I take it you've never been in a group where the cleric/wizard/druid did everything like a jerk and made everyone else bored.
Sorry I rolled a 1 on my thread reading.
The tier list has almost nothing to do with combat. It's problem solving.
I can't believe I never found that! Now I just need to hunt for the floor monster, ceiling monster, wall monsters, door monster, and the worm that hides in doors monster(it burrows into your head when you go to listen to the door).
Weren't those a race from the FATAL rpg or am I mistaken?
Mithral: Mithral is a very rare silvery, glistening metal that is lighter than steel but just as hard. When worked like steel, it becomes a wonderful material from which to create armor, and is occasionally used for other items as well. Most mithral armors are one category lighter than normal for purposes of movement and other limitations. Heavy armors are treated as medium, and medium armors are treated as light, but light armors are still treated as light. This decrease does not apply to proficiency in wearing the armor. A character wearing mithral full plate must be proficient in wearing heavy armor to avoid adding the armor's check penalty to all his attack rolls and skill checks that involve moving. Spell failure chances for armors and shields made from mithral are decreased by 10%, maximum Dexterity bonuses are increased by 2, and armor check penalties are decreased by 3 (to a minimum of 0).
An item made from mithral weighs half as much as the same item made from other metals. In the case of weapons, this lighter weight does not change a weapon's size category or the ease with which it can be wielded (whether it is light, one-handed, or two-handed). Items not primarily of metal are not meaningfully affected by being partially made of mithral. (A longsword can be a mithral weapon, while a quarterstaff cannot.) Mithral weapons count as silver for the purpose of overcoming damage reduction.
I'm pretty sure channel evil refers to creatures that have good as an intrinsic part of their being i.e. good outsiders
Spiked Tentacles of Forced IntrusionConjuration (Creation)
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 1 target creature
Duration: 1 round/level (D)
Saving Throw: Special
Spell Resistance: No
This spell conjures a mass of rubbery spiked tentacles, each 10 feet long. These waving members seem to spring forth from the earth, floor, or whatever surface is underfoot—including water. They grasp and entwine around the creature, holding it fast and forcibly entering any orifice with great strength.
The target creature must make a grapple check, opposed by the grapple check of the tentacles. Treat the tentacles as a Large creature with a base attack bonus equal to your caster level and a Strength score of 19. Thus, its grapple check modifier is equal to your caster level +8. The tentacles are immune to all types of damage.
Once the tentacles grapple an opponent, they may make a grapple check each round on your turn to deal 1d6+4 points of piercing damage. The tentacles continue to violate the opponent until the spell ends or the opponent escapes.
In addition, the target of the spell must succeed at a Will saving throw check or be panicked for the duration of the spell.
Any creature with an intelligence score that witnesses spiked tentacles of forced intrusion actually succeed at doing damage to a target for the first time must make a successful Fortitude check or become nauseated for 1d6 rounds. The caster, and anyone who has witnessed the spell do damage to a target at least once before, is immune to this effect.
It exists, I'm just wondering if it's been converted to pathfinder
Also, it kinda blows when you cast an emergency plane shift in order to bail your party from an ambush on Abyss only to see Johnny left behind to be violated by spiked tentacles of forced intrusion just because his SR decided to say hello at the worst moment possible.
Does anyone have that spell stated out for pathfinder? I only have it for 3.5
Yeah i had posted them both beforehand
they don't SPECIFICALLY interact with each other, they both interact with the same generic game stats. i'm sure there are other examples of this. it isn't fundamentally different than two spells that both grant the same bonus type, which don't stack.
I don't really understand what you're arguing. It says special in the feat decription, they specifically do interact with each other.
Anyway, the alternate racial trait is a trap option.
Scaled Skin: The skin of these tief lings
provides some energy resistance, but is
also as hard as armor. Choose one of the
following energy types: cold, electricity, or
fire. A tief ling with this trait gains resistance
5 in the chosen energy type and also gains a
+1 natural armor bonus to AC. This racial trait
replaces fiendish resistance.
Armor of the Pit:
Armor of the Pit
Your fiendish traits take the form of a protective scaly skin.
Prerequisite: Tief ling.
Benefit: You gain a +2 natural armor bonus.
Special: If you have the scaled skin racial trait, you instead
gain resistance 5 to two of the following energy types that you
don’t have resistance to already: cold, electricity, and fire.
The thing is, it makes the racial feature bad to have
The language ciretose has been using has been condescending and combative.