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Diego Rossi wrote: Natural attacks and unarmed strikes can be made magical by magic fang. Yeah but with the innate bonuses that the classes get on them and the feats like Eldrich Claws available you don't have to spend the big pile of gold to have a dispellable Greater Magic Fang cast on your animal companion's claws or yourself. Plus Eldrich Claws makes them count as silver too I believe ((or something like that.) It's get odd if the spell had material and somantic components to me. It's like you've got the magic dust in the one hand and your making the gestures with the other and then I guess your holding your sword in your teeth or something? If it just has one (or the other somehow) then it'd seem fine to not worry about it which is why the potion works. Assuming you don't by the ones with the childproof caps. ;D Well you've got one big problem right out of the gate. Rogues aren't naturally proficient with Scimitars and Swashbuckler gets rid of a rather useful and iconic rogue ability to get that proficiency. You also wouldn't have BAB +4 at 5th level for Spring Attack. You'd probably do better mixing Fighter and Rogue, it would give you more combat options while retaining some of the nice rogue abilities and skills. Human Fighter/Rogue Rogue 1: Dodge, Weapon Finesse
You could take the Dawnflower Dervish fighter archtype from the inner sea primer and combine that with the Scout rogue archtype and you'd have some interesting survivability while charging. Might even want to grab the 4th level of Fighter for Weapon Specialization on your Scimitar. PRD wrote: The quest to become a lich is a lengthy one. While construction of the magical phylactery to contain the spellcaster's soul is a critical component, a prospective lich must also learn the secrets of transferring his soul into the receptacle and of preparing his body for the transformation into undeath, neither of which are simple tasks. Further complicating the ritual is the fact that no two bodies or souls are exactly alike—a ritual that works for one spellcaster might simply kill another or drive him insane. The exact methods for each spellcaster's transformation are left to the GM's discretion, but should involve expenditures of hundreds of thousands of gold pieces, numerous deadly adventures, and a large number of difficult skill checks over the course of months, years, or decades. While being a Lich would certainly be likely to improve trade between their country and say Geb, the amount of time and money that goes into becoming something like a lich should be well outside the boundaries of your character at any point save towards the end of the campaign if you choose to allow it. It's a great goal but well outside of the average player character's allotment of wealth until something probably 16+. Just look at the phylactery's cost alone. 120k is quite the sum of money for one lone necromancer to have on hand at any level, even if your allowing them to raid their kingdom's treasury. It's an excellent goal for the character to someday aspire too, but that doesn't mean that aspiration ever has to actually be met in the campaign. It could have had a little bit trimmed out of it at the beginning to tighten it up more perhaps but after that the movie flowed very well. I liked that there were some obvious plot choices for things to have happen that were lead up too but then not used and it left me going, "Wait, your not doing the cliche thing here? Okay, wow, surprising!" A lot funnier then I thought it would be, and all in all quite an enjoyable movie. I'd see it again. A halfling with a 1d3 bite attack at -5? Go for it, not how I'd personally spend my two traits in PFS but that's all legal until someone from the campaign steps in and says, "Yeah, we're not going to allow that." It's more funny then cheesy by like a lot. I mean we care about what the trait does and that it's a legal trait to take with Adopted or whatever which it is. Marius Castille wrote: My wizard-fighter with his bonded weapon wants no part of Gauntlets of Rust. That's just asking for trouble. Sorry to change the subject, but why exactly wouldn't your fighter/wizard want to have such a useful item about? Protects your stuff from rust attacks and can cast Rusting Grasp once per day. That gauntlet comes in very 'handy'. (Teehee) The third round of concentration for Detect Magic can only detect an aura of illusion magic in a specific place. The spell has been an incredibly inefficient method of invisibility detection for years. All you need to do to defeat is is move out of the cone every two rounds or so. Keep mobile and you'll never be pinpointed with it. Personally I like the idea of using the spell like that as counting for interacting with an illusion and making a secret will save for the casting character. There actually is something to be said about the question of "What happens to our foes after they're slain in combat?" Certainly a good amount of groups simply don't bother to do anything with them at all unless the body of a fallen foe is a significant part of the adventure. Most everything else is left to rot or just kind of disappears in a little puff of smoke, dropping any relevant loot onto the floor. It's something you and your group should talk about probably. In the groups I usually run with, there isn't too much of a big deal if a little pile of bodies ends up in the same square. Heck, once a mini is off the table it usually wouldn't be remembered as being in a particular spot unless there was a reason to do so. The only people who can really decide if a monster is powerful enough or too powerful are the people playing at any particular table. One of the best changes from 3rd edition D&D to Pathfinder was the removal of the level adjustment system and the pushing of that fact. If you want to let your players be minotaurs or vampires, then that's the decision that has to be made between players and GM's. Plus the Savage Species book wasn't OGL so you couldn't adapt it over. There shouldn't be any reason that you think this doesn't work like regular shadow conjuration. You quoted everything except the important part for your question. Shades wrote: "This spell functions like Shadow Conjuration, except that it mimics conjuration spells of 8th level or lower. The illusory conjurations created deal four-fifths (80%) damage to nonbelievers, and nondamaging effects are 80% likely to work against nonbelievers."
The main advantage of the shuriken over a dagger is that a shuriken counts as ammunition for the purposes for drawing them. They're a free action to whip out and that allows you to throw with your full amount of attacks instead of needing a feat like quick draw to get the same result. By being a monk weapon that allows them to be used as part of a Flurry of Blows attack. They also enchant like ammunition too in bundles of 50 and are destroyed after being used like an arrow or bolt would. It was a shadow and I want to say a werewolf in the last (and only) encounter. An investiation mod that banked all the CR until the end. The paladin had a +1 silver longsword that he'd loan out if asked, which only vaguely helps at all. The mod was poorly written and not at all a good idea for a regular mod, let alone an intro mod. There was a lot of fun to be had in the shield lands, and then some people got busy and it got far too combat heavy and story lite which I was sad to see. (Spell Turrets are themselves completely horrible design and should never have been published in a book. Your better off just asking the party if they run away or lay down and die.) Wow. Well Pathfinder made this not much of an issue once you gain a couple of levels given how class skills now get that +3 bonus. Really it sounds like some of you just don't like playing low level characters who aren't supposed to be super skilled at everything. A lot of the skills in the game don't even need you to be that skilled to be good at them. Several have low static DC's that most folks don't even need a rank in to have a good chance at succeeding on a halfway decent roll. If you want more skill points, stop tanking your mental stats and be a human. Problem solved. If you just give the players inherit bonuses rather then access to magic items, all your doing is saving them money. If you don't want there to be piles of magic items laying about then as the GM you just don't offer to sell them any and don't put them in treasure piles. What is it exactly your group wants to do here? Spell casters at higher levels are able to deal with dangerous threats in ways that don't involve hitting them with a piece of steel if that's what your talking about in terms of power, but non-casters have plenty of options of their own. We really like the Complete Character Folio that Gamer Ingenuity created. It's very well made and our FLGS is having trouble keeping them in stock as they sell out so fast. :) PFSRD on Flanking wrote:
Just so you know all the basics of flanking. Your rulebook will have a nice picture of how it all works out in the combat chapter too. I agree that the arch-types are a lot more useful then another hundred prestige classes and base classes. Love them Paizo! (I think a lot of people disliked the old kits because they didn't seem to have any sense of balance. There was a huge power difference between a lot of them, some worthless and others insanely powerful.) Lots and lots of foam trays and carrying cases. You see a lot of them sold for the miniature gamers out there and they work pretty well for what they do, but also tend to cost you a fair amount of coin. Hundreds and Hundreds of miniatures needing a storage solution is always a tricky problem as most of the carriers are made to hold a typical fantasy/modern/future army and those tend not to number quite so high. Paizo has some nice solutions for sale if your FLGS is lacking them that they've got listed HERE. Paizo is doing an excellent job not bloating the game out. I'm extremely happy with the quality of the books I've got, the price points on them and how well my FLGS has stocked them. Obviously Paizo has to continue to make new products to continue to build and push the line. That's how one earns their coin after all. So long as nothing new comes out that I'm obligated to buy to play the game beyond the core rules it's nothing bad at all. Well apparently the rules specifically let the thief (or whatever) try and find it (and I would say disarm it) before it goes off so that's a point. I'm not saying the thief/etc gets a free perception check because of this mind you, just that if they are looking then they get one. SRD wrote:
Of course that's just regular rules stuff since this is a game and not a real-life simulator. The people get a chance to avoid the trap because otherwise that'd be lame for them since everyone is supposed to be having a good time playing together. Obviously this is the internet and that's not anywhere close to good enough for everyone so let's try something else. Proximity Trigger wrote:
Okay so there we've got something to use though I'm sure the wording isn't specific enough for everyone to agree with my take on it; that the area of the alarm spell would reasonably seem to be limited to the area that the spell it's going to trigger's area of effect. If that were the case the thief/etc should be close enough to disable said trap for some spells or at least notice the area is trapped and let the rest of the party come up with solutions. Unfortunately Alarm is a transmutation spell rather then a divination so a lot of those spells won't be as useful. Honestly this seems like a good question for Skip Williams over at Kobold Quarterly in their Ask a Kobold section. Wouldn't it make more sense to think of the trap itself and the triggering mechanism for trap as separate pieces. So you of course could disable a crossbow turret 100' down the hallway if the floor switch that sets it off is within reach. You don't need to actually go down the hall and deal with the crossbow part, just the trigger and your fine. For magic traps you'd have to think how you'd bypass the magic part of them. TarkXT wrote: Doesn't that feel like a typo or a mismatch from the wiki to the book that the archetype designed to wield this weapon is in fact not proficient in it automatically? Your proficient with it, you get don't get to weapon finesse it unless you take the exotic weapon proficiency feat. It's one of those weapons. Just think how much better armour would need to be if that affected things like their reflex saves and initiative. There are mechanics to a game. If you'd like anything like a real answer maybe you should try to Ask the Kobold.
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