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Reading over this, the idea I like the best is twofold:
1) Make talents not suck; and
2) When sneak attacking, treat the rogue's BAB as equal to her level.
This would still focus on the central combat mechanic of the class -- sneak attack -- but make it much easier to land the hit, and if using power attack, piranha strike, or deadly aim to boost damage, would often increase the tier of damage from the feat.
WOTRF is a high-level adventure and as such is probably a lower-priority adventure. One thing to note is that one doesn't assign chronicles for one of these multi-chronicle modules when one finishes the section of the adventure they correspond to -- one assigns them after completing the entire module. For this reason, if you begin the module before it is sanctioned but complete it after, you should be able to receive chronicles. How long it will be until it is sanctioned, however, is anyone's guess.
There are theories of pleiotropic effects, i.e. when a gene has more than one phenotypic effect. There may be a gene that, when you have two copies, increases the likelihood that you will be gay, but if you have one copy, increases fertility in females. Those kinds of genes would have fitness-increasing effects when you only have one copy, balancing any reduction in fitness (which just means how many of the next generation are genetically related to you) due to homosexuality.
What specific part of this do you want the rhyme to detail or hint at? That's a lot of information for a rhyme and is more like a long narrative poem if you try to get all of it into it.
By the way, bonus points if you get it to end with, "All this is true, because it rhymes."
She gave the hat to a PC.
A different PC demands she do something for him regarding the hat.
She declines, and points out that what he wants her to do isn't physically possible.
Second PC decides to kill her.
Crispy, deep fried whut?
I take it this character is evil. Is the entire party evil? If so, Quinn will probably leave the ship as soon as she gets a chance. She might even leave at Rickety's, or sign up with Pegsworthy.
If only the one character is evil, how does the rest of the party feel about this jackass threatening the person who helped them from the beginning without asking anything in return?
Half-elf probably isn't an option, he said they were restricted to humans. Elves, if they exist in this campaign world, are probably the mysterious beings of norse folklore.
Rather than taking extra revelation at first level, I would recommend Precise Shot. Taking a -4 when shooting into Melee is horrible.
A feat does not give you something it doesn't say it gives you. GTWF does not give you any attack other than the one at -10. It doesn't matter if you want to call this a third, a second, or a seventy-fifth. You don't get it.
You know, one could easily use the same argument you're using to come to an exactly opposite conclusion; because you can't get a third attack without a second, and GTWF doesn't say it gives you a second attack but only a third, then GTWF has NO EFFECT, gives you NOTHING, GOOD DAY SIR, unless you take ITWF first. If the same logic gives you two contradictory results, chances are the logic is flawed.
[edit: Removed personal attack, as it really wasn't appropriate. Sorry.]
You could argue in the same fashion that the Dodge feat doesn't expressly say that it doesn't give you a +10 insight bonus to your attack as well as a +1 dodge bonus to your AC. Obviously, the Dodge feat doesn't give you any such thing. Feats give you what they say they give you and nothing else. For example, Kobold racial feats relating to tail attacks can be taken by a human with the Racial Heritage (kobold) feat. The human doesn't get a tail as a result of taking these feats.
GTWF gives you an attack with your offhand weapon at -10. It doesn't give you another attack besides this, regardless of the presence of the word 'third' in the text, which is obviously an expression of how the feat chain normally happens. Using an ability that lets you take the feats out of order will result in these normal occurances not happening, so the word is meaningless when you take the feats out of order.
Stealing horses because you don't have money and you need to get somewhere quick: CN.
Stealing horses because you don't have money or don't have time to negotiate a sale and if you don't get to a place soon the BBEG will conquer the world: CG
Stealing horses because you'd rather not pay even though you could: CE.
I don't think it would require a concentration check, since it doesn't provoke an AoO which indicates it doesn't require the same sort of distracting concentration that a spell does. However, I agree that the rules as they exist are not entirely clear.
A search of the rules forum reveals this question doesn't seem to have been addressed in the past. I propose we ask the question clearly and FAQ this post.
Does activation of a Spell Trigger item in circumstances that require a concentration check to cast spells, e.g. grappled, on a galloping mount, taking damage while casting a spell, etc., require a concentration check on the part of the user of the Spell Trigger item?
If the player is having fun, then he didn't handle it incorrectly. It's completely up to him how trigger-happy the paladin's deity is on the 'Fall' button.
The paladin is severely handicapped while fallen. You should consider her basically a level below other party members; two if above 10th level. A quest to recover her powers is a good idea but it should be achievable and sensible, and ideally related to the event that caused the fall. Maybe find a way to bring the slain person back to life? This could be easy if they're high level, but more difficult if they're low level.
Yeah time to make a portfolio and start sending it around. You have a unique look and a few features that are appreciated: Ladies in sensible armor, people who are not conventional body types, and faces that are not stereotypical flawless fantasy art types. I love the halfling lady's face in the 'failed charisma check' one -- very communicative of the idea, 'Oh great who's this a##+$#+?'
If you feel the need to be able to disable magical traps, a dip into Trapper Ranger archetype will give you that, a boost to BAB, full martial proficiency, and medium armor proficiency which will let you wear mithril medium armor (counts as light for everything except proficiency).
Ninja is an excellent member of a party. Are you getting full wealth by level for 3rd?
25 pt buy will let you get 18 dex, allowing the following stats before racial modifiers.
14 - 5
Any dex-boosting race will work well with this array.
Elves will have slightly lower HP, but will have more skills, get low-light vision which is very helpful to avoid concealment (which prevents sneak attack unless you take a particular feat or talent), and bonuses to spells that are generally will saves, which is a poor save for rogues/ninjas.
Halflings will get a boost to Cha for more Ki, and have extreme stealth capabilities and boosts to other useful skills and saves. The reduction in strength won't make that much difference if you can get an agile weapon or succeed on sneak attacks.
Humans get a feat, which is very helpful, and more skills.
Half-elves get a skill focus feat, which is great for skill monkey PCs, low-light vision and similar bonuses to elves.
Half-orcs get darkvision, which avoids concealment in nearly any light situation, the option for a natural weapon, an option for a bonus to all saves (which you can increase further with the Fate's Favored trait), great racial weapon proficiencies, and lots of options.
Dwarves are less useful, but you can take the boost to CON and use the points it frees up to compensate for the lower Dex. Gnomes are the same, but with the boost to stealth that small gives and the ability to take Arcane strike due to the racial SLAs.
If non-core races are an option, there are tons of good ones.
Golarion is a kitchen sink setting. It was designed that way from the start, so that the writers of adventures could write swords and sorcery, gothic horror, steampunk, sci-fi/fantasy blend, game of thrones, pirates, jungle exploration, arabian nights, egyptological tomb-raiding, wuxia samurai romance, epic plane-hopping demon-lord fighting, and urban intrigue with the same assumptions of religions, races, classes, equipment, organizations, etc.
I've always assumed that if the wand was in a weapon-type location, e.g. a wand sheath on the belt, or tucked into a sash, you could draw it on a move as a weapon. Quickdraw doesn't work, of course, and if you're not moving it takes time to draw; this reflects that while you're walking around, your hands can do things like grab an easily available item from your person.
Knowledge (religion) to know what an altar (note spelling) to your God would require. Craft(carpentry) to build a wooden altar, Craft(stone) to build a stone one. If you don't have a craft skill but you make the religion check (which shouldn't be hard, probably a DC10) you can probably make a makeshift altar out of basic materials at hand.
We're disagreeing over whether the stats are intended to be absolute except for a couple of cases, or whether the stats are intended to be mainly relative. I'm arguing the latter. If you reject that and insist the former is the case, then we can agree to disagree.
This is the rules forum, not a discussion of our respective houserules. In the rules, Intelligence is an absolute scale of intellectual capacity. Animals are intelligence 1 or 2. A human whose intelligence has been drained to 1 or 2 should behave like an animal, because he has the intellectual ability of an animal. He should drop his weapons and tools or use them poorly, be unable to speak, attack opponents at random or based on which one hurt him most recently, and so on. (It doesn't say this in the rules, specifically -- I'm just giving an example of how I play NPCs of animal intelligence. However you play NPCs of animal intelligence, is the way a human drained to 1 or 2 Int should be played.) A magical beast with an 18 intelligence should have the same cognitive ability as an 18 intelligence elf wizard, and may be better than the wizard at some skills. Said magical beast may think very differently than the wizard, certainly, but is no worse or better at thinking than the elf.
Intelligence determines how well your character learns and reasons. This ability is important for wizards because it affects their spellcasting ability in many ways. Creatures of animal-level instinct have Intelligence scores of 1 or 2. Any creature capable of understanding speech has a score of at least 3.
There is nothing there that even hints at intelligence being relative. You made the analogy with strength, earlier, and the problem with that analogy is that strength is explicitly stated as being relative to size and number of legs in regards to carrying capacity. Without that explicit rule, we would conclude that an 18 strength halfling (presumably with a belt of strength or level 8 or higher) could carry more than a horse with strength 17.
The thing about chaotic alignments is that a chaotic character can obey a law if she feels like it, if she thinks it will benefit her to obey it. Similarly, evil characters can perform good acts if they feel like it or think it will benefit them. (Antipaladins aside.)
So, unless you feel a chaotic character is behaving in an excessively disciplined, organized manner, there isn't really a behavior that can be called out as 'too lawful'.
Malachi Silverclaw wrote:
This gives me an idea for a magic item.
This ridiculous idea that a 10 Int Magical Beast is somehow not as smart as a 10 Int human is simply unsupported by anything in the rules, the setting, or anything anyone has said on the boards.
Deusvult, if this is something you run in your home games, that's fine, but it is not part of the rules. A 10 Int familiar is just as capable of cognition, planning, and problem solving as a 10 Int human, and will actually have more intellectual resources at its command because of sharing skill ranks with its wizard (or whatever). If a fighter with 7 Int can figure out she needs to wake up the party wizard when he falls asleep in battle, so can the wizard's familiar, especially if they've talked about that contingency beforehand.
He's a bit deluded as to the nature of Asmodeus. The LE priests of Asmodeus have convinced him that Asmodeus's primary attribute is law, not evil, and He's in Hell because that's the only place He could establish complete dominion over, since Axis has lots of other deities in it. Slavery is necessary because some races (e.g. halflings) are constitutionally unfit for self-rule. (This is what he's been taught, so it's just like the casual racism of people in the 19th century when "everyone knew" blacks and indians were less intelligent than whites.) There is a hierarchy in the universe -- the great chain of being from lesser beings to greater.
Yeah, it's kind of a weird mindset to get into.
Shattered Star assumessage that the events of Rise of the Rune lords and Curse of the Crimson Throne (and maybe Second Darkness? I forget) have occurred, but doesn't consider the other APs as having taken place. If your play group has gone through JR of course you can make the Rusty Dragon be owned by someone else, but if not, just have it be Ameiko.