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Yes. Bombs are not a two-handed operation, they are not a spell or spell-like ability. However, there are some things you have to consider.
You have a -4 to dex AND a -2 to attacks, so throwing a bomb is at a -4 total. You are a valid target for splash damage, and likely will take a hit if you are throwing the bomb at the person grappling you.
On the plus side, the person grappling cannot perform AOOs, so that's a plus (well, usually anyway; it is possible to be grappling someone and not have the grappled condition yourself - if they pin you or have several special abilities that allow it).
Makes perfect sense. Perhaps the inquisitor knows something is very wrong, but he has to tone down his persistence on the issue because Siervage has become angry with the constant focus on these useless spawn and their elixir, rather on the true problem of someone killing vampires. It creates a level of dissension in the ranks. While the inquisitor would never betray Siervage, he could provide a bit of a nudge for the party to look into the elixir.
One scene that pops up is when the PCs are meeting with Siervage and he's describing what is up, the inquisitor speaks up and mentions the elixir (or attempts to answer a PC's question) and is shut down by Siervage with a glare/snarl/comment that he is sick of hearing about that dead end elixir. Everyone in the rooms gets reeeeeaaaall quiet and the tension level jumps. The inquisitor looks like he might even be considering the possibility of pushing the issue, before looking away and walking out of the room in a huff.
Heck, it may be that the addicts and dealers aren't being managed because Siervage has basically overruled and demanded the guards/inquisitors focus on finding the killer and not dealing with the idiot spawns. So in a normal situation, they'd have been squashed, but now they are being ignored. This gives the dealers a level of smug superiority, misinterpreting the reaction by the guards and making them bolder.
Perhaps too much bloodbrew makes them incapable of hunting or thinking much beyond their next score... much like many real world hard drugs. At a certain point, their addiction overcomes their self preservation instinct.
Two options for Siervage. Either he has been told but has discounted it and won't listen to the adviser who has found the vials, considering such a drug to affect vampires like this to be impossible. Or the particular vampire in charge of the investigation is addicted to the substance and is lying to Siervage in order to get more elixir. So Siervage is being fed false information by a trusted adviser and does not know it.
Given his power and age, I'd suggest the conspiracy angle. He's not likely to ignore possible explanations, but he's obviously been fooled by other people under him.
I made the Beast intelligent but morose and fatalistic. He was smart enough to converse on numerous topics and would wax philosophic, but he was convinced that there was no point in arguing his position because he knew they already thought him guilty. This was a lot more interesting for me than the child-like idiot version in the actual book.
But that's book 2 stuff, so you should check out the book 2 thread for more details on changes done by us GMs who have run it.
Book one and three are as fast as you want them to be; lots of ways to extend or contract the roleplaying pieces and the dungeon crawl aspect are pretty straight forward (though you can fiddle with the Feldgrau in book 3 quite a lot).
Book two is in three parts; first is the trip to town (fairly short), second is the trial which is time bound to three days (and fun for the players to have to handle the short time frame), and third is the Castle, which is fun but very straight forward.
Book four allows a great amount of fiddling throughout (my players assume every NPC with a name must be a bad guy, especially after book three's lodge, so they just about killed a mean-but-not-evil mayor of the first larger town). Book five is very player-directed and can take quite awhile or be very short depending on how they approach the ruling group.
Book six is a massive dungeon crawl. It has a lot of room for player-created content, but as written it is a very extensive and fantastically clever dungeon.
Short Answer - No
Long Answer with quote from the rules section on crafting scrolls: No because "The creator must have prepared the spell to be scribed (or must know the spell, in the case of a sorcerer or bard) and must provide any material component or focus the spell requires."
If you can't prepare the spell because it is too high a level, you cannot scribe it to a scroll.
Balance isn't necessary but the more unbalanced a group, the harder it is for the GM to make sure everything is going well. If you choose to be a very niche build, or do something completely without merit, then you also should be accepting of the GM's difficulty in accounting for your specific needs.
Unfortunately, it is my experience that people who do want to play so unique a choice also want their uniqueness celebrated every second of the game. If you're playing a fighter and dump your two skill points into Craft (metalwork) and Profession (blacksmith), you shouldn't complain when the GM fails to work those skills into every single adventure. But the GM should consider a way to work in everyone's strengths at some point. He should find a way for that fighter to buy/acquire/build a forge, or the GM can kick the crafting system into high gear so it becomes actually practical for the PC to make his own gear.
The players make characters they want to play and the GM makes a game in which the characters are worth playing. Sometimes compromises are necessary.
So long as you have Weapon Focus (slam), you can do Weapon Versatility even though it seems... awkward (no grip shifting to be had). The idea of changing the damage type by forming your rock hands differently is not supported by the game. You are not a liquid rock creature, but a pile of large stones that smash things.
That said, it is a thematically neat idea and you can always ask the GM to make the exception, either with or without the feat.
Also, for the purposes of the rules above, Improved Unarmed Strike works as a weapon, so if you only get one attack (below level 8, so BAB < +6, and ignoring flurry), you get either a quarterstaff or an unarmed strike. Once you get iterative attacks (BAB >= +6), each strike can be a different weapon you have, including unarmed strike.
Nefreet is right about kick/claw/claw/bite being 0/-5/-5/-5. With a temple sword, you could do sword/claw/bite (0/-5/-5) and a quarter staff would just be staff/bite (0/-5) because it is a two handed weapon.
Unarmed strikes are weapons for the purpose of attack profiles but natural weapons for the purpose of spells like magic fang or strong jaws.
Now, as for your question of a monk with a reach weapon... hmm. I think you threaten things 10 feet away with the reach weapon and things 5 feet away (adjacent) with your improved unarmed strike. However, this seems like a trick I'd have read about by now, so it is possible it isn't accurate.
You aren't casting the spell Speak With Dead, you are using a standard action (as is the default when activation action is not mentioned) to activate a supernatural ability of your character which works just like Speak With Dead. It specifically mimics the spell's description, not its parameters like casting time or duration or range.
What do you mean by evasive? You mean it hems and haws and rambles and wanders off topic for a minute or two? Well, yes, that is the GM's choice in keeping with the target's personality. Might work out better if you ask simple yes/no/one word answerable questions.
Talk to your GM about how this would work out in practice. If he'd blow the entire day's allotment of rounds just to answer a single question, it isn't a very useful ability. If he agrees that a single round gets you a simple question and single word answer, it may be better.
Remember, a round is only 6 seconds, so your question would have to be very quick and simple. Also, once you activate it, you either have to ask all the questions you have in that block. You cannot use Voice of the Grave on the same target more than once a week (a limitation of Speak With Dead to which you must also adhere)
By the words of the feats, you'd technically get an extra attack PER offhand attack. The feat doesn't limit itself and doesn't use limiting language; it basically modifies anything listed as an 'offhand weapon' by giving it a second additional attack (ignore the flavor text as it has no bearing on actual rules).
The feats weren't really written to work with each other like that though, so it would require a particularly foolish GM. Or you should be especially afraid, like when a teacher chucks and agrees to let everyone have open notes on the test, saying "it won't do you any good". That teacher wasn't very nice to us, heh.
Disruptive is a Fighter 6 feat that adds +4 to defensive casting checks. Spellbreaker requires Disruptive and fighter 10, lets you use an AOO against a caster who fails his or her defensive casting check. Unfortunately, you'd have to be level 12 before you can take Spellbreaker (and you can use the 'swap previous bonus feat' to retroactively get Disruptive). It is a bit situational, but a lot of feats are, I suppose.
Sure, though you'll have a pretty high AC anyway. Lunge before Nimble Striker is going to be better anyway, so you could do that and see if the -2 AC is actually a problem for you in practical situations.
You can also go with things like disruptive chain (cause casters trouble) and the feat where you take a 5 foot if someone next to you takes a five foot. Then just go stand next to enemy casters and grin.
Swashbuckler's Grace is a level 7 deed that lets you move at full speed while using acrobatics without penalty so long as you have at least 1 panache point.
Mithral chain shirts are about 1100 and have 0 ACP, so don't worry too much about that.
Inspired blade is useful since your Int is high, thus giving you a panache pool of 7, which is probably higher than you'll really need (note that you'd never actually go to zero, since you lose a lot of your special abilities if you have no panache remaining, so really you functionally have 6).
As for feats, you have a variety of options, but you definitely need combat reflexes for things like parry/reposte (since it uses AOO uses). Inspired Blades get weapon focus (rapier) for free and you will be considered as if you have improved crit (rapier) relatively soon. Your bonus feats are likely going to be the standard fighter feats like weapon spec, greater weapon focus, etc. Eventually you'll want to move into the critical focus feats since you will crit a lot.
Dodge and mobility are never a bad thing; you'll be moving through combat a bit easier with the acrobatics-at-full-speed trick, and if you really like that idea, then I'd even consider something like skill focus (acrobatics) since failing a 'tumble through enemy square' check is very bad for business.
You could consider some of the special deed feats from the new book, like pommel strike, but that depends on your interest. You will also want to pick up Signature Deed to make one of the deeds free. Non-inspired blades like to take the level 11 deed that causes bleed, but since you don't get that, something like dodging panache is a fun one. Luckily, you'll have time to figure out which deeds feel right before you pick the signature (and, really, with that many panache points, you may not even need it).
One thing I did in the basement fight was to flood the room with rat swarms, literally every square. It is a low level power, but it annoyed the wizard (or other casters) and caused some difficulty for the players. Fun use of seemingly useless vampire abilities! Also, a pack of wolves randomly appeared in the middle of the combat, much to the consternation of the wizard who was nearest the stairs.
Find a farm implement that it as long as a polearm (say 8-9 feet) and call it a reach weapon. It is up to the GM, but the idea is you take the not-weapon and give it the basic stats of the closest equivalent real weapon. I'm not sure what would qualify, not being a farmer, but maybe some kind of long pitchfork?
1. I suspect it is that the magic cannot protect and enclose more than that many people, not that there is a limit to the physical space.
2. I'd say more than 10 people in the hut causes it to end immediately.
3. If you leave the confines of the hut, the spell ends. The wording is a little iffy, but the idea that you can cast the hut and then just have a friend drag you out to go cast the spell again 100 feet down the hill is definitely against the concept.
It is also very likely that someone of Estovion's nature and position would have a way to hide his aura from detection. Can't have a pesky paladin swinging through detecting evil on everyone as they do. Then if your players do use detect evil and find Estovion clean, they will have some confusion to handle for a bit, while paranoia builds.
Taking a 5' foot step away from the square which the monster shares with the Mouser would provoke an AOO from the Mouser's special class ability. The rule with 5' steps is that they do not provoke the normal 'leaving a threatened' area rule, not make you immune to all AOOs based on any form of movement.
Part of the fun here is getting your player characters to run without sleep for a bit. Make them a bit more worried about resources and perhaps dividing the party.
In my group, the bard was left to do the trial presentations while the wizard stays at the inn getting rest (if he had spells to recover) while the remaining characters went off to do exploration and investigation in town (tracking down the surgeon tools for example). It went reasonably well and doubly so because the player of the bard had to miss a few games in a row, so he didn't have to sit there watching everyone else do things.
He's actually talking about throwing a bomb on round one (while holding the bow in one hand), then on the second round taking a full attack with the bow.
The player was not trying to fire an arrow with the first iterative attack and throw a bomb with the second iterative attack within the same full attack action.
Drag and Bull Rush and Reposition all share two important factors:
First, they specifically say "opponent". Secondly, they are limited to 5 feet plus one square for every 5 points by which they exceed the CMD.
So, unless the wind elemental is amazingly awesome, it won't likely be able to budge the Barbarian and maybe it'll get the sorcerer to move a solid 10 feet.
Reposition also requires the target to remain in arm's reach during the movement, unsurprisingly.
The argument appears to be that the wind elemental's turn involves playing deliveryman with the barbarian. Flyby attack specifically states you can take any standard action during the move, not actually limiting it to an 'attack'.
The plan as I understand it:
Elemental activates fly-by attack
So the questions:
Can you choose not to resist a grapple attempt in order to be picked up?
The main issue I see is with the movement while grappled:
Moving someone you have grappled requires a second round check. On the first round, you grapple and are done. Next round, after you maintain the grapple, you may then choose to move the target. You move half your speed with the target and put them down in an adjacent square.
You cannot do this with flyby attack since you can't actually move before you take the standard action to maintain the grapple, and once you take that action you are bound by the rules of grapple to only half movement.
So in this case, the barbarian will spend a whole turn just sitting there waiting to be moved. It is a solution for getting somewhere the barbarian cannot reach, but it isn't exactly a good choice for action economy since he misses out on an attack (since he could have just charged in and attacked during the waiting round and then full attacked the next round).
He is also grappled during this, so if anyone attacks him he has all the standard issues of being grappled (primarily -4 Dex, so -2 AC).
As for the sorcerer:
Concentration Rules wrote:
Casting a spell while you have the grappled condition is difficult and requires a concentration check (DC 10 + the grappler’s CMB + the level of the spell you’re casting).
So that sounds kind of sucky for the sorcerer. Especially when they botch the roll. Also, as with the Barbarian, they are at -4 Dex while being carried around.
Just load up on archers and reflex save spells for a fight or two and teach them something about willful reduction of AC.
CR and encounter building is a pretty loose thing. Some players and their characters will have a problem with a normal fight and others need to have much harder fights to be any kind of challenge. As the GM, you want to start slow and get a feel for things.
If you send three goblins against the PCs and they kill the goblins in two turns and the PCs aren't even scratched by the fight, maybe try four goblins next time, then maybe four but with a stronger boss type one (so three CR 1s and a CR 2 or even 3).
It is also good to play with environment. An archer on a watchtower is a good choice; it is harder for the PCs to get to it. If he's standing behind some cover to fire, you would give him +2 AC if it is up to half his body, or +4 AC if it covers more than half.
The miss chance comes from it being hard to see the target (like if it is dark or raining heavily) while an increase in AC comes from more of the target being covered up (wooden blockades, firing from a window).
If the fight is too easy, you can also have a goblin patrol appear in the middle. Say you have 2 goblins with swords and 1 with a bow, like you said. The party makes quick work of the two goblins on the ground, you can have another two or three goblins walk in to the room and join the fight. This makes things feel exciting and fast moving. It is also fun to challenge your players tactically.
Just remember, the CR system is a recommendation. It is a guideline for determining a rough estimate of how hard a fight will be for a party. Your job as GM is to make a fun and exciting game; it is not to kill the PC with impossible fights.
I'd suspect it would take a form relative to your mystery in this case. Could just be a random humanoid (blacksmith for metal, soldier for battle, hunter for wood, robed cultist for dark tapestry, etc). You could probably create the description yourself.
As for the weapon it carries, I agree with Gauss.
Ghost Touch scythes aren't all that big a deal. Only the Paladin can use it and it just means the weapon damage is full, not half... so like an extra 5-10 damage per hit.
If you're worried about the value of the treasure, since that's a +2 weapon at level 1, you could say the ghost-touch effect only works within the walls of the prison.
The rules do not specify that you need two hands free to use a bomb. Just that it is a standard action to make and deliver it, and that throwing is the method used - so it requires at least one free hand.
It isn't a huge deal to let him toss a bomb while holding onto the bow; he can't do both in the same round and he has so few bombs a day, the range is so small, and it is about the only way he won't just stand 80 feet away from every fight firing arrows at stuff. So really, it is in your favor to let him do it that way. Anything that makes an archer stand closer to a fight is good for the GM.
The wording here doesn't really match the wording on freedom of movement. You don't make checks to escape if you have FoM; you can just say "You can't touch me" and you're free.
I'd say the mythic power expenditure allows the gloves to negate FoM for the initial grapple. Spending mythic power will also force the grappled person to make the check when they try to slip free. That seems to be the intent, anyway.
As for customizing it, well, that's always a bit tricky. Given the caveat that all specific magic items can only be customized with GM approval, the standard formula is to double the price if the item is slotless.
From the moment they declare the move and when they are finally on a square without grease, they are considered to be using Acrobatics and are flatfooted. Furthermore, the wording on the skill suggests even if they fail and fall, they would be flat footed (at least as they fall).
The difficulty is that readied actions technically occur before the triggering action. The acrobatics check is required to move out of the square as well. You basically have two separate competing 'before the move' actions and that's going to be the GM's decision.
If one applies some consideration to the issue at hand, it is perfectly understandable that the goal is to attack after the acrobatics check but before they leave the square, so I'd allow it in my game. You could try to craft the readied action to be regarding them leaving the square, which cannot happen if they fail the test and thus must allow the attack after they pass the test.
Perhaps you can disguise it in another holy symbol or in a fancy design on your coat? I don't believe it actually glows or otherwise appears odd. Or perhaps get a permanent silent image overlay? Maybe invisibility? The usage of holy symbols in casting divine spells isn't 100% blatantly clear cut and can probably do with some GM interpretation.
Full Round attacks can be divided amongst any targets around you.
Furthermore, if you make a full round attack on someone and they die after attack #1, you can end the full round attack and take a move action. You may have declared a full round attack but you only took the effort equivalent to a standard action.