Scent is either in the shape of a circle or a drop - depending on if there is wind. Scent allows people to know if someone is within the area. When within 5 feet, they can pinpoint the other person's location. Tremorsense with pinpoint targets who are on the ground. Blindsense / blindsight will pinpoint locations.
Various classes will have pets and/or the ability to shape shift into an animal with the last three vision types.
Tremor boots (10k) are the cheapest magical item that get tremorsense. I strongly believe this item is way underpriced *using the craft magical item chart - putting tremorsense continually on an item costs at least 112kg*
Circlet of Mindsight (22k) grants the wearer blindsense.
I am unaware of any item that grants blindsight.
Is this more of what you are looking for?
I generally only give up a character when it makes in-game sense to do so. If we are in between stories, the character might choose to stay dead just because the after life is better. However, if we are about to save the world from an impending demonic apocolapse, then he will likely return whether he wants to or not because he has "unfinished business."
Are you just about to start up the current campaign or have your group progressed through it some? Are there like 2-3 martial classes and caster classes you "always" (usually) play? Do you make backgrounds for your characters? If so, do these backgrounds contain goals your characters have in their lives?
A character who has achieved the goals they set out with should retire from adventuring. Also, if a player is extremely bored with a character, they should retire the character for something they will find more fun.
So is this somehow bad/wrong/fun? How might I assure my friends that I am not deliberately killing off my martial characters in favor of spellcasters?
As a DM, I've noticed my players follow patterns. One of my players plays melee characters regardless of starting level. Another player likes playing weird races / the face of the party every time. Another player enjoys mystic theurges / healbots. You follow a pattern too. Following a pattern is not bad. Deviating from the pattern from time to time also not bad.*sigh* Because your party has deliberately called you out on the pattern you follow, I would suggest mixing it up for 2-3 characters.
*edited* I'm going to give you what my table calls 'The Phil Example'. Phil was this guy who needed to be the best. His AC was higher, his DPR was two to three times higher, he almost always role played his class wrong (i.e. playing a LG as NE), he was always arguing rules when he didn't get his way (without quoting books/page numbers: some I could not find), and on top of everything else, he boasted in front of the other players about how good he was and how bad everyone else was. Needless to say, we kicked him from the table. An appearance of balance and a basic level of manners is important in a game like pathfinders.
When your table is bringing this issue to your attention, are they really saying that the other players are not enjoying the game as much when you switch between melee and spellchucker?
In my adventures, I usually have a general idea of where the monsters are. Running has a -20 stealth penalty. If the PCs run past a room with a semi-alert npc inside, that npc is very likely to hear the PC, so yeah. Semi-random encounters are totally acceptable. I have a side sheet with either 6, 8 or 12 encounters that are likely in a given area and roll based on the sheet I have previously created (Ususally 2-3 of the numbers have 'no monster' assigned to them).
*edit* Had family aggro. Yes, I would suggest rolling for random encounters. Your two PCs created a lot of noise, that could very well stir a hungry monster to come looking for a snack.
One example is Robes of Infinite Twine (1,000g) - use it to pull out 10 feet of hemp rope every round. In an 8 hour work day, you can pull out 48,000 feet of hemp rope. Cut into 50 feet segments, selling them at 5 silver coins each - making yourself 480 gold per day. This item pays for itself in less than 3 days. There are many, many combos and special items like this one.
I banned it after a player used it. Also, for the rest of that adventure, npcs started building their houses out of rope. Need a bridge? Rope. Doorway get busted? Rope.
This is a technique I have banned at my table (because a player tried it). Spells/Scrolls/Wands needed: binding, magic jar, and simulacrum
Being paranoid, the King has buried a crystal (aka the magic jar) in a lead box about 25 feet beneath in the floor in his throne room. The king has previously cast simulacrum on guards, townsfolk, slain enemies, whoever (lots of puppets for the king - both the living and the simulacrum). The king magic jars himself into his favorite puppet. The puppet king traps his original body in the magic jar by casting binding on himself. He has also cast binding on some of his favorite puppets to keep him company in the magic jar.
How this relates to your back story. The adventurers killed the king's favorite puppet. The king gets sent back to the magic jar. The king releases his second favorite puppet from the magic jar and possesses it through another casting of the spell magic jar.
Look at the Spiritualist class (http://paizo.com/threads/rzs2qcb6?Is-This-Class-OP#1) and tell me you wouldn't ban that?! (3rd party material)
I ban a couple extremely specific feat/spell combos, like the infinite life combo from Simulacrum and Magic Jar or additional spell combo from Echoing Spell and Spell Perfection.
Players cannot roll their own perception checks (I roll them). Synthesists, races with spell resistance, and summoning anything without having pre-made creature stat blocks are most of what I ban at my table.
I agree with MassivePauldrons that a goal of 28-32 would be nice.
To continue on Peet's idea, here are all the items I know of that give miss chance.
ContinuousCloak of Displacement, Minor (24,000g) blur/continuous
Cloak of Displacement (50,000g) displacement/continuous
Veil of Fleeting Glances (9,000g) 50% chance to not be affected by gaze attacks, if affected, roll twice to save against them
# of uses/day
The Emei Piercer would work well with a person who is great at roleplaying. Someone who is trying to play a diplomat/spy/assassin (who also has poison use) could easily hide the poisoned 'thumb tac on a ring' by flipping the back side up on their hand, walk right in, shake some poor saps hand, and poison them.
Spastic Puma wrote:
All in all, it's really hard to challenge this character without completely destroying the rest of the party as a result.
My game is going to start in about 13 minutes. Snake Style is worse - I'll show the college level statistics data later. One of my players made a L3 character with the entire Snake Style feat chain (legal character).
Crane Style is bad because of the autododge the first hit every combat thing, so the first attack that has a +17 to hit will automiss. If you want to hit this guy, go for traps, aoes, combat maneuvers, and nonrolled spells like magic missile. Obviously, not every encounter will have these features.
Does the monk also have the ability to hit enemies on a regular basis? If not, treat the monk like a movable wall that the enemies (generally) ignore. Generally, if you think it is broken, let the player play it out until he retires his character / his character dies / the campaign ends, then ban it from future use.
Ignore geography. They start off going east on a road. If they continue on this road, they make it to the town. If they turn around and follow the road west, they make it to the town. If they go off road, through the forest, over some stream, to a beach, across an ocean, through some more woods, they eventually make it to the town. You have made a campaign where the adventurers are traveling to the town. They will end up at this town no matter which direction they go.
Multiattack deals with secondary attacks while Multiweapon Fighting deals with primary attacks . This synthesist only uses primary attacks.
Multiweapon Fighting has nothing to do with Natural Attacks. It's used for manufactured weapons.
Core Rule Book page 182: “Attacks made with natural weapons , such as claws and bites , are melee attacks that can be made against any creature within your reach (usually 5 feet).”
And the general rule of "Eidolons get no Feats" does not override the specific rule of "Eidolons get Multiattack". This is just common sense, use your head. Why would it be printed that they get it if they don't actually get it?
I truly do not understand how you can read ‘the eidolon gets no feats’ to mean anything other than ‘the eidolon gets no feats’.
Maybe Multiattack is printed this way for summoners who are not synthesist archetypes.
I would never allow the character to play, because a Level 5 synthesist Kasatha could walk into your gaming session with Multiweapon Fighting, Extra Evolution Poolx2, and 14 arms/hands/attacks with weapons (all at a -2 to hit). Throw a level of rogue on that and euuu.
1) The character has multi-weapon fighting and wants to draw 4 weapons or weapon-like objects as one move action. The rules only allow drawing two when you have two-weapon fighting.
As answered above, Quick Draw allows 2 weapons per round if you read it one way and all your weapons if you read it another. This is one of the can of worms not to be opened on the message boards.
2) Wielding a weapon to make AoOs, a shield, a metamagic rod and casting a modified spell with somatic components at the same time.
This appears legit.
3) In a grapple, characters can only do things that require one hand, probably because the other has to hold the enemy. As this character has more hands, would you allow actions that require more hands, e.g. spellcasting with a metamagic rod? Attacks using multiweapon fighting with three hands? Wielding a greatsword?
I must have read grapple differently. I will look it up before spouting anything specific.
4) If I have a Kasatha Magus, would you give spell combat more attacks? Spell Combat is like Two-weapon fighting, but a Kasatha uses multiweapon fighting in place of two-weapon fighting.
Balance is the key importance as a DM. You want the other players to have fun also. Allowing him to have more spell combat attacks would cause unbalance in his favor, unless hes playing with people that like to break their characters.
In regards to synthesist Attacks:
APG page 60 (Under Bite Description)
APG page 60 (Under Claws Description)
Ultimate Magic page 80
APG page 58
APG page 59
Ultimate Magic page 80
The synthesist does not gain Multiattack because the eidolon has no feats.
Bestiary page 315 (under Multiweapon Fighting feat)
HE DOES NOT QUALIFY FOR THIS FEAT! HE ONLY HAS TWO HANDS!
Bestiary page 315 (under Multiweapon Fighting feat)
Are these specific enough for you?
TWF: "Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6."
MWF: "Prerequisites: Dex 13, three or more hands."
Weapons are defined as either martial or natural. (Having trouble finding this in the Core Rules - I will look if someone really cares for an exact page number)
He does not qualify for 5 primary attacks, because he only has two hands. The eidolon is summoned battle armor, thus does not qualify him for MWF feat. If he does not have TWF feat, he suffers a -6/-10 to his attacks.
This creature is particularly skilled at making attacks with its natural weapons.
Prerequisite: Three or more natural attacks.
Benefit: The creature's secondary attacks with natural weapons take only a –2 penalty.
Normal: Without this feat, the creature's secondary attacks with natural weapons take a –5 penalty.
I agree with LazarX about needing an audit of the synthesist character. I know of no feat that at L10 allows for only a -1A for a +1 AC. Most feats force players to take harder penalties as they level. I'm sure these have been mentioned, but I would like to emphasize the weaknesses of the synthesis summoner:
first off, all of his attacks that are not with hands/weapons are secondary attacks, thus granting him/her a -5 to attack. Make sure s/he is adding this -5 into his/her attack modifier.
second, and s/he isn't going to like this: the belt of strength +4 does not affect him/her in eidolon-battle armor form. S/he only gets to keep his mental attributes, the physical attributes (strength, dexterity, constitution) are those of his eidolon. If the eidolon goes away, then s/he gets the +4 to strength.
third, being a synthesist summoner, s/he is considered an outsider. spells like banishment and dismissal work wonders against him/her. The summoner has to summon the eidolon to be his/her battlearmor, so dispel magic also works to dismiss the eidolon.
forth, s/he is a natural armor guy - his/her touch ac is 16. If you have trouble hitting the base AC of 40, throw some spells at him/her. They will hit 95% of the time at L10
fifth, for future game sessions ban synthesist.
These two feats give the exact same benefit. They are redundant feats. The main issue is that the bonuses come from the same source.
Core Rule Book page 208:
Getting the spell into the ring requires a Standard Action or longer (summon spells take a full round, certain spells can take in upwards of 10 minutes of casting), since the caster still has to cast the (scroll/use-activated/or spell) into the ring. The item is not specific about un-learning the spell. Casting a spell from a scroll consumes the scroll in most circumstances. There are always nit-pick, quirky rules of avoiding things like this. If I was a betting woman, I would bet that the intent was for arcane spells only.
The real success story was my party of 5 with the highest AC being 15 (APL 6 going against +3/4 encounters) with my healbot and no one ever died the entire campaign. Everyone almost always got hit every time they were attacked.
*didn't get a chance to do anything but heal with the damage outputs as they were*
No Oracle thing allows him to be a naga. The only way to be a naga is to have the monster race. His oracle level should not be above 2 (the lowest level adjustment for any naga is 6). Naga's do have darkvision and spells/day.
I suspect he is straight up cheating. The part about the different colored rocks was bs. For the NPCs to be that stupid is absurd.
In terms of stealing your bow,
Most tables beyond college are not like the table you are at right now.
The spell Blood Money says:
1 point of Strength damage, plus a further point of damage
for every full 500 gp of the component's value (so a component worth 500–999 gp costs a total of 2 points, 1,000–1,500 costs 3, etc.). You cannot create magic items with blood money.
Is this further point of damage - strength damage? If not, was it intended to be strength damage?