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1) I'm guessing that centaurs will have a heritage and/or an ancestry feat that grants hoof strikes (e.g., razortooth goblins, Tusks orc feat);
2) Hands will be occupied with a shield and staff;
3) Already a druid not going the untamed/battle form route.

Yes, this will prevent being able to also wear alacritous horseshoes but Wind Caller at 8th means the character probably won't miss that option much.


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Fine. Then make horseshoes variations of gauntlets that do the same base damage as normal hoof strikes and don't require proficiency in simple weapons.

Any other petty hairsplitting?


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The Raven Black wrote:
Dragonchess Player wrote:

It depends on the character, as well as the level.

The standard method, as the text states, will add up to a greater total value than using a lump sum. However, some specific characters at certain levels will want an extra higher level item instead of a couple lower level items.

For example, I have a concept of a centaur druid (Storm order) for Wardens of Wildwood, looking to take Monster Crafting between 7th and 10th level; for this character's starting equipment, I'm looking at a caster's targe with a reinforcing rune, staff of air with a +1 weapon potency rune, expanded healer's toolkit, and horseshoes of mighty blows (reskinned handwraps for hoof strikes). This would not be possible with the standard method for a 5th level character (1 x 4th, 2 x 3rd, 1 x 2nd, 2 x 1st).

Just a note that, as a centaur, you can totally use the Handwraps of mighty blows as is. No need for reskinning.

Short answer: Looking ahead to potentially "upgrade" the horseshoes with special material (cold iron, silver, etc.) versions if warranted.


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One other consideration to take into account: with the (much) more advanced technology (and the presence of magic) the amount of living space per resident could be substantially lower than expected by some people today. For example, Manilla has the highest population density in the world of 119,600 persons per square mile or 46,178 persons per square kilometer, nearly twice the density of Manhattan ("As of the 2020 U.S. Census, Manhattan (New York County) was home to 74,870.7 inhabitants per square mile (28,907.7/km2)").


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The precedent has already been set: alacritous horseshoes are just boots of bounding for a hooved quadruped.

The reason to reskin horseshoes for specific strikes is for game balance: horseshoes can be made of special materials (cold iron, silver, etc.); handwraps can't. Especially for a quadruped without hands (no hands, no handwraps).


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Demorome wrote:
Ed Reppert wrote:
And one has become, albeit reluctantly, a Paladin of Tokamak, the god of war.
TOKAMAK! Destroy my enemies, and my life is yours.

"Holy Tokamak, hear my prayer..."


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It depends on the character, as well as the level.

The standard method, as the text states, will add up to a greater total value than using a lump sum. However, some specific characters at certain levels will want an extra higher level item instead of a couple lower level items.

For example, I have a concept of a centaur druid (Storm order) for Wardens of Wildwood, looking to take Monster Crafting between 7th and 10th level; for this character's starting equipment, I'm looking at a caster's targe with a reinforcing rune, staff of air with a +1 weapon potency rune, expanded healer's toolkit, and horseshoes of mighty blows (reskinned handwraps for hoof strikes). This would not be possible with the standard method for a 5th level character (1 x 4th, 2 x 3rd, 1 x 2nd, 2 x 1st).


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Also, note that handwraps of mighty blows can probably be reskinned (possibly for specific unarmed attacks); for example, horseshoes of mighty blows for the hoof attacks of a mount (or a centaur, with Howl of the Wild out soon).


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Don't forget that the cantrips divine lance (spirit damage), haunting hymn (sonic damage), and needle darts (special material) might come in handy against undead (and other foes). Spell slot conservation ("resource management") is often (still) a consideration, even at 14th level.


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Ed Reppert wrote:
And one has become, albeit reluctantly, a Paladin of Tokamak, the god of war.

That's Tomanāk, god of war and justice.

Tokamak is a type of fusion reactor.


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Well, it does provide a means for O-Chul and Lien to get to the fight, once they heal Sunny...

"Short-term" goal, after all. After the "score" through the doorway.


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For some values of "fun," at least...

Goblin/dhampir (Cel Rau) wizard with the Runelord class archetype (Illusion/Pride) and later Shadowcaster, wielding a horsechopper (merged with a staff using Fused Polearm after 10th).


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Hope one of them isn't this character...


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On consideration, Nethys dying and causing disruptions in magic was going to be a low probability event.

Not only was it "too similar to what another company did" (multiple times, TBH*), but it would also be too similar to the Drift Crisis in Starfinder.

*-

Spoiler:
Karsus was the first one, chronologically, IIRC


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You may want to consider starting with 16 Str (14 +2), 14 Dex, 13 Con, 8 Int, 15 Wis, 7 Cha (or even 14 Con, 7 Int) using 15-point buy and investing in a headband of inspired wisdom ASAP. With all of your advancements in Wis and a headband of inspired wisdom +6, you will still have an effective 26 Wis (+8 bonus) at 20th level (vs. 27 Wis for starting at 16) and be better at melee combat both in wild shape and out.

Effectively, you are trading a -1 on Wis bonus for half your levels for a +1 on Str bonus for all your levels.


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With the Player's Guide out for a week and a half and the orders/subscriptions pending, it's time for people to start introducing the characters that will help save Sandpoint.

I'll start with two characters that have been percolating in my mind for several months:

Rusilla Vilmos: Rusilla has always been fascinated by magic. Growing up as a Varisian and hearing the old stories instilled a burning desire to master spellcasting. Stories of Thassilon especially piqued her interest, much to the dismay of her family and friends. Breaking with standard Varisian attitudes about Thassilonian wizards, she became one of the scholars studying the ancient and newly returned Runelords, focusing on Enchantment spells. Taller than average and rather athletic, with black hair, gold eyes, and a healthy tan overlain with tattoos, Rusilla is striking and doesn't match what many think of as a wizard. She's also a bon vivant and a bit of a good natured flirt ("I'm not a bad girl... I just act that way a little...").

Spoiler:
Human (Varisian)/Versatile, Runelord Scholar, Wizard (Runelord/Lust, Staff Nexus) 4. Arcane Tattoos (Transmutation; to slightly sidestep the prohibited school using innate spells from the ancestry feats instead of learned or casting spells from magic items; Ornate Tattoo/longstrider at 5th), Fleet (from Versatile heritage), Recognize Spell (retrained from Multilingual; Thassilonian learned as one of the bonus languages from Int), Spellbook Prodigy, Runelord Dedication (Enchantment/Lust), Tattoo Artist, Ancestral Paragon (Adapted Cantrip/Occultism, forbidding ward), Linked Focus, Magical Crafting
Spellbook (*-Enchantment school): acid splash, dancing lights, daze*, detect magic, electric arc, forbidding ward, gale blast, infections enthusiasm*, mage hand, prestidigitation, scatter scree, telekinetic projectile; charm*, color spray, fear*, gust of wind, horizon thunder sphere, mage armor, magic missile, pocket library, pummeling rubble; comprehend language, hideous laughter*, mirror image, resist energy, scorching ray, warrior's regret*
Gear: scroll robes, hand crossbow, 20 bolts, 1 antler bolt (as antler arrow), +1 glave, makeshift staff (daze, charm), 2 corset knives, dagger and sheath, flask of fellowship, headdress (hat) of the magi, ring of discretion, adventurer's pack, basic crafter's book, fine clothing, formula book (antler arrow, +1 weapon potency rune[//i], [i]flask of fellowship, ring of discretion; tattoos- bewitching bloom [lilac], eye slash, frostwalker pattern, navigator's star), material component pouch, writing set, minor elixir of life, 9 gp, 9 sp

Donya Frostfur: Growing up in the border area between Irrisen and the Land of the Linnorm Kings, Donya was blessed or cursed with a stronger sense of curiosity than most Frostfur goblins ("run and find out" could have been a good motto) and slightly more caution (amazingly). Falling in with Frostfurs under Venture-Captain Bjersig Torrsen, Donya has even learned to read before being sent with messages to Magnimar, where Shiela Heidmarch quickly sent him on an errand to help Milton Scarnetti send correspondence to Sandpoint. While in Sandpoint, Donya fell in with the other adventurers and is (sort of) accepted (but watched closely) in town as a Pathfinder affiliate. More personable (somewhat) than most goblins, Donya is sort of like a hyperactive Columbo with a dash of Miles Vorkosigan (my apologies if anyone experiences a similar character); he is always accompanied by his ermine familiar Whitey.

Spoiler:
Goblin/Snow, Detective, Investigator (Interrogation) 4. Twitchy, Streetwise, No Cause for Alarm, Trap Finder, Witch Dedication (Winter patron), Wary Disarmament, Fleet, Underground Network, Basic Witch Spellcasting, Shadow Mark
Familiar Spells: disrupt undead, needle darts, ray of frost; chilling spray, signal skyrocket
Gear: sanekit, +1 gakgung, 20 arrows, 4 lesser alchemical arrows (2 fire, 1 electricity, 1 poison), main-gauche and sheath, eye slash tattoo, keymaking tools, wayfinder, adventurer's pack, climbing kit, 7 gp, 1 sp


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My advice for a melee-focused half-orc druid that will transition to wild-shape, using only the Core Rulebook:

1) Prioritize Str/Wis, then Dex/Con for ability scores. You can probably start with a slightly higher Str than Wis (instead of emphasizing Wis only, as with a caster-focused druid) and plan most of your advancements in Wis to keep up with your spell slots (19-20+ Wis at 16th-20th level). You will want at least a mid-range Dex and Con for AC in medium armor (likely a dragonhide breastplate when you can afford it, +5 AC, +3 max Dex; eventually with an ioun stone [deep red sphere]) and a 12-14+ Con for additional hit points (useful for a melee-focused character).

2) Start planning for wild shape early. You will want Eschew Materials as your feat at 1st or 3rd level (probably at 1st; see next item) and Natural Spell as your feat at 5th level to cast while in wild shape; Eschew Materials to cast without material components (unless costly) and Natural Spell to cast using animal noises/movements in place of the normal verbal and somatic components.

3) Half-orcs gain proficiency in greataxes and falchions from Weapon Familiarity, so a melee-focused half-orc druid can use a falchion (2d4 S, 18-20/x2) as their primary weapon when not in wild shape. For combat with two-handed melee weapons, as well as primary natural attacks in wild shape, Power Attack is very useful; because it has a +1 BAB prerequisite, a druid will have to wait until 3rd level to take it but it is almost definitely worth it.

4) For Nature Bond, you may want to consider the Animal Domain to gain the bonus domain spells and abilities as well as a slightly less powerful animal companion at 4th level (as druid level -3) instead of choosing an animal companion by itself; you mentioned Core Rulebook only, but you may want to check and see if the GM will allow the feat Boon Companion anyway (if so, taking the Animal Domain is a no-brainer, IMO).


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Berselius wrote:
I'm wondering, will the other Planar Dragons (aka Paradise Dragon, Apocalypse Dragon, Bliss Dragon, Crypt Dragon, Edict Dragon, etc etc) still be a part of the new Core?

In all likelihood, specific OGL dragons will probably be "subsumed" as variants of the Remastered dragons. The horned dragon blog post makes this rather explicit: "Their personalities are relatively the same, their other abilities such as their poison breath and twisting tail reaction are still around, and they still generally live in forested regions and swamps." (e.g., swamp dwelling horned dragons with darker green/black scales) and "While the horned dragon in Monster Core is green and lives in forests, there’s a decent chance you could see a blue horned dragon that lives in a lake or a tan horned dragon that lives in a desert sometime in the future!"

For the planar dragons, variants of diabolic and empyreal dragons living on other planes (with minor differences in appearance and a couple tweaks to their abilities/powers) are something that most GMs could handle on their own without "official" versions being published to pad content.


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To be fair, Norgorber worshiping Skinsaw Men make it easy to add a supernatural element to an "urban (serial) killer" plot hook. Without needing to bring in Red Mantis assassins as hirelings (distractions).


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magnuskn wrote:
I think the onus is then on you to make the higher-level ones more appealing to get into for players (not GM's, since I really want to run, for example, Fists of the Ruby Phoenix some day, but I desperately am looking for some way to get the players there without them having to create level 11 characters from scratch).

There are several PF2 APs going from 1st to 11th level: Abomination Vaults, Quest for the Frozen Flame, Outlaws of Alkenstar, Gatewalkers, and Sky King's Tomb. You could even tweak the beginning (streamlining or removing parts of the island exploration "qualifying round") to accommodate the 13th level PCs from Seasons of Ghosts.

Fists of the Ruby Phoenix has easy tie-ins ("make a name for yourselves," some macguffin item, etc.) to just about any set of adventures...


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The Skinsaw Man returns?!

17 years of thinking your PCs were safe... Little did you know!


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"You yelled at my mom!"

Uh, oh. Sunny is getting mad...


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Mysterious Stranger wrote:
Gunslinger/Inquisitor is going to be better than Gunslinger/Oracle for several reasons. First is that both are WIS based classes. Going with Oracle is going to require investing in CHA in order to access those higher-level spells. The gunslinger grit is limited to his WIS modifier, so they are going to need a decent WIS.

There are gunslinger archetypes that use Cha for grit:

1) A firebrand gunslinger would likely gestalt thematically well with a Flame mystery oracle;
2) A mysterious stranger gunslinger (ironically, Mysterious Stranger) would gestalt well with any oracle (spirit guide, probably, for the versatility of the Bonded Spirit).

Mysterious Stranger wrote:
The big problem with the gunslinger/oracle combination is the inability to use the major class features at the same time. Nearly all the gunslingers class abilities focus on using a gun. The most powerful class ability of the oracle is their spells. It is very difficult to cast spells at the same time you are using a gun.

Which is why I stated "Also, think about how you want to use spells (mostly pre-combat buffing and post-combat healing or mixing spells and weapon combat); you may want to consider magus (eldritch archer) or other options such as a dip in wizard (spellslinger)."

A magus (eldritch archer)//inquisitor (Black Powder inquisition) gestalt, dipping 3 levels of trench fighter (probably on the inquisitor side to get Broad Study as quickly as possible), would probably work better for a character that mixes spells and combat.

Or possibly swashbuckler (picaroon) 3/magus (myrmidarch) 17//wizard (spellslinger) 1/arcanist (blade adept) 19 for a sword and gun mage.

Spoiler:
Tiefling with Prehensile Tail and Favored Class (Magus)
Swb 1//Wiz 1- Arcane Gun (one); Gunsmithing (bonus), Rapid Reload
Swb 2//Arc 1- Two-Weapon Finesse, Sword Bond (Rapier)
Mag 1//Arc 2- feat (? [Arcane Armor Training if the Magical Knack/Arcanist is selected, retrain to Quicken Spell at arcanist 10th+]); +1/4 arcane pool point
Mag 2//Arc 3- n/a; +1/4 arcane pool point
Mag 3//Arc 4- Arcana (Close Range); feat (? [Arcane Armor Training if the Magical Knack/Arcanist is not selected, retrain to Quicken Spell at arcanist 10th+]); +1/4 arcane pool point
Mag 4//Arc 5- Exploit (School Understanding [Evocation/Admixture]); +1/4 arcane pool point
Swb 3//Arc 6- Intensified Spell
Mag 5//Arc 7- Bonus Feat (Weapon Focus [Rapier]), Exploit (Metamagic Knowledge [Reach Spell]); +1/4 arcane pool point
Mag 6//Arc 8- Weapon Training (Light Blades); Extra Magus Arcana (Broad Study [Arcanist]); +1/4 arcane pool point
Mag 7//Arc 9- n/a; +1/4 arcane pool point
Mag 8//Arc 10- Advanced Weapon Training (Focused Weapon [Rapier]); +1/4 arcane pool point
Mag 9//Arc 11- Arcana (Reach Spellstrike), Exploit (Metamixing); +1/4 arcane pool point
Mag 10//Arc 12- feat (? [probably a metamagic feat]); +1/4 arcane pool point
Mag 11//Arc 13- Bonus Feat (Weapon Focus [Double-Barreled Pistol]), Exploit (Greater Metamagical Knowledge); +1/4 arcane pool point
Mag 12//Arc 14- Weapon Training (Firearms); feat (?); +1/4 arcane pool point
Mag 13//Arc 15- Exploit (?); +1/4 arcane pool point
Mag 14//Arc 16- Advanced Weapon Training (Focused Weapon [Double-Barreled Pistol]); +1/4 arcane pool point
Mag 15//Arc 17- Arcana (?), Exploit (?); +1/4 arcane pool point
Mag 16//Arc 18- feat (?); +1/4 arcane pool point
Mag 17//Arc 19- Bonus Feat (?), Exploit (?); +1 skill rank


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On the premise of "higher level spells are better" and with gunslinger providing full BAB, you might want to consider gunslinger//oracle instead of gunslinger//inquisitor. Possibly gunslinger (gun tank)//oracle (warsighted; Metal mystery) if you want to wear heavy armor.

You should probably narrow down the concept a bit before planning out the gestalt. Also, think about how you want to use spells (mostly pre-combat buffing and post-combat healing or mixing spells and weapon combat); you may want to consider magus (eldritch archer) or other options such as a dip in wizard (spellslinger).


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Shisumo wrote:
Anyone else find it odd that none of the Campaign Backgrounds give training in the skill needed for the corresponding skill feat?

This has been explained with previous Players Guides: One of the reasons some AP-specific backgrounds are Rare is that they grant feats without needing to meet the prerequisites; as well as additional benefits directly tied to the AP. I believe the guidance is the GM can also have the backgrounds grant trained proficiency in the skill for the feat without being overpowered.


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Sanityfaerie wrote:
Dragonchess Player wrote:

Your phrase "Urgathoa is a survivor" is interesting in light of The Three Fears of Pharasma blog post from 2019. Specifically, the Survivor who will judge Pharasma at the end of the current cycle of existence.

Not that I think it's likely that Urgathoa will be the Survivor, but it would be "cosmic" irony that Urgathoa escaping the Boneyard before she could be judged (becoming the first undead) would result in her being the last "mortal" to face Pharasma.

Pharasma has already chosen who she intends the Survivor to be.

That doesn't mean that she'll necessarily succeed on pulling that plan off.

I believe that there were comments to the effect that Aroden was intended to be the Survivor and that is why his death signaled the end of infallible prophecy (as well as the disappearance of the Seal and loss of communication from the Watcher in the Three Fears blog post).


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Squiggit wrote:
keftiu wrote:
Urgathoa's is the odd one out here, as she seemed to almost welcome her end.
One thing that sort of stands out to me is there's a bit of a subversion of her principles. Urgathoa is a survivor who abhors the idea of any kind of self sacrifice...

Your phrase "Urgathoa is a survivor" is interesting in light of The Three Fears of Pharasma blog post from 2019. Specifically, the Survivor who will judge Pharasma at the end of the current cycle of existence.

Not that I think it's likely that Urgathoa will be the Survivor, but it would be "cosmic" irony that Urgathoa escaping the Boneyard before she could be judged (becoming the first undead) would result in her being the last "mortal" to face Pharasma.


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Dragonchess Player wrote:
It might be better (?) than the Major-General from Pirates of Penzance... ("I've information vegetable, animal, and mineral.")

Songs getting stuck in your head have consequences...

"Pathfinder has your dragons for adventure plot material
Primal dragons vegetable or animal or mineral
Fortune dragons using treasure as jewelry that is wearable
Conspirators shapeshifting in ways nearly unbelievable..."

If anyone wants to have a go with adding lines for mirage and diabolic dragons, feel free. I no longer have the song stuck in my head (thankfully).


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Quark Blast wrote:

On the positive side:

Parkinson's cover art is, as my dad sometimes says when being annoying, mad dope. Maybe that sold a few copies of the books as well.

Keith Parkinson is a fabulous artist.

I suspect that the cover ("Minions of Splugorth") and interior art pages (like the "red borg") for the RIFTS rulebook was also a major selling point back in the day ("Wow... This looks interesting!").


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For the pilot role, either a mystic with the Star Shaman connection or an operative (just about any specialization) are at or near the top choices. However, any character with high Dex and max ranks in Piloting can serve.

The engineer and science officer roles can usually be handled by any character that can max out Engineering and Computers (and possibly gain scaling bonuses them); you can have one character for both (not at the same time) or have multiple characters that can fill either role as needed.

Gunners can be any character with full BAB or high ranks in Piloting.

Outside of starship combat, a full BAB class and at least one caster are useful. As long as there is a decent spread of skills among party members (with some minor overlap for aid another), you don't really need to overthink things.


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Jonathan Morgantini wrote:
Well thank you. Now I have Madam Mim in my head.

It might be better (?) than the Major-General from Pirates of Penzance... ("I've information vegetable, animal, and mineral.")


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My biggest issue with Objectivism, as commonly applied by many so-called libertarians, is that it basically reduces to Plato's Republic based on inherited wealth rather than nobility/royalty. The "reason" and "moral values" are often used as a smokescreen for The Golden Rule ("whoever holds the gold makes the rules").


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UnArcaneElection wrote:
Kittyburger wrote:
DWAGGIN DWAGGIN DWAGGIN
Now you've got me thinking of Elmer Fudd in a Viking outfit hunting Dwagons because he couldn't catch a Wabbit . . . .

I'll just leave this here...

("Kill the dwaggin! Kill the dwaggin! Kill the dwaggin!")


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I believe Spell Combat is exclusive to the magus (or magi-adjacent archetypes like arrowsong minstrel bard [at 18th level], ectoplasmist spiritualist, or phantom blade spiritualist). The blade adept arcanist archetype grants the Spell Strike exploit, but does not have an equivalent exploit for the Spell Combat magus class ability; similarly, the sword binder wizard can deliver touch and ranged touch spells using Sword of the Mage (basically Hand of the Apprentice that can only be used with the bonded sword), but can only make a single attack per round with the weapon carrying the spell.


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Deadly Aim, like all "take a penalty on attack rolls for [some benefit]" feats, requires an attack roll to apply.

There is one way to Sneak Attack with magic missile: take 10 levels of arcane trickster for the Surprise Spells ability.


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OmniMage wrote:
While I'm thinking about it, are there any spells that are better versions of mage armor, or a shield spell that last longer than minutes per level? I tried looking but I couldn't find any.

Not without the Words of Power optional rules, specifically the armor words and the lengthy meta word, as far as I know. There is also the Enduring Armor archmage path ability if the campaign allows mythic rules.

OmniMage wrote:
Celestial armor gives you an armor bonus of 9 (or 11 if you upgrade) vs a mage armor with an armor bonus of 4. Bracers of armor can get expensive.

For pure AC (not considering incorporeal touch attacks), a +X haramaki is much more cost efficient than bracers of armor. Also, the +X haramaki can include armor qualities that can't be added to bracers of armor (like deathless, mirrored, restful, energy resistance, etc.). Similarly, a +X mithral buckler is usually more cost-effective than a ring of force shield and has better action economy than a wand of shield. Note that the haramaki and mithral shield are both valid targets for the magic vestment spell, if you can somehow gain access (or have an ally to cast it).


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Re: Sword of Truth by Goodkind

Tolkien isn't the only "ripoff" (although I'd probably use "obviously inspired by, with just enough changes to avoid lawsuits") in the series (similar to Terry Brooks' early Shannara novels): The Chronicles of Thomas Covenant by Stephen R. Donaldson, The Wheel of Time by Robert Jordan, etc.

You may also get annoyed with his "Richard Rahl always makes the 'right' choice, even if there is no way he would know about it" deus ex machina. I also got fed up with Goodkind's apparent S&M fetish blatantly appearing in the writing (seriously, handle it like Guy Gavriel Kay instead of throwing it in our faces).

Part of the popularity may have been the resurgence of the anti-hero and part may have been from the titillation factor from the sexual content.


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If you want a "more damaging" version of Hand of the Apprentice for a wizard, there is the sword binder Sword of the Mage with a greatsword.

Sword of the Mage also allows the delivery of touch (and ranged touch) spells through the sword at higher levels; granted, BAB is still +1/2 levels but eldritch knight might be something to look at after wizard 8.


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The Raven Black wrote:
Souls At War wrote:
keftiu wrote:

There are good critiques to be made of Abadar and his clergy - just ask the Vidric people what they think of the Sargavan Abadarans who once walked among them - but he's generally Pretty Alright.

For all my many complaints about how Owlcat Games presents Pathfinder lore at times, one of my favorite things they've done involves a devout Abadaran early in WotR. You do a quest for this man, and upon its completion, do-gooders have an option to decline payment... which he vehemently refuses to even consider, as he sees fair pay for honest work to genuinely sacrosanct. *That's* a view of Abadar's faithful I imagine much of the Inner Sea gets to interact with.

Kinda funny considering Abadaran are usually depicted as caring more about their bottom line than people wellbeing, their priorities often being in alphabetical order.

1) Banks
2) Cities
3) Civilisations

I guess it depends a lot on how people see RL bankers.

Abadar has both evil worshippers and good worshippers. I guess they do not share the exact same values and priorities. But they all respect Abadar's creed.

George Bailey to Mr. Potter... Classic.


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You could probably match most of the lines in that song with an iconic: Valeros, Droven (or Crowe for PF1), Merisiel (or Ija or Yoon), Amiri, Lini (better than Damiel [PF1] or Fumbus...), Seoni, etc.


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Norgorber also has the "multiple aspects" (Blackfingers, Father Skinsaw, The Gray Master, Reaper of Reputation) thing going...


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"Walking like a man
Hitting like a hammer
She's a juvenile scam
Never was a quitter
Tasty like a raindrop
She's got the look"


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You may also find the Ars Magica shape and material bonuses useful for inspiration.


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PossibleCabbage wrote:
Pa'aan Inubrix wrote:
Dragonchess Player wrote:
I'd hate to be the Health Department inspector for that restaurant...

The food service is probably 5-star and top-notch.

The food waste disposal service, on the other hand...

This is somewhere that Urgathoa's roles as "the goddess of disease" and "the goddess of hedonism" obviously run at cross purposes, so an individual follower would have to choose which aspects of the portfolio to emphasize.

I was also thinking about the "specialty toppings" that Urgathoa might offer to "select customers"...


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Two other things to keep in mind with average damage and criticals:
1) The keen weapon ability or the Improved Critical feat are pretty much expected from about 7th or 8th character level to keep pace with expected damage output (unless the character has a source of additional damage not multiplied on a critical, such as Sneak Attack);
2) Aggregate bonuses to damage (from Str, enhancement, morale [Inspire Courage bardic performance], etc.) become more important than the base weapon damage dice at higher levels.


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I'd hate to be the Health Department inspector for that restaurant...


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As stated, the difference between axes and swords is pretty negligible when it comes to average damage. 19-20/x2 and 20/x3 weapons (or 18-20/x2 and 20/x4 weapons for crit-fishing) are statistically the same other than a few corner cases where the attack roll needed to hit is within the critical threat range.

The falcata (1d8 S, 19-20/x3) is the best weapon for average damage (with the tongi [1d6 P, 19-20/x3] being almost as good).

The reason high critical ranges are "more valuable" than high multipliers is because of "riders" on critical hits: namely, the critical feats at higher level play (basically, the ones with Critical Focus as a prerequisite) and magus Spellstrike ("the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier"). For riders, you want critical hits to happen more often because the additional effects are usually more significant than "just extra damage."


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Pizza Lord wrote:
If you had a quickened spell, you could use your lesser metamagic rod of intensify to bolster it. Then you could cast a fireball and use your rod to intensify it.

A Quickened spell uses at least a 5th level spell slot (unless Quickening a cantrip/0 level spell, for some reason, using a 4th level spell slot), so you may need to use a (normal) metamagic rod of intensify (affects spells 6th-level or lower) and not a lesser version (3rd level or lower). Definitely so for a prepared Quickened spell.


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Note that the rules for Individual Influence or Verbal Duels in Ultimate Intrigue will now cover haggling in a more complex manner than a single skill check.


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A gunslinger might find a few trickster path abilities useful: Improbable Prestidigitation (if the character hasn't taken Quick Draw), Master of Escape, Ricochet (if you want to conserve mythic power or use a swift action on something other than Distant Barrage), Shadow Stealth (if teleporting between areas of darkness might be useful), (3rd tier) Mirror Dodge, Vanishing Move. Also, Path Dabbling allows the gunslinger to poach Enduring Armor from the archmage path!

Champion is the primary, but there could be some nice pick ups with Dual Path.

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