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I'd pay for a parasol as well and list it in your inventory, and just describe it as being a combined item. I don't foresee any situations where that would give you any kind of advantage.
And if someone complains, spend 20 gp on some alchemical glue, and just glue your sword cane to your parasol. Problem solved.
1: Your gun has gotten you everything you have. Isn't that true? Hmm? Well, isn't it true?
2: Sure. Everything. After a while, you can call bartenders and Faro dealers by their first names. Maybe two hundred of 'em. Rented rooms you live in, five hundred. Meals eaten in hash-houses, a thousand. Home, none. Wife, none. Kids, none. Prospects, zero. Suppose I left anything out?
3: Yeah. Places you're tied down to, none. People with a hold on you, none. Men you step aside for, none.
4: Insults swallowed, none. Enemies, none.
3: No enemies?
1: Now that's the kind of arithmetic I like!
3: Yeah. I did too, at your age.
But outside of hypothetical scenarios, there's no way to know that no third way exists. If the train scenario happened in the real life, even if there was no third way, I think most people would scramble about looking for a third way (such as screaming yourself hoarse, looking for a radio to tell the engineer to look out and sound the horn, etc.).
Romance subplot musings:
From the trailer, it looked like they might have been setting up Black Widow as a romantic interest for Cap, but I'm glad they didn't go that way. He needs a more old-fashioned girl to help him feel more at home. I don't know anything about Sharon Carter's character from the comics, but it would be fun to see her doing her bad-ass secret agent stuff at work, then go into June Cleaver mode at home.
[PFS] Is it safe for an offensive caster to have less then a 20 in their casting stat post racial in PFS?
My cleric started at a 17, and at level 11 I just picked up my +6 headband for a 25 Wis. He's had a long and glorious career of casting save-or-suck spells (dismissal on the scary boss, chains of light to paralyze a hezrou and set it up for CdG from the rogue, plane shift away that big dumb monster, etc.).
Of course, he could be squeezing out another +1 or 2 on that DC, but not going that high means I had the Str for decent armor, the Con to stay alive, the Cha to channel well, and the Int to invest in the skills I want.
Well, at least this costs a 4-feat investment (Weapon Focus, Dazzling Display, Gun Twirling, Quick Draw) instead of a few cp of leather.
I think you're confusing caster level with spell level. Varisian Tattoo boosts your caster level (which is irrelevant to ray of frost). It's still a cantrip, aka 0-level spell.
You're correct about the damage boost from the Orc bloodline, but the gold draconic bloodline only boosts damage of fire spells. You'd need to pick white or silver to boost the damage of ray of frost.
I never claimed that "balance at all costs" was your goal. But I did quote you when you complained that the Synthesist was "mechanically superior" to the base Summoner. And complaining that one option is mechanically superior to another is the very definition of complaining about balance. So you're contradicting yourself.
And again, you insist that the Synthesist "proves" that point buy is flawed, but refuse to provide any examples or explanation to back that claim up, because apparently that would disprove your other claim that you don't care about balance. So again, you're contradicting yourself
Add that to all the strawman arguments you're throwing out to attack anyone who questions you (like claiming that I think point buy is "infallible"), and it's abundantly clear that you're just blowing smoke.
Since when is asking for evidence to back up your claim considered a loaded question?
If you don't care about balance, then why do you complain about point buy leading to a "mechanically superior" Synthesist?
He hasn't been mistaken for a Paladin, but my Fighter gets some confused looks from the GM about halfway through the session, after he attempts all the knowledge checks, identifies the magic items, deciphers the ancient glyphs, and attempts to recognize every spell cast.
Lore Wardens: better than Bards.
That person is now my friend as well.
The GM has a Core Rulebook, and all the players have a Player's Handbook, and none of them are v3.5...
I carry my (now dusty) character sheet from an old Shadowrun Missions campaign in the same binder as my PFS characters. So far, no GM has been open to me playing my elf social adept/motorcycle stunt driver in one of their games... :-(
If you invest in Int, you can dump Cha, take the Pragmatic Activator trait, and get a solid UMD for magic items.
This is an idea I've been refining for a while, and I think I just about have it down, but I'm looking for any tweaks to make it work any better. I'm going to start playing it at level 6 with GM credit, so I don't have to worry about the early levels.
Skills: Acrobatics, Bluff, Diplomacy, Knowledge (arcana, dungeoneering, planes), Perception/Sense Motive, Spellcraft/Sleight of Hand
When I start at level 6, she should have about 27 AC, before using a wand of shield, plus good saves and decent HP (although I'm using the FCB for skills). She'll also be attacking with a +2 keen agile wakizashi with a +11 for 1d6+14/15-20.
I'm still a bit iffy on the arcana and the higher-level feats, since I've never built a magus before. I want this character to focus mostly on combat, with spells as a back-up.
If you have other plans for the gloves slot, you can instead get spellguard bracers. That's +2 to cast defensively, and 3/day you can roll twice and take the better result. It's good for clerics, who occasionally need to wade into melee to deliver a heal or breath of life.
Don't forget all the ioun stones out there either:
...when asked for player introductions, someone begins "He was born on the shores of Lake Encarthan..."
(Actually my girlfriend did that. When we played our second game together, and the GM asked for introductions, she pulled out the half-page backstory I had written at her request and started to recite it)
I rated it 5-stars on Netflix, and in response they asked me "Do you often like Movies For 8-10 Year-Olds?"
I want to find the Netflix employee who classified The Iron Giant as a little kids' movie, and punch him in the face.
Can they? Is it a rare vestigial ability like it is in humans? If it isn't possible through conscious effort, what about reflexive? If you were to jump out and shout 'Boo' at an elf would their ears move in surprise? If it is possible with conscious effort, could an Elven bard use Perform (Percussion) with chimes/bells/etc. attached to their ears?
I'm not sure which is scarier: the idea that this is a key component to some power-gamer build, or that this is a key component to your elaborate character backstory.
Charlie Bell wrote:
IDK if it's been brought up, but a stunstone acts like a combined 10-foot radius faerie fire and [/i]sound burst[/i]. At 350 gp, it's great for dealing with invisible, blurred, or displaced bad guys. And anybody can use it.
I think I might have to buy that PDF just for that one item.
So you don't do PFS because you don't have the freedom to say to players "Hey, you never made a Knowledge check to know how to deal with swarms! Cross those alchemist's fires off your inventory and find something else to do while these spiders eat your face."?
The Heretics' Necropolis
Some wealthy citizens built mausoleums for their families, even disinterring long-dead ancestors to be moved there, where altars to forbidden gods are kept behind closed doors and away from the prying eyes of the Inquisitors. These tombs often serve as secret meeting houses of underground cults to the gods of chaos, and are popular with visiting sailors who wish to make supplications to Desna or Besmara before they take to the open sea again. Just as frequently, however, they serve as laboratories of dark magic that even the devil-worshipers find abhorrent. It is generally considered polite to ignore other mourners, in case they are Hellknight spies in disguise, or necromancers looking for a fresher corpse.
One crypt in particular looms over the Necropolis in reputation, if not in size. The Bernigot family always secretly honored Calistria in recognition of their elven ancestry, however rumors emerged that their recently-deceased patriarch, Tremol Bernigot, turned his pleasure-seeking toward more gruesome hungers of the flesh. The wizard was said to dabble in necromancy and worship Urgathoa, and though a sudden illness ended his life, most in-the-know citizens were not half as scared of him in life as they are in death. In the wake of his passing, they wait with trepidation to see what horrors might emerge from his tomb.
Guarding the Gluttons (CR 6)
The rumors of Tremol's interest in undeath are true; later in life, he turned his devotion to the Pallid Princess, and began pursuing the study of necromancy. However his health failed him, and he died before he could secure his future as an eternal devotee of Urgathoa. A ghoul ally of his, a cleric of Urgathoa named Vergison, now seeks to animate his body into undeath and restore its power through a gruesome ritual.
The ghoul stares out from under its heavy hood and cloak, turning against the wind. "This should be easy money for you," he says. "You only have to guard the tomb for the next half hour or so; once the ritual is complete, Bernigot will be more than capable of defending himself." He reaches inside his pocket and produces a smooth wand of bone. "This will help you remain vigilant in the dark. You can keep it when you are finished; its power is beneath us." With a sneer, Vergison turns and retreats into the candle-lit maw of the mausoleum.
The PCs are tasked with guarding the mausoleum during the ritual (as followers of Urgathoa themselves, or simply mercenaries with no moral compass). Vergison provides them with a wand of perceive cues (Advanced Player's Guide 235) (CL 3rd, 12 charges) to assist in keeping watch. Strong winds (Core Rulebook 439) extinguish any mundane flames and impose a –2 penalty on all Perception checks, and the area is in dim light. The ritual takes 15 minutes to complete.
The doors to the mausoleum are slow to move, and require a full-round action to open. There is no lock, however the door handles allow the PCs to supply their own chain and lock if they wish. If they choose to search the perimeter, they find no windows on the crypt, and no obvious sign of structural weakness. A DC 15 Knowledge (engineering) check confirms that the building has not been tampered with, and that there is no indication of tunneling beneath it. The other mausoleums in the area are both sealed (DC 28 Strength check or DC 25 Disable Device check to open), and contain nothing of note besides 150 gp in jewelry in each.
Creatures: Two grymps received word of the rumors surrounding Tremol and chose to investigate the mausoleum. Ten minutes after the ritual begins, they arrive and begin to scout out the tomb. They use Stealth (Perception DC 26 to detect) to hide among the gravestones as they search for the best avenue of approach. Hiding from the grymps requires a DC 18 Stealth check. When they finish a circuit around the mausoleum (taking 2 minutes, which leaves 30 rounds before the ritual is complete), they identify the best opening to use Stealth to slip past the PCs, and use their meld into stone spell-like ability to pass through the wall; if discovered, they ignore the PCs and rush to get through the wall.
Grymps (2) CR 6
Once inside, the grymps begin slaughtering the human acolytes of Urgathoa to attempt to disrupt the ritual; between the two of them, they can kill one acolyte per round. When slain, an acolyte’s cries can be heard clearly by the PCs outside. Because they were willing sacrifices, they make no move to defend themselves, and their deaths do not interfere with the ritual. Once the acolytes are slain, the grymps move on to Vergison (flat-footed AC 16, hp 45, Fort save +6), who focuses all of his attention on completing the ritual. Vergison does not need to make concentration checks to maintain the ritual, but cannot move or take any actions. If Vergison is killed, the ritual abruptly ends with no effect. If he completes the ritual, any remaining acolytes are killed instantly.
The grymps rely on their spell resistance to protect them from magical attacks by the PCs, but if they are challenged with physical attacks, they retaliate and use their vanish spell-like ability to gain sneak attack damage; when these abilities are used up, they take to the air and refocus on Vergison and the acolytes with their bows (the ceiling is 15 feet high). The grymps are wholly dedicated to their cause, and fight to the death rather than flee or surrender.
Hazards: The necromantic energy of the ritual has partially animated the remains of many long-dead Bernigot ancestors in their burial niches. Anyone entering a square in location A is subject to a grapple maneuver by their mindlessly grasping hands (CMB +2, CMD 12). In addition to a combat maneuver check or Escape Artist check, creatures can break the grapple against themselves or an adjacent ally with a sunder attempt against the arms (hardness 2, hp 6).
Development: Once Vergison is slain, or the ritual is completed successfully, the grymps flee through the stone walls as they came. If captured and interrogated, the grymps begin as hostile. A DC 17 Intimidate check, or a DC 22 Diplomacy check after they have been made indifferent, persuades them to reveal that they were tipped off to the ritual by members of the Bernigot family.
If the ritual is completed successfully, Tremol Bernigot is reanimated as a wight, and he and Vergison thank the PCs for their service, promising future work in exchange for riches and power. If the grymps escape, or are captured and released, they alert the local authorities to the threat of the cult of Urgathoa.