and others will be punished and then leave us to do what we wish as a test with no intention of punishment. Instead "judgement" might simply separate those that get to go their own way from those that would rather stay. Going your own way might be a hell for those that stay even if it is not for those that leave.
How does quote go? Only the foolish are certain and the wise/smart know doubt?
In any event I have answered the question I was addressing and see no reason to defend or condemn it beyond what I have already done.
Easily. This is not to be anti anyone but:
I can believe that an ultimate god exists. That is is all powerful, all knowing and infallible. I can believe this and not worship him because in my mind with the world as it is and the traits he possesses he must be evil, at minimum in part.
I can also believe a being may be such things and still not be perfect, after all just because he is infallible (unable to make mistakes) does not mean he can't screw stuff up on purpose.
When I was your age, I always did it for half-an-hour a day. Why, sometimes I’ve believed as many as six impossible things before breakfast.
My religion is absurd. When you start in absurdity everything else becomes much more reasonable. It also makes dealing with the "reality based" people much easier too, if a trifle tiring.
UMDing a Kitsune Star Gem makes sense. It's not a wand, so I suppose it doesn't stop working for the night on a roll of a one like a wand.
Rolling a 1 while using UMD hurts you no matter the item type, and it's not over night, but a full 24 hours.
However that only matters if you fail. If you can roll an one and succeed then no fear!
Ooo, I suppose.
Not at all -- there is very good reason to do it your way: If you take racial heritage(Kitsune), you can't take racial heritage(Gillman). racial heritage(Gillman) gives access to the eldritch raider archetype which allows you to choose a second and third level spell with the eldritch minor and major magic talents, which can be recharged with the UMD Kitsune star gems too.
So it's a question of how you want the rest of your magical talents: Spending feats on predestined magical tails, or only having two (but of your choice) and recharging those with UMD (provided it gets past your GM's smell test).
With the extra uses from using the elvish racial ability and the bookish rogue you could conceivably get a lot of different uses from your minor and major magic talents.
But most classes that grant familiars say that you count as a wizard of your level for the purposes of your familiar - I would say that qualifies you for improved familiar in most cases.
Counting as a wizard allows you the normal advancements for a familiar. That does not grant you an arcane caster level and therefore you do not meet the requirements for most (not all) improved familiars if you are not already an arcane caster.
Adelwulf Meneldur wrote:
Almost always, you have a better chance of getting off a full attack, can deal plenty of damage with more attacks, only deal with DR once and with the proper feat choices can even make attacks of opportunity.
It automatically includes ways to hit all the targets meleers usually have trouble with and has fewer weaknesses of its own.
However it is more feat intensive (even a fighter could spend all his feats on archery if he so chose), and isn't melee so some people don't like that.
To be clear normally investigators don't get spells. This archetype does gain a limited number. That's why I put the language in about how they prepare these spells and what stat is used to prepare them. They are spells, not extracts -- however it is in the place of an extract when done.
I should put in more fluff about the goetic system though and probably clean up parts of it too.
Big Blue 22 wrote:
Wizard Level 4 - Minor Creation (why not just buy it or find it)
Because sometimes I need 10 cubic feet of crop dust to blow a tower apart with, and I need it to appear now.
Dust explosions are nasty.
My biggest problem with the spell is it either lasts too long, or doesn't quite last long enough. Dropped a level and 10 minutes per level would be about perfect.
All the bonuses that you listed apply to every attack with a weapon he makes with each of his weapons.
Most buffs are applied to the character not the weapon.
The key to these abilities is they offer different bonus types. Most (not all) bonuses of the same type do not stack.
A bard is one of (if not the) best buffers available because their buffing action economy and diversity are so great. In one round they can buff their entire team with an extra attack increased movement, increased initiative, and substantial bonuses to hit, damage, skills, saves and ability checks.
Second sentence first ability dragonchess. You bolded the wrong part. The general rule is the stack. Vivisectionist explicitly states however that you stack levels not dice. That is the much more specific and explicit case in this.
It even explicitly gives an exact example.
From you own quote:
If a character already has sneak attack from another class, the levels from the classes that grant sneak attack stack to determine the effective rogue level for the sneak attack's extra damage dice (so an alchemist 1/rogue 1 has a +1d6 sneak attack like a 2nd-level rogue, an alchemist 2/rogue 1 has a +2d6 sneak attack like a 3rd-level rogue, and so on).
However what I think your argument isthe alchemist level would count as rogue level not brawler level. This is false it stacks with whichever class grants the sneak attack at that classes scale.
A sandman bard 5 vivisetionist 1 would only have 1d6 sneak attack. A snakebite 1 vivisectionist 1 only has 1 1d6 sneak attack Because the level stack and snakebite does not get his second die until level 6. A brawler 5 vivisectionist 1 would have 2d6 sneak attack.
Fake mage using the feats that expand on the minor and major magic talents and a house rule allowing further expansion for the gillman archetype's talents as well.
Your basic huckster.