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SmiloDan's page

RPG Superstar 2012 Top 32. RPG Superstar 2013 Dedicated Voter. 4,905 posts. No reviews. No lists. No wishlists.


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RPG Superstar 2012 Top 32

I'm seriously considering re-mapping the Stag Lord's Keep.

My PCs should not read this!:

I think the official map is kind of cramped. Especially for an archer BBEG. I'm thinking of throwing in a big gallery, with a narrow ladder/bridge leading to the Stag Lord's area. The bridge would be over a pit with the owlbear in it. I want to include the 3 big goons too. Probably with the rogue teamed up with some thugs (for flanky goodness), the pal/bar off to the side near some useful equipment (ropes, grappling hooks, poles, etc.), where he can come in, fight, betray, join the PCs, etc. I think I want put the big dummy near the main entrance, and throw in some oubliettes for him to throw PCs into (I re-built him to be a Bludgeoner/Enforcer/Intimidating Prowess-type with a greatclub).

I also re-built the Stag Lord to be a ranger 3/rogue 6 (sniper), CR 7 with his drunkeness. The PCs are pretty competent, and get 3 Hero Points per session.

I'm also giving the major NPCs a Hero Point or 2, I think.

My PCs are 4th level already: A cavalier/fighter, a rogue/witch, an archer cleric, and an archer ranger.

Does this sound like a good idea?

RPG Superstar 2012 Top 32

Can a raging barbarian/magus use Arcane Strike?

"While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration."

What abilities exist that do not require patience or concentration?

RPG Superstar 2012 Top 32

Hi! Can an invisible witch use ventriloquism to hide her location while using the cackle hex?

RPG Superstar 2012 Top 32

I'm playing in a PbP. I have an elven Destined sorcerer 4 with a longspear, Combat Reflexes and Toughness. Spells include alarm, burning hands, color spray, grease, create pit.

Str 14, Dex 16, Con 12, Int 10, Wis 9, Cha 18

The rest of the party is an elven barbarian with a curveblade, an elven rogue archer, and a DMPC healer dog of some kind.

I'm thinking of taking my martial level next. Should I go Cavalier or Fighter? Are there any interesting Mount-less archetypes of Cavalier?

I'm using the Reach Cleric Guide as a....guide....for my build.

RPG Superstar 2012 Top 32

I'm going to have an intro session with only a couple players. I plan on having it take place on the road (trail?) from Restov to Oleg's.

Any ideas? I was thinking maybe some pyromaniac goblins. I was thinking one encounter with multiple little opponents (maybe 1 goblin alchemist and some warriors) and one with a single powerful opponent (something CR 1 or 2 at the most).

I think the PCs will be a magus and a cavalier or fighter. Eventually a 3rd PC will be a cleric or druid archer.

RPG Superstar 2012 Top 32

Anyone watching this? It premiered on BBC America on Saturday, 3/30/2013.

It's about a woman who discovers she is one of several clones...and someone is trying to kill them.

RPG Superstar 2012 Top 32, Dedicated Voter aka SmiloDan

1 person marked this as a favorite.

You didn't make the top 32, but you made a great item! You've gotten lots of advice and critiques. Has this inspired you to revise your item? Tweak it to follow the advice you got? Fix that fatal flaw that changed it from kind of neat to really awesome?

Well I've sure been inspired.

Here's my revised item!

Bracers of Daring Exploits

Aura moderate abjuration; CL 10th
Slot wrists; Price 10,000 gp; Weight 1/2 lb.

Description
Each of these brass or bronze bracers are decorated with seven star emblazoned shield emblems.
These bracers protect the wearer when performing perilous deeds in combat. The bracers have 7 charges that are renewed at dawn each day. Whenever the wearer is the target of an attack of an opportunity, he can use an immediate action and spend 1 or more charges from the bracers of daring exploits. For each charge spent, the wearer gains a +5 luck bonus to his AC and CMD against that attack of opportunity, as the powers of good fortune smile on the audacity of the wearer. In addition, he gains a +5 luck bonus to his CMB until the end of his next turn. Each time a charge is spent, one of the emblems on each of the bracers is covered with verdigris. The wearer gains a +1 luck bonus on saving throws versus fear effects for each pair of verdigris covered emblems on his bracers of daring exploits, to a maximum of +7 when all the emblems are covered.

Construction
Requirements Craft Wondrous Item, Quicken Spell, divine favor, remove fear, and shield of faith; Cost 5,000 gp

RPG Superstar 2012 Top 32, Dedicated Voter aka SmiloDan

Do we have to wait until the top 32 have been announced?

I'm so impatient!

Grrrrrr!!!!!

:-D

RPG Superstar 2012 Top 32

Pathfinder and LEGOs should combine to make LEGO dungeons and LEGO pawns and LEGO monsters and LEGO dungeon features!!!

Anyone else agree?

RPG Superstar 2012 Top 32

Hi!
This thread is kind of in response to the NPC Codex thread about the Spring Attacking monk NPC using Vital Strike.

Is there a design reason why Spring Attack is a special full-round action that lets you move, make a single melee attack, and move again, up to your speed?

Is there a design reason why it does not let you move, make a melee attack as a standard action, then move again during your turn, up to your speed?

The whole Spring Attack + Vital Strike combo seems like it would be a real fun combo. It's pretty feat and requirement intensive (Dodge, Mobility, Spring Attack, Vital Strike, BAB 6+, Dex 13+), so a character would have to be pretty dedicated to get a neat combat combo.

It doesn't seem that over-powered to me. What am I missing?

RPG Superstar 2012 Top 32

Anyone else read a lot of him? I really like his Newford series, especially the "cold peace" between the Native American cousins (animal people) and immigrant European faeries.

It's really cool how main characters in some stories are supporting characters in other stories. It leads to a big, inter-connected cast of characters.

I also like that a lot of Newford sounds like my neighborhood.

RPG Superstar 2012 Top 32

Can Mythic Adventures be used to extend "the sweet spot" of levels 5 to 9? Where PCs are durable but not omnipotent?

RPG Superstar 2012 Top 32

Are there going to be any Mythic Racial abilities? Perhaps representing paragons of each race?

Also, will there be any Mythic level-based (as opposed to tier-based) abilities? One pet peeve I have is that there are non-class abilities gained every odd level (feats) and every 4 levels (ability score increases), but nothing at levels 2, 6, 10, 14, and 18. Is this going to remedied in anyway?

RPG Superstar 2012 Top 32

6 people marked this as FAQ candidate. Answered in the FAQ. 1 person marked this as a favorite.

Does Fighting Defensively improve your CMD? What about Total Defense?

RAW, it doesn't appear to, but RAI, I would think so.

from d20pfsrd:

Fighting Defensively as a Standard Action

You can choose to fight defensively when attacking. If you do so, you take a –4 penalty on all attacks in a round to gain a +2 to AC until the start of your next turn.

RPG Superstar 2012 Top 32

It's your typical multiverse-spanning saga about a father seeking to rescue his daughter. It's supposed to be CJ Cherryh-esque, but it just kind of rips her off. It tried to do a scary tea party a la "Foreigner," but failed. It has psychic "horses" like "Rider at the Gate" and "Cloud's Rider," but they're not very original or anything. There are a bunch of different alien species, like the "Chanur" series, but they're not really original or psychologically interesting.

The main character is supposed to be a genius of some kind, but so far he hasn't done anything smart, makes all kinds of bad decisions, and has no special knowledge about anything. We're supposed to be in awe of him, all the other characters act in awe of him, but so far he's been super incompetent and annoying. Reminds me of Whiskeyjack from that "Gardens of the Moon" book. Everyone acted like he was cool, but the most impressive thing he ever did was have a cool name like Whiskeyjack. :-P

Has anyone else read this series? Does it get any better? It seems like a neat concept. I like how the alternate universe is giant plain (like a prairie, not a plane like totally flat field), but another annoying thing is that it's a universe with a ton of unoccupied square footage, but they're worried about an incursion from our universe, which is mostly empty space.

RPG Superstar 2012 Top 32

3 people marked this as a favorite.

1. Firefly

2. Brisco County, Jr.

3. Freaks and Geeks

4. Caprica

RPG Superstar 2012 Top 32

Which vestige requires misogynistic cannibalism???

;-)

RPG Superstar 2012 Top 32

Does the PC's cohort use the same method of stat generation as the PC?

RPG Superstar 2012 Top 32

If you had a Firefly or Millenium Falcon-sized space ship, what would you want on it?

I'm figuring you would need a cockpit, engine room, crew dorms, galley, head, and cargo deck.

Nice amenities would be a machine shop, player piano, hydroponics for fruits and vegetables, mess hall, infirmatory, and kennel.

Any other ideas?

RPG Superstar 2012 Top 32

Hi!
What do you think the most fun and successful group of 3 would be? The GM usually likes to run wilderness or on the road campaigns, with the occasional small dungeon. Maybe 30% town, 60% wilderness, 10% dungeon.

We're also considering running a party that is all 1 race. Don't know which race yet, though.

RPG Superstar 2012 Top 32

This series of spells was designed for my ab-druid base class. Basically an unnatural druid. Can I have some thoughts on these spells? They're based on the beast shape series of spells, but for aberrations and the ab-druid's weird shape ability.

ABERRANT ANATOMY

Aberrant Anatomy I
School: transmutation (polymorph)
Level: ab-druid 3, alchemist 3, magus 3, sorcerer/wizard 3
Casting Time: 1 standard action
Components: V, S, M (a piece of the creature whose form you plan to assume.
Range: personal
Target: you
Duration: 1 min./level (D)

When you cast this spell, you assume the form of any Small or Medium creature of the aberration type. If the form you assume has any of the following abilities, you gain the listed ability:
Climb 30 feet, fly 30 feet (average maneuverability), swim 30 feet, darkvision 60 feet, low-light vision, scent.
Small aberration: If the form you take is that of a Small aberration, you gain a +2 size bonus to your Dexterity and a +1 natural armor bonus.
Medium aberration: If the form you take is that of a Medium aberration, you gain a +2 size bonus to Constitution and a +2 natural armor bonus.

Aberrant Anatomy II
Level: ab-druid 4, alchemist 4, magus 4, sorcerer/wizard 4

This spell functions as aberrant anatomy I, except that it also allows you to assume the form of a Tiny or Large creature of the aberration type. If the form you assume has any of the following abilities, you gain the listed ability: climb 60 feet, fly 60 feet (good maneuverability), swim 60 feet, adhesive, all-around vision, darkvision 60 feet, low-light vision, scent, grab, guarded mind, mimic object, pull, spider empathy, strangle, web. If the creature has immunity or resistance to any elements, you gain resistance 10 to those elements. If the creature has vulnerability to an element, you gain that vulnerability. If the creature has the undersized weapons quality, you gain the undersized weapons quality.
Tiny aberration: If the form you take is that of a Tiny aberration, you gain a +4 size bonus to your Dexterity, a -2 penalty to your Strength, and a +1 natural armor bonus.
Large aberration: If the form you take is that of a Large aberration, you gain a +2 size bonus to your Strength, a +4 size bonus to your Constitution, a -2 penalty to your Dexterity, and a +4 natural armor bonus.

Aberrant Anatomy III
Level: ab-druid 5, alchemist 5, magus 5, sorcerer/wizard 5
This spell functions as aberrant anatomy II, except that it also allows you to assume the form of a Diminutive or Huge creature of the aberration type. If the form you assume has any of the following abilities, you gain the listed ability: burrow 30 feet, climb 90 feet, fly 90 feet (good maneuverability), swim 90 feet, blindsense 30 feet, darkvision 60 feet, low-light vision, scent, adhesive, amorphous, charming gaze, constrict, frightful presence, gibbering, grab, ground manipulation, guarded mind, jet, mimic object, mucus cloud, poison, pull, quickness, rake, rust, slime, sneak attack +3d6, spider empathy, spit, spittle, strands, strangle, swallow whole, trample, trip, and web. If the creature has immunity or resistance to any elements, you gain resistance 20 to those elements. If the creature has vulnerability to an element, you gain that vulnerability. If the creature has the undersized weapons quality, you gain the undersized weapons quality.
Diminutive aberration: If the form you take is that of a Diminutive aberration, you gain a +6 size bonus to your Dexterity, a -4 penalty to your Strength, and a +1 natural armor bonus.
Huge aberration: If the form you take is that of a Huge aberration, you gain a +4 size bonus to your Strength, a +4 size bonus to your Constitution, a -4 penalty to your Dexterity, and a +6 natural armor bonus.

Aberrant Anatomy IV
Level: ab-druid 6, alchemist 6, magus 6, sorcerer/wizard 6
This spell functions as aberrant anatomy III except that it also allows you to assume the form of a Fine or Garagantuan creature of the aberration type. If the form you assume has any of the following abilities, you gain the listed ability: burrow 60 feet, climb 90 feet, fly 120 feet (good maneuverability), swim 120 feet, blindsense 60 feet, blindsight 30 feet, darkvision 90 feet, low-light vision, scent, tremorsense 60 feet, adhesive, amorphous, breath weapon, charming gaze, constrict, engulf, feed on fear, frightful presence, gibbering, grab, ground manipulation, guarded mind, jet, mimic object, mind thrust, mucus cloud, natural invisibility, no breath, paralytic tentacles, poison, psychic crush, pull, quickness, rake, rend, roar, rust, slime, sneak attack +3d6, spider empathy, spit, spittle, strands, strangle, swallow whole, trace teleport, trample, trip, and web. If a creature has poison immunity, you gain a +8 bonus on Fortitude saves to resist poison. If the creature has immunity or resistance to any elements, you gain resistance 30 to those elements. If the creature has vulnerability to an element, you gain that vulnerability. If the creature has the undersized weapons quality, you gain the undersized weapons quality.
Gargantuan aberration: If the form you take is that of a Gargantuan aberration, you gain a +6 size bonus to your Strength, a +6 size bonus to your Constitution, a -6 penalty to your Dexterity, and a +8 natural armor bonus.

RPG Superstar 2012 Top 32

2 people marked this as a favorite.

MODERN HERO

LEVEL ABILITY
1. Action Points, Allegiance, Combat Training, Defensive Training, Favored Class, Feats, Reputation, Traits, Wealth
2. Action Power
3. Feat
4. Ability Score Increase +1
5. Feat
6. Action Power
7. Feat
8. Ability Score Increase +1
9. Feat
10. Action Power
11. Feat
12. Ability Score Increase +1
13. Feat
14. Action Power
15. Feat
16. Ability Score Increase +1
17. Feat
18. Action Power
19. Feat
20. Ability Score Increase +2

Action Points: Each level, the modern hero gains a number of action points equal to 5 + ½ her character level. Action points can be used to activate a class ability or alter a d20 roll. If used to alter a d20 roll, roll 1d6 and add the result to the d20 roll. Beginning at 8th level, modern heroes roll a pair of d6s and add the highest one to the d20 roll. Beginning at 14th level, modern heroes roll three d6s and add the highest one to the d20 roll. At 20th level, modern heroes roll four d6s and add the highest one to the d20 roll.

Allegiance: At 1st level, the modern hero may pledge her loyalty to up to 3 allegiances. Some heroes are lone wolves or free spirits and have no allegiances. Others are dedicated to one, two, or three allegiances. Allegiances may be pledged to a person or group, an organization, a nation, a belief system, an ethical philosophy (such as Chaos or Law) or a moral philosophy (such as Good or Evil).
If a modern hero interacts with a GM character who shares an allegiance with her, she gains a +2 bonus on Charisma-based checks with that GM character.

Combat Training: At 1st level, the Modern Hero selects a number of the following as bonus feats determined by his Base Attack Bonus. Classes with a BAB of +1 gain 3 of the following bonus feats. Classes with a BAB of +¾ gain 2 of the following bonus feats. Classes with a BAB of +½ gain 1 of the following bonus feats. The bonus feats are selected from the following list:
Archaic Weapon Proficiency, Brawl, Combat Martial Arts, Defensive Martial Arts, Exotic Weapon Proficiency, Light Armor Proficiency, Personal Firearms Proficiency.

Defensive Training: At 1st level, the Modern Hero adds his base Reflex saving throw bonus, if any, as a bonus to his AC, even if he is flat-footed, but not if he is helpless or immobilized.

Favored Class: At 1st level, you select a favored class for your Modern Hero. Whenever you gain a level in the selected class (including 1st level), you may choose to gain +1 hit point or +1 skill point. Alternatively, you may select a different favored class bonus that is based on the base class you select.

Favored Class Options:

Strong Hero: You increase the range increment of thrown weapons by +1 foot.
Strong Hero: You increase your CMB for 1 combat maneuver by +½.
Strong Hero: Select 2 combat maneuvers. You increase your CMD against the selected combat maneuvers by 1.
Strong Hero: You reduce your penalty to speed from wearing armor by 1.
Strong Hero: You add +¼ to your attack rolls made to confirm critical hits.
Strong Hero: You add +½ to your damage rolls when you confirm a critical hit.

Fast Hero: You increase your base speed by +1 foot.
Fast Hero: You increase the range increment of projectile weapons by +1 foot.
Fast Hero: You add +½ to damage rolls against opponents you flank or are flat-footed.
Fast Hero: You increase the speed of vessels you operate by +1/5 squares.
Fast Hero: You add +1/3 to your initiative.
Fast Hero: You add +13 to your AC and Reflex saves against attacks made by traps.

Tough Hero: Your energy resistance against your choice of acid, cold, electricity, fire or sonic energy increases by 1.
Tough Hero: You increase your Massive Damage Threshold by +1.
Tough Hero: You increase the number of hit points you recover when you rest by +1.
Tough Hero: Your Damage Resistance increases by +1/6.
Tough Hero: You increase the amount of damage you recover when you use Second Wind by +1.
Tough Hero: Select two combat maneuvers. Your CMD for the selected combat maneuvers increase by +1.

Smart Hero: You increase the duration of your Plan talent by +1.
Smart Hero: You increase the duration of your Trick talent by +1/5.
Smart Hero: You gain a bonus on Knowledge skill checks equal to +½ when you use your Scholar ability.
Smart Hero: You increase the number of opponents you affect with your Greater Exploit Weakness ability by +1.

Dedicated Hero: You increase the number of hit points you restore when using the Heal skill by +1.
Dedicated Hero: You add +¼ to your ally’s results when you use the Aid Another action.
Dedicated Hero: You add +½ to the duration of your Tactician ability.
Dedicated Hero: You add +½ to your Empathy ability.
Dedicated Hero: The penalty to Perception skill checks due to distance are reduced by +½.
Dedicated Hero: You gain +1/3 of a teamwork feat.

Charismatic Hero: You add +½ to the duration of your Tactician ability.
Charismatic Hero: You add +½ to your damage rolls when using your Fearsome Blow.
Charismatic Hero: You add +1 to your Wealth score.
Charismatic Hero: You add +½ to the results of your Luck re-rolls.
Charismatic Hero: You add +½ to your Reputation score.
Charismatic Hero: You add +1 to the number of allies you can affect with the talents from the Leadership Talent Tree.
Charismatic Hero: You add +½ to the Charisma checks made to activate the abilities of your Fast-Talk Talent Tree.

Feats: At 1st level, the Modern Hero gains 2 feats of his choice. At 3rd level, and every 2 levels thereafter, the Modern Hero gains an additional feat. The Modern Hero must meet the requirements, if any, of the selected feats.

Reputation: At 1st level, the Modern Hero has a certain level of fame or infamy. As she advances in level, so does her fame and infamy. This value is based on her class and level. When a GM character interacts with a Modern Hero, he makes a Reputation check by rolling 1d20 and adding his Intelligence modifier and the Modern Hero’s Reputation score. The DC is 25. If the check is successful and the past actions of the Modern Hero align with the goals and values of the GM character, the Modern Hero gains a +4 bonus on Charisma-based checks with the NPC. If the check is successful and the past actions of the PC run contrary to the goals and values of the NPC, the PC suffers a -4 penalty on Charisma-based checks with the GM character.

Traits: The Modern Hero selects 3 traits at 1st level. These represent the history and natural gifts of the Modern Hero.

Traits:

Action Hero: You gain +1 action point per level.

Acupuncturist: You gain a +2 trait bonus on all Fortitude saves made against poison effects.

Adventurous Explorer: When frightened or shaken, you only take a -1 penalty on your rolls instead of -2.

Alien: You are a non-human extraterrestrial being. Select one alien species; you are that species. You only gain 1 feat at 1st level (not 2 like a human), and you reduce the number of skill ranks you gain at each level by 1.

Alliance’s Finest: You gain a +1 trait bonus on all rolls to confirm critical hits.

Alliance Loyalist: You gain a +2 trait bonus on Diplomacy checks to influence members of the Alliance and a +2 trait bonus on Intimidate checks to influence enemies of the Alliance.

Ambitious: You gain a +1 bonus on Profession skill checks and a +1 bonus to your starting Wealth score.

Anatomist: You gain a +1 trait bonus on attack rolls to confirm critical hits.

Animal Cruelty: You can use Intimidate to demoralize animals and vermin.

Antiquities Smuggler: You gain a +1 trait bonus on Appraise skills and Knowledge history checks related to Earth-that-was.

Armor Expert: When you wear armor of any sort, reduce that suit’s armor check penalty by 1, to a minimum check penalty of 0.

Arms Master: You take a –2 penalty on attack rolls made with weapons with which you are not proficient instead of the normal –4.

Bent Body: You gain a +2 trait bonus to CMD when resisting grapple attempts.

Blade Bravado: When wielding a one-handed melee weapon and nothing in your off hand, you gain a +1 trait bonus on Acrobatics and Bluff checks.

Blade Master: You gain a +1 attack bonus to confirm critical hits when using an edged weapon you are proficient with.

Breaker: You gain a +1 trait bonus on weapon damage rolls made against objects and constructs.

Browncoat Freedom Fighter: You gain a +1 trait bonus on attack and damage rolls against slavers or any creature holding someone against their will.

Browncoat Partisan: You gain a +1 trait bonus on attack and damage rolls against government officials of the Alliance.

Browncoat Veteran: You have become inured to overcoming adversity. Each time you take lethal damage, you convert 1 point of lethal damage into 1 point of non-lethal damage.

Browncoat Volunteer: You have become accustomed to working with second rate goods and inadequate material. Whenever you use an item with the broken condition, you suffer half the normal penalty.

Brutal Pugilist: You gain a +1 trait bonus on damage rolls when using unarmed strikes.

Bullied: You gain a +1 trait bonus on attacks of opportunity attack rolls made with unarmed strikes.

Canter: Anyone who attempts to use Bluff to deliver a secret message to you gains a +5 bonus on his Bluff check. When you attempt to intercept a secret message using Sense Motive, you gain a +5 trait bonus on the attempt.

Cliff Jumper: You gain a +1 trait bonus on Acrobatics and Climb checks, and on Reflex saves to avoid falling.

Clumsy Chemist: You often spill chemicals while using the Craft chemical skill. You suffer a -2 penalty on Craft chemistry skill checks, but gain acid resistance 1, cold resistance 1, and fire resistance 1.

Clumsy Electrician: You often shock yourself while using the Craft electronics skill. You suffer a -2 penalty on Craft electronic skill checks, but gain electricity resistance 1 and sonic resistance 1.

Collector: You have a small, bizarre collection of apparently worthless items, such as rusty nails, animal droppings, clockwork cogs, or bent spoons. You find this strange menagerie useful in ways no one else could understand. Seeking new items to add to this collection is endlessly fascinating to you, and while no one else may understand why a Persephone horsenail is worthy to add to your collection when a Greenleaf wheelbarrow nail is not, it all makes sense to you.
Select one of the following skills: Craft (any one), Demolitions, Disable Device, Escape Artist, or Perform (any one). Whenever you have your collection within 5 feet of you, you gain a +2 trait bonus on all checks made with the selected skill.
Once this skill has been selected, it can only be changed by spending 1 action point; thereafter, you gain it for the new collection you begin amassing, and no longer gain the benefit of your old collection.

Colonist: Select one terrain type. You gain a +1 bonus on Endurance, Labor, and Survival skill checks in the selected terrain type.

Companion Acolyte: You gain a +1 bonus on Charisma checks against targets that are or could be sexually attracted to you.
Companion Training: You gain a +2 trait bonus on Diplomacy and Perform checks when dealing with people of high social standing.

Courageous: You gain a +2 trait bonus on Saving Throws against fear effects.

Deadly Charge: You gain a +2 trait bonus on critical hit confirmation rolls made as part of a charge.

Deadly Shooter: You gain a +1 trait bonus on all rolls to confirm critical hits with ranged weapons.

Deft Dodger: You gain a +1 bonus to Reflex saving throws.

Defy Madness: You gain a +1 trait bonus on any saving throws against confusion, insanity, madness, and Wisdom damage and drain.

Desert Child: You gain a +4 trait bonus on any saving throws made to resist the effects of being in hot conditions and a +1 trait bonus on all saving throws against fire effects.

Dip, Dive, or Duck: Once per day as an immediate action, you may grant yourself a +2 dodge bonus to your AC until the end of your next turn.

Dirty Fighter: When you hit a foe you are flanking, you deal an additional 1 point of damage (this damage is added to your base damage, and is multiplied on a critical hit).

Distance Runner: You gain a +1 trait bonus on Constitution checks to continue running and avoid nonlethal damage from a forced march.

Dominator: You receive a +2 trait bonus on all attempts to demoralize an opponent in combat using the Intimidate skill.

Dump Salvager: You gain a +3 trait bonus on Perception checks to search for concealed items.

Dusk Dancer: You gain a +2 trait bonus on Reflex saves in dim light or darkness.

Eager Fighter: You gain a +1 trait bonus on attack rolls when you make an Attack of Opportunity.

Explorer: At the beginning of each character level, select one desired terrain type from the following list:
cold
desert
forest
jungle
mountains (including hills)
plains
spaceships
swamp
underground (including caves and dungeons)
urban
Water
Zero-gravity
You gain a +2 bonus on all Survival checks made in your desired terrain type.
At the beginning of each level, you must select a new desired terrain type to replace the old one (you cannot take the same desired terrain type two levels in a row).

Family Heirloom: Select one specific kind of Archaic Weapon or Personal Firearm, such as longsword or Desert Eagle. You are proficient with the selected weapon, and have a masterwork version of the selected weapon.

Faster! Faster! Faster Would Be Better!: You increase the base speed of a vessel you Drive or Pilot by 1 square.

Fencer: You gain a +1 trait bonus on attack of opportunity attack rolls made with daggers, swords, and similar bladed weapons.

Fixer: Once per day, you can tinker with a broken object to allow anyone who uses it to ignore the penalties for its broken condition for 24 hours (this does not affect the object’s hit points). At the end of this time, it regains the broken condition (but you can use this trait on it over and over again).

Focused Mind: You gain a +2 bonus on Concentration checks.

Foolhardy: When facing an enemy that’s larger than you are, if you have no allies in any adjacent squares, your posturing, bravado, and cussing grant you a +1 trait bonus on attack rolls with non-reach melee weapons

Footpad: You gain a +1 trait bonus on Initiative checks and Knowledge streetwise checks.

Foul Belch: Once per day as a standard action, you can force a particularly odious belch at a single opponent within 5 feet. The character affected must make a Fortitude save with a DC of 10 + ½ your character level + your Constitution modifier or be sickened for 1d6 rounds.

Freedom Fighter: You gain a +1 trait bonus on any skill check or attack roll made during the process of escaping capture or in helping a slave escape bondage, and Escape Artist is always a class skill for you.

Frostborn: You gain a +4 trait bonus on any savings throws made to resist the effects of cold environments, as well as a +1 trait bonus on all saving throws against cold effects.

Gunfighter: You gain a +1 trait bonus to Initiative checks, and if you are able to act during the surprise round of an encounter, you can draw a weapon (but not a tool or other item) as a free action during that round.

Gunslinger: You add the following feats to your list of bonus feats for your character classes:
Advanced Firearms Proficiency, Burst Fire, Dead Aim, Double Tap, Exotic Firearms Proficiency, Far Shot, Improved Precise Shot, Personal Firearms Proficiency, Point Blank Shot, Precise Shot, Quick Reload, Shot on the Run, Skip Shot, Strafe

Helpful: Whenever you successfully perform an aid another action, you grant your ally a +4 bonus instead of the normal +2.

Hill Fighter: You may run or charge downhill on a steep slope (moving up to your base speed) without making an Acrobatics check to avoid stumbling but if you travel farther than this distance, the normal rules for steep slopes apply.

Hulking Brute: You gain a +1 trait bonus on Intimidate checks and a +1 trait bonus on your CMB because of your great size. You must be at least 6 feet tall.

Hunter: You gain a +1 trait bonus on damage rolls made against animals.

Ice Walker: You gain a +1 trait bonus on saving throws against attacks that deal cold damage. Furthermore, you may ignore the Acrobatics penalty for ice and can move across ice at normal speed.

Importer/Exporter: You start with twice the normal amount of starting wealth. In addition, your reputation remains strong in the night market, and any transactions you make there are always beneficial to you; items you sell net you an additional 10% profit, and items you purchase there are 10% cheaper than normal. This discount also applies to your starting gear.

Improvised Weapons: You gain a +1 trait bonus on attacks made with improvised weapons. If you do not possess the Catch Off-Guard or Throw Anything feats, you still take penalties on these attack rolls as normal.

Inciter: You gain a +2 trait bonus on Bluff checks made to convince creatures to attack each other.

Indomitable Faith: You gain a +1 trait bonus on Will saves.

Insane Genius: When you are confused, you may roll twice and select either result.

Jungle Fighter: Your speed may not be reduced to less than 10 feet by difficult terrain in jungles (meaning you may take a 5-foot step in difficult terrain and not provoke an attack of opportunity).

Killer: You deal additional damage equal to your weapon’s critical hit modifier when you score a successful critical hit with a weapon; this additional damage is added to the final total, and is not multiplied by the critical hit multiple itself.

Knife Fighter: Select the dagger, kukri, or punching dagger. You gain a +1 trait bonus to damage rolls with the selected weapon.

Lettered: Linguistics is a class skill for you, and you gain a +1 trait bonus on Linguistics checks made for the purpose of deciphering writing in an unfamiliar language. You never draw a false conclusion if you fail your Linguistics check; instead, you simply realize you cannot make sense of the writing.

Line-breaker: When charging, add 10 feet to your base speed.

Martial Artist: You do not provoke attacks of opportunities when you make an unarmed strike. You add the following feats to the list of bonus feats from your character classes:
Advanced Combat Martial Arts, Brawl, Combat Martial Artist, Combat Throw, Defensive Martial Artist, Elusive Target, Improved Brawl, Improved Combat Martial Artist, Improved Combat Throw, Improved Feint, Improved Knockout Punch, Knockout Punch, Street Fighting, Unbalance Opponent.

Master Forger: You gain a +4 trait bonus to Linguistics checks made to forge documents.

Master of the Sudden Strike: When you wield a masterwork version of any sword if you act before your opponent during the surprise round, you gain a +2 trait bonus on weapon damage rolls for the surprise round only. This additional damage is precision damage.

Mecha Operator: You select either Drive or Pilot as a class skill. You add the following feats to the list of bonus feats you may select from for your character class: Advanced Mecha Operation, Hair Trigger, Mecha Crush, Mecha Fling, Mecha Operation, Mecha Sweep, Mecha Trample, Mecha Weapon Boost, Mecha Weapon Proficiency, Stun Mecha, Thruster Blast.

Multi-talented: Select 2 skills. You gain a +1 trait bonus to the selected skills. This trait may be selected more than once. Each time you do, it applies to 2 different skills.

Mutant: You have a genetic mutation. You gain one 0 point mutation.
Special: You may select this trait multiple times. Each time you do, the number of mutant points you gain increases by 1. You must also select a number of mutation drawbacks with a point value equal to your number of mutant points.

Mutant Hunter: You earn a +1 trait bonus on Diplomacy when used to gather information, Knowledge streetwise, and Survival when used for tracking when related to a mutant quarry. Choose one as these as a class skill. Mutants have a +1 bonus on any roll to learn about you, as your family’s fame precedes you.

Natural Born Leader: All cohorts and followers under your leadership gain a +1 morale bonus on Will saves to avoid mind-affecting effects. If you ever take the Leadership feat, you gain a +1 trait bonus to your Leadership score.

Nonchalant Thuggery: You gain a +4 trait bonus on Bluff checks to keep others from noticing your aggressive actions.

Operative: You gain a +2 trait bonus on Diplomacy checks to gather information and Survival checks to track. You may spend 1 action point and designate a specific individual as your quarry; you double your trait bonuses on your checks against your quarry and gain a +1 bonus to attack and damage rolls against your quarry.

Outlaw: You gain a +1 trait bonus to Bluff, Disguise, and Knowledge streetwise skill checks. One of these becomes a class skill for you.

Pockmarked: Whenever you’re subjected to an effect that causes the sickened condition, you may make two saving throws to avoid the effect (if a saving throw is allowed), taking the better of the two results as your actual saving throw.

Pomp and Pageantry: You gain a +1 trait bonus on Acrobatics, Diplomacy, Handle Animal, Intimidate, Perform, and Ride checks with class skills if you spend twice as long as it normally takes to make that check

Prideful Temper: You gain a +1 trait bonus on attack rolls made against creatures that have insulted you until you actually succeed in dealing damage.

Prisoner of War: When you make an Escape Artist check, you may roll twice and select the better result.

Providential Passenger: Improve the starting attitude that ship captains, caravan leaders, and those with similar sorts of responsibilities have toward you by one step.

Psychic: You are a mutant or have been the subject to experimental psychological surgery. Select one 0-level psionic power or spell. You may use it 3 times a day with a caster level equal to your character level.

Pugilist: You gain a +1 trait bonus on attack of opportunity attack rolls made with unarmed strikes.

Purchased Loyalty: Once per day, when protecting someone who has bought your services, you may roll twice when making a Will save against charm or fear effects and take the better result.

Purple Belly Foot Soldier: When wearing medium or heavy armor, your speed is only reduced by 5 feet instead of 10 feet.

Rabble Rebel: If you have at least three allies threatening your opponent, you gain a +2 bonus on Bluff checks to feint him and a +2 bonus on Sleight of Hand checks against him.

Rapscallion: You gain a +1 trait bonus on Escape Artist checks and a +1 trait bonus on Initiative checks.

Reactionary: You gain a +2 bonus to initiative.

Reaver Survivor: When you are subjected to a fear effect, you treat it as one category less severe than normal, to a minimum of shaken.

Recognizable: You gain a +1 bonus to your Reputation score.

Repulsive: You gain a +1 trait bonus on combat maneuver checks made to overrun and reposition opponents.

Resilient: You gain a +1 trait bonus on Fortitude saves.

Rich: You gain a +2 bonus to your Wealth score. You may select this trait multiple times; each time you do, your Wealth score increases by +2.

Rider: You gain a +1 trait bonus on Ride checks, and Ride is always a class skill for you. You add the following feats to the list of bonus feats you get for your character class:
Animal Affinity, Horse Master, Indomitable Mount, Massed Charge, Mounted Archery, Mounted Blade, Mounted Combat, Mounted Onslaught, Mounted Shield, Mounted Skirmisher, Rebounding Leap, Ride-by Attack, Saddle Shrieker, Spirited Charge, Skill Focus Ride, Trample, Trick Riding, Unseat, Wheeling Charge.

Rider of Whitefall: When mounted and making a charge, your mount’s speed is increased by 10 feet.

River Fighter: You may swim downstream or cross-current as a charge if you make your Swim DC by 5 or more.

Robot: You were built, not born. You may choose to be a biodroid (android) or bioreplica (synthetic). You follow the character creation rules for the selected type of robot.

Robot Hunter: You earn a +1 trait bonus on Diplomacy when used to gather information, Knowledge technology, and Survival when used for tracking when related to a construct quarry. Choose one as these as a class skill. Constructs have a +1 bonus on any roll to learn about you, as your reputation precedes you.

Running Throw: Whenever you move at least 10 feet before making an attack with a thrown weapon, you add 10 feet to the range increment of the weapon thrown. You can only gain this benefit once per round.

Ruthless: You gain a +1 trait bonus on attack rolls to confirm critical hits.

Secret Revolutionary: You gain a +1 trait bonus on Will saves against mind-affecting effects, and on Fortitude saves against drugs or poisons.

Shadow Stabber: You gain a +2 trait bonus on melee weapon damage rolls made against foes that cannot see you.

Shift the Blame: You gain a +1 trait bonus on Bluff and Diplomacy checks made to convince someone that another person is actually at fault for your actions.

Skilled: Select 1 skill. The selected skill is always a class skill for you, and you receive a +1 trait bonus to the selected skill. You may select this trait multiple times, each time, you must select a different skill.

Solider: You may add all Combat feats to the list of bonus feats you may select from for your character class. Special: You may select this trait a second time; if you do, you treat your character level as your effective Fighter level for the purposes of qualifying for feats.

Space Runner: You’re accustomed to the pitch and yaw of spacing vessels, even in gravity wells, and gain a +2 trait bonus on Acrobatics checks to keep your footing on uneven ground or unsteady surfaces.

Spacer: You gain a +1 trait bonus to Computer Use checks on spaceships, Navigate checks on spaceships, and Pilot checks on spaceships. One of these is a class skill for you.

Sprint: If you do nothing but move in a turn (that is, if you run or use both of your actions in a round to move your speed) and you are in no armor or light armor, you may move an extra 5 feet.

Starship Training: You always treat Pilot as a class skill. You add the following feats to the list of bonus feats you gain from your character class: Starship Battle Run, Starship Dodge, Starship Feint, Starship Gunnery, Starship Mobility, Starship Operation, Starship Strafe, Zero-G Training.

Storm Hunter: When fighting in windy weather, you treat the wind category as one level lower for the purposes of determining penalties on ranged attacks made with normal weapons.

Suicidal: Once per day, as an immediate action, you can make yourself the target of any attack originally directed against a creature occupying an adjacent square.

Thief: You gain a +1 trait bonus to Disable Device, Sleight of Hand, and Stealth checks. One of these is a class skill for you.

Threatening Defender: When you use Combat Expertise, reduce the number you subtract from your melee attack rolls by 1.

Tough Skin: You gain a +1 trait bonus to AC when opponents attempt to confirm critical hits with either bludgeoning or slashing weapons.

Trailblazer: While traversing any wilderness, you gain a +1 trait bonus on Survival checks, and gain a +1 trait bonus on Fortitude saving throws against diseases.

Underling: You gain a +2 trait bonus on Bluff and Diplomacy checks made to either join or imply that you already belong to a criminal organization.

Unearth Secrets: You gain a +2 trait bonus on Sense Motive checks when trying to get a hunch that might reveal a target’s hidden vice, dark impulse, or any other craving it would not want publicly revealed.

Unrecognizable: Your Reputation score is 1 point lower than normal.

Vehicle Operator: You gain a +1 trait bonus to Drive and Pilot skill checks, and one is always a class skill for you. You add the following feats to the list of bonus feats you may select for your character class:
Aircraft Operation, Drive-By Attack, Force Stop, Surface Vehicle Operation, Vehicle Dodge, Vehicle Expert.

Vile Kiss: You gain a +2 trait bonus on combat maneuver checks to perform a dirty trick combat maneuver for the purpose of making your opponent sickened.

Walking Ward: Choose one of the following energy types: acid, cold, electricity, or fire; you gain a +1 bonus on saving throws against effects that deal damage of this type or have this subtype.

Weapon Smith: You gain a +2 bonus on Craft mechanical skills made to make or alter masterwork weapons.

Wharf Rat: You gain a +2 trait bonus on skill checks involving climbing and rope use, and a +4 trait bonus on Appraise checks to determine the value of large quantities of bulk goods without opening their containers.

Winter Warrior: You gain a +1 trait bonus on Stealth and Survival checks in ice- or snow-covered terrain.

Zest for Battle: Whenever you have a morale bonus to weapon attack rolls, you also receive a +1 trait bonus on weapon damage rolls.

Wealth: The Modern Hero begins play with a Wealth score of 2d6. A Modern Hero’s Wealth score fluctuates up and down as he earns and spends money. A character’s Wealth score cannot fall below 0, but it has no upward limits.

Action Power (Ex): At 2nd level, 6th level, and every 4 levels thereafter, the Modern Hero learns how to use his Action Points in new and exciting ways by selecting an Action Power. The Modern Hero must meet the requirements of the selected Action Power.

Action Powers:

Action Boost: Increase the action point die from 1d6 to 1d8.

Action Surge: Add all your action point dice together when you spend 1 action point. You must be at least 10th level to select this action power.

Active Armor: While wearing armor, if you take damage from an attack, you may spend an action point as an immediate action and convert the damage from that attack into non-lethal damage.

Active Critical: When you roll a critical threat, you can spend an action point to automatically confirm the critical hit.

Active Damage: Spend 1 action point and add the result to a single damage roll.

Active Defense: Increase your AC by the result of your Action Point roll for 1 round.

Active Durability: Spend 1 action point as an immediate action and gain DR/- equal to the result of action point die result for 1 round.

Active Feat: Spend 1 action point and gain the use of a feat you qualify for but do not possess for 1 round.

Active Focus: Spend 1 action point and add the results to the Save DC of one of your special abilities for 1 round.

Active Genius: If you roll a natural 20 on a skill check, you may spend an action point and roll an additional 1d20 and add it to the skill check result.

Active Healing: As a swift action, you heal an amount of damage equal to your action point dice result.

Active Pool: You increase the number of dice you roll when spending an action point by one. You must be 10th level to select this action power.

Active Slide: Spend 1 action point as a swift action and move a distance equal to 5 multiplied by the result of the action point dice.

Active Sprint: Spend 1 action point and increase your speed by 5 times the result of the action point die for a number of rounds equal to 1/2 your character level.

Active Talent: Spend 1 action point and gain the use of a class talent you do not possess for 1 round. Spend 2 action points and gain the use of a cross-class talent you do not possess for 1 round.

Active Threat: After rolling an attack roll, spend 1 action point as an immediate action and increase the threat range of the attack by an amount equal to the results of the action point dice result. You must be 6th level before selecting this action power.

Advanced Active Feat: Spend 1 action point and gain the use of a 4 feats you qualify for but do not possess for 1 round. You must have the Active Feat, Improved Active Feat, and Greater Active Feat action point powers before selecting this action point power.

Awakened Action: Spend an action point and reduce how tired you are. If you are exhausted, you become fatigued instead. If you are fatigued, you are no longer fatigued.

Brave Action: Spend an action point and reduce how fearful you are. If you are panicked, you become frightened instead. If you are frightened, you become shaken instead. If you are shaken, you are no longer shaken.

Clear Action: Spend an action point and you become more clearheaded. If you are stunned, you become dazed instead. If you are dazed or confused, you are no longer dazed or confused.

Evasive Action: Whenever you spend an action point to affect the results of a Reflex saving throw, you gain Evasion. If you already have Evasion, you gain the benefits of Improved Evasion (you take no damage on a successful Reflex save, and only suffer half damage on a failed Reflex save).

Extra Action: Spend 1 action point during your turn and gain an additional move action. Spend 2 action points during your turn and gain an additional standard action. Spend 3 action points during your turn and gain an additional full round action. You may select this Action Power multiple times; each time you do, the cost in action points is reduced by 1 (to a minimum of 1 action point).

Extra Active: Gain 2 additional action points per level. This action power may be selected multiple times; each time you do, its effects stack.

Greater Active Feat: Spend 1 action point and gain the use of a 3 feats you qualify for but do not possess for 1 round. You must have the Active Feat and Improved Active Feat action point powers before selecting this action point power.

Greater Action Boost: You increase the size of your action point die from 1d10 to 1d12. You must be 18th level and have the Action Boost and Improved Action Boost action powers before selecting this action power.

Healthy Action: Spend an action point and you feel a lot better. If you are nauseated, you become sickened instead. If you are sickened, you are no longer sickened.

Improved Active Feat: Spend 1 action point and gain the use of a 2 feats you qualify for but do not possess for 1 round. You must have the Active Feat action point power before selecting this action point power.

Improved Action Boost: You increase the size of your action point die from 1d8 to 1d10. You must be 10th level and have the Action Boost action power before selecting this action power.

Influence Action: Spend 1 action point as an immediate action and add the results to an ally's roll or subtract it from an opponent's roll.

Maximum Action: Spend 1 additional action point and automatically get the maximum result of your action point roll.

Overactive: You are not limited to spending 1 action point per round. You can spend action points multiple times in the same round.

Reactive Attack: Spend 1 action point and re-roll an attack roll or initiative roll.

Reactive Save: Spend 1 action point and re-roll a saving throw.

Reactive Skill: Spend 1 action point and re-roll a skill check or ability check.

Reactive Wealth: Spend 1 action point and re-roll a Wealth check.

Restorative Action: Spend 1 action point and reduce an amount of ability damage equal to the action point die result plus your Constitution modifier or 1 point of ability drain per action point die you normally roll. You must have the Active Healing or Second Wind talent before selecting this action power.

Safe Fate: Spend 1 action point and take 10 on a single saving throw.

Self Reliant: You can make Heal checks on yourself for the purposes of treating deadly wounds, diseases, and poisons.

Stalwart Action: Whenever you spend an action point to affect the results of a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, you instead avoid the effect entirely.

Steady Soldier: Spend 1 action point and take 10 on a single attack roll or initiative roll.

Structured Skill: Spend 1 action point and take 10 on a single skill check or ability check.

Sudden Action: Spend 1 action point and act immediately, even if it isn’t your turn. Your initiative order resets to this position in the combat round.

Threatening Action: Spend 1 action point after an attack roll is made, and you increase the threat range of that attack by the result of the action point roll.

Tough Action: When rolling hit points for a newly advanced character level, you may spend 1 action point and add the results to your hit point total.

Ultimate Active Feat: Spend 1 action point and gain the use of a 5 feats you qualify for but do not possess for 1 round. You must have the Active Feat, Improved Active Feat, Greater Active Feat, and Advanced Active Feat action point powers before selecting this action point power.

Ability Score Increase: At levels 4, 8, 12, and 16, you select an ability score of your choice and increase it by 1. At 20th level, you select an ability score of your choice and increase it by 2.

RPG Superstar 2012 Top 32

http://blastr.com/2012/07/whedon-fans-rejoice-new-f.php

The Science channel is showing a new special featuring the 'verse's best SF series on 11/11/2012!!!!

RPG Superstar 2012 Top 32

1 person marked this as a favorite.

Just got done with tonight's game. The party is 6th level: a half-orc witch, a half-elf paladin (my guys), a tiefling loremaster fighter, and a tiefling archer rogue/wizard illusionist (my friend's guys).

We rescued an angel of some kind last session, and recovered her magical hammer, so she was able to upgrade our gear for us at cost.

We escorted her through the forest, found the magical gate that my paladin is the key to, and found a small town lead by a wannabe demigod (son of the slain god of good, wants more followers so he can ascend). We were given a mission to go back through the gate to the prime material plane and rescue some slaves before our home plane falls into the hells. So we borrow some horses and head to town. We all have 0 ranks in ride.

We stop for a guy on the road and we get maraudered. He's some kind of disguised demon (which we don't know yet), and there are a pair of archers in the woods on each side of us. My paladin gets off his horse and hits him once, most of which is sucked up by DR. The witch casts haste, the archer hides and snipes, the fighter trips with his reach weapon. My paladin then does a full round smite on the guy in the road, scores a crit, and one-rounds the guy. 3 of the bandit archers are killed, the other is Slumber Hexed by the witch. I think the arcane trickster wannabe got dropped to negatives and healed by my witch.

We manacle the captive and interrogate him. He tells us after being Intimidated about his "Master" in a cabin in the woods. So we go there, and get attacked by three Small dog-faced winged demons. They sprung out from invisiblity and it was a tough fight. My witch flew up at one point, and then got flanked and sneak attacked by all 3 of them, which dropped him to negatives. The paladin healed him, we eventually vanquished the mini-demons after a really tough fight. We heal up again, and then hear a cackling from the door to the cabin.

The paladin goes to investigate (he was at full hit points), and there is an evil fire IN the wall. It's a portal to hell, and we have to close it. So we try burning down the cabin with alchemist fire, and two big slimy demons teleport into a flanking position around the paladin. He had to stay there to keep the door to the burning cabin shut, so he got wailed on pretty bad used his last lay on hands as a swift action after totally whiffing on them, then got slammed down to -10.

The wimpy archer had to pull the paladin to safety and put a potion down his throat, but he was still unconscious. The reason the witch wasn't healing the paladin is because he had flown over the cabin and was going to attack the portal from the outside. He only rolled a 1 for damage, so he cast enlarge person on himself, then realized burning hands would be better.

Meanwhile, the fighter moved in to block the door and killed a slime demon. The other slime demon teleported behind the cabin near the witch. So the witch tried hitting it with a 3d6 greataxe, but missed. So the witch put a Slumber Hex on it, it rolled a natural 1, and THE WITCH DID A COUP DE GRACE WITH HIS GIANT GREATAXE!!!!!!! It was awesome! 9d6+3 damage!!!! He then whacked a weak corner of the cabin, it collapsed, and we were victorious!!!!

The prisoner escaped, probably with "the master," but we lived to fight another day!

:-D

RPG Superstar 2012 Top 32

Hi!
I have a half-orc witch 6 with Accursed Curse, Extra Hex (cackle), and Scribe Scroll. My hexes are evil eye, slumber, healing, and cackle. I plan on getting misfortune at 8th level....if not sooner!

I'm relatively new to arcane caster classes. Would it be a big mistake to just take Extra Hex for the remainder of my feats? Is Spell Penetration and Greater Spell Penetration really worth it? I'm also considering Split Hex and Quicken Spell, of course. I'm also considering Extend Spell and Intensify Spell. In the past, I've used Improved Counterspell to great effect with a druid.

The campaign will probably wrap up in a couple weeks, unless we start using intercontinental Skype.

If it matters, the rest of the party is dual-wielding hammer and shield half-elf paladin, a tiefling loremaster fighter with a reach weapon, and an archery-based tiefling wannabe arcane trickster, with emphasis on the roguey aspects.

So what are the "best" feats for mid-level witches?

RPG Superstar 2012 Top 32

What is the (average?) CR of the creatures for each summon monster spell?

RPG Superstar 2012 Top 32

2 people marked this as FAQ candidate.

Can you set grease spells on fire? If so, how much damage does it cause? How long does it burn? Is it treated as a flask of oil?

RPG Superstar 2012 Top 32

I was watching "Jekkyl" last night, and recently saw "The Avengers" featuring the Hulk, and got inspired.

HYDDENFOLK

Hyddenfolk normally appear to be humans, but tend to look more predatory, particularly when they are manifesting their mutagenic psyche.

+2 to One Ability Score: Hyddenfolk characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Size: Hyddenfolk are Medium creatures and have no bonuses or penalties due to their size. If a hyddenfolk’s size changes to Small due to her mutagenic psyche, she gains a +1 size bonus to her AC, a +1 size bonus on attack rolls, a –1 penalty to her Combat Maneuver Bonus (CMB) and Combat Maneuver Defense (CMD), and a +4 size bonus on Stealth checks.

Speed: Hyddenfolk have a base speed of 30 feet.

Hidden Nature: Hyddenfolk receive a +2 racial bonus to Bluff, Disguise, and Stealth skill checks due to their deceptive natures.

Human Blood: Hyddenfolk count as humans for any effect related to race.

Mutagenic Psyche (Ex): A hyddenfolk’s mutagenic psyche is an alter ego that has a different personality than her normal form; it takes the form of a Small or Medium-sized humanoid creature. The mutagenic psyche often shares memories and basic goals with the hyddenfolk’s normal personality but goes about meeting those goals in a different manner. The mutagenic psyche is often ugly and monstrous, but just as often the changes are subtle and barely noticeable, or they may look as different as two unrelated people. Indeed, the mutagenic psyche often has his or her own name, and may attempt to maintain independent relationships and strongholds (though the alter ego’s limited time in existence often makes this difficult). The mutagenic psyche even has his or her own alignment (which is selected by the player, but must be different on both the ethical axis and moral axis from the hyddenfolk‘s normal alignment). The change in alignment only affects the hyddenfolk while she is manifesting her mutagenic psyche.

The hyddenfolk’s mutagenic psyche also has her own ability scores, character classes, class features, favored class bonuses, feats, languages, and skills; she is essentially a totally different character. Her ability scores are generated the same way the normal version of the hyddenfolk generated her ability scores (point buy, randomly rolled, elite array, etc.), she may choose to place her level-based ability score increases in the same or different ability scores as the normal version, and the mutagenic psyche can place her +2 racial bonus to her ability score in the same or a different ability than the normal version of the hyddenfolk. This ability otherwise functions as alter self. The hyddenfolk’s mutagenic psyche may select the following alchemist discoveries as feats, using his character level as his effective alchemist level.

Cognatogen, Feral Mutagen, Grand Cognatogen, Grand Mutagen, Greater Cognatogen, Greater Mutagen, Healing Touch, Lingering Spirit, Mummification, Mutagen, Nauseating Flesh, Parasitic Twin, Preserve Organs, Spontaneous Healing, Tentacle, Tumor Familiar, Vestigial Arm, Wings.

Once per day, usually at sundown or midnight, the hyddenfolk must make a DC 20 Will save or her mutagenic psyche manifests. For each night the hyddenfolk successfully makes her Will save, the DC increases by a cumulative +1 the following night. The hyddenfolk’s mutagenic psyche persists for 2d6 hours.

In order to access her mutagenic psyche voluntarily, the hyddenfolk must use a standard action and make a DC 20 Will save.

A hyddenfolk may be forced to assume her mutagenic psyche against her will by stress or damage. Anytime the character is in her normal form, she may be forced to switch forms after suffering a critical hit or failing a Fortitude save. In these situations the hyddenfolk must make a DC 20 Will save; if she fails, on her next turn she uses a standard action to change to her mutagenic psyche.

Languages: Hyddenfolk begin play speaking Common. Hyddenfolk with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

The hyddenfolk can select from the following racial feats.

Hyddenfolk Racial Feats:

Amphibious Psyche
Prerequisites: Swim 1 rank, hyddenfolk
Benefit: You gain a Swim Speed of 30 feet, a +8 racial bonus on Swim checks, and can take 10 on Swim skill checks when you assume your mutagenic psyche.

Arcane Psyche
Prerequisites: any metamagic feat, Cha 13+, Int 13+, Spellcraft 5 ranks, hyddenfolk
Benefit: Your mutagenic psyche can apply any one metamagic feat that you know to a spell you are about to cast. This does not alter the level of the spell or the casting time. You can use this ability once per day for every 2 ranks in Spellcraft that you possess. Any time you use this ability to apply a metamagic feat that increases the spell level by more than 1, you must use an additional daily usage for each level above 1 that the feat adds to the spell. Even though this ability does not modify the spell's actual level, you cannot use this ability to cast a spell whose modified spell level would be above the level of the highest-level spell that you are capable of casting.

Brutal Psyche
Prerequisites: BAB: +5, Str 13+, proficient in all simple weapons, hyddenfolk
Benefit: You add +2 to damage rolls with all simple weapons.

Creeping Psyche
Prerequisites: Climb 3 ranks, hyddenfolk
Benefit: You gain the benefits of spider climb whenever you assume your mutagenic psyche. This is an extraordinary ability.

Divine Psyche
Prerequisites: channel energy 3d6, hyddenfolk
Benefit: You add +1 per die of you channel energy ability whenever you assume your mutagenic psyche.

Durable Psyche
Prerequisites: Thick-skinned Psyche, Con 15+, hyddenfolk
Benefit: You gain a DR 1/- when you assume your mutagenic psyche.
Special: You may select this feat multiple times; its effects stack.

Enlarged Psyche
Prerequisites: BAB: +1, hyddenfolk
Benefit: You gain the benefits of enlarge person whenever you assume your mutagenic psyche. This is an extraordinary ability.

Hasty Psyche
Prerequisites: Acrobatics 5 ranks, Dex 15+, hyddenfolk
Benefit: You can use haste a number of rounds per day equal to half your ranks in Acrobatics; activating this ability is a swift action and the rounds do not need to be consecutive.

Huge Pysche
Prerequisites: BAB +14, Enlarged Psyche, hyddenfolk
Benefit: You gain the benefits of giant form 1 whenever you assume your mutagenic psyche. This improves to giant form 2 when your BAB improves to +16. This is an extraordinary ability.

Improved Amphibious Psyche
Prerequisites: Amphibious Psyche, Swim 3 ranks, hyddenfolk
Benefit: You gain a bonus on Constitution checks to hold your breath equal to the number of ranks in Swim you have. When you have 5 ranks in Swim, you gain the ability to breathe water.

Improved Visionary Psyche
Prerequisites: Visionary Psyche,, Perception 5 ranks, Wis 15+, hyddenfolk
Benefit: You can use see invisiblity a number of rounds per day equal to half your ranks in Perception; activating this ability is a swift action and the rounds do not need to be consecutive.

Mighty Psyche
Prerequisites: BAB: +1, Str 13+, hyddenfolk
Benefit: You gain a +1 bonus to your CMB during your mutagenic psyche.

Multiple Personalities
Prerequisites: Character level 3, Cha 17+, hyddenfolk
Benefit: You gain an additional number of mutagenic psyches equal to your Charisma modifier minus 2.

Pure Psyche
Prerequisites: Cha 13+, hyddenfolk
Benefit: You gain a +1 bonus on all saving throws during your mutagenic psyche.

Quick Psyche
Prerequisites: Dex 13+, hyddenfolk
Benefit: Your speed for all your movement abilities increases by +10 feet when you assume your mutagenic psyche.

Resistant Psyche
Prerequisites: Con 13+, hyddenfolk
Benefit: Select acid, cold, electricity, fire, or sonic. You gain energy resistance 5 against the selected energy type.
Special: You may select this feat multiple times. Each time you do, you may select a different energy type or the same. If you select an energy type multiple times, your resistance to that energy type stacks.

Steady Psyche
Prerequisites: Con 13+, hyddenfolk
Benefit: You add your Constitution modifier to your Combat Maneuver Defense.

Stealthy Psyche
Prerequisites: Stealth 7 ranks, Dex 15+, hyddenfolk
Benefit: You can use invisiblity a number of minutes per day equal to half your ranks in Acrobatics; activating this ability is a swift action and the minutes do not need to be consecutive.

Swift Psyche
Prerequisites: Con 13+, hyddenfolk
Benefit: You can assume your mutagenic psyche as a swift action.
Normal: You can assume your mutagenic psyche as a standard action

Thick-skinned Psyche
Prerequisites: Con 13+, hyddenfolk
Benefit: You gain a +1 natural armor class when you assume your mutagenic psyche.
Special: You may select this feat multiple times; its effects stack.

Visionary Psyche
Prerequisites: Perception 3 ranks, Wis 13+, hyddenfolk
Benefit: You gain darkvision with a range of 60 feet when you manifest your mutagenic psyche.

Wild Psyche
Prerequisites: wildshape, hyddenfolk
Benefit: Whenever you wildshape while manifesting your mutagenic psyche, you gain a +2 bonus to your choice of Strength, Dexterity, or Constitution..

RPG Superstar 2012 Top 32

We just played our first session in a new 5th level campaign. I play a half-orc witch and a half-elf paladin, the other player plays a tiefling fighter and tiefling rogue 3/wizard 2.

We fought through 3 pretty tough encounters on the road through the woods. First, we fought four 4th level orc barbarian and antipaladins. Next, we fought 3 fiendish hobgoblins and 1 half-fiend hobgoblins. The half-fiend flew away and then came back with his mate, both with bows and arrows.

Over and over, my witch had trouble using his hexes and spells because the range of his hexes are 30 feet and many, many of his spells have a range of close (25 feet + 5 feet/2 levels). Against barbarians with 40 feet speed or flyers with 60 feet speed, it is very, very hard to target them.

A rod of enlarge spell is going to be needed for this character. At 6th level, I'm definitely getting the Flight Hex, and I will be getting haste from my Time patron, which will help with these problems.

But is there anyway to increase the range of Hexes? Anything like a meta-magic rod of enlarge spell for the hex? A feat? A trait?

RPG Superstar 2012 Top 32

Can witches use Spell Mastery?

RPG Superstar 2012 Top 32

As in the mighty thews of Conan.

RPG Superstar 2012 Top 32

Is it better to use a witch's familiar tactically (scout, assassin, to deliver touch attacks, etc.) or is it better to keep it safe and secure hidden on the witch's person at all times.

RPG Superstar 2012 Top 32

What are the best Spell Focus, Spell Specialization, Greater Spell Specialization, Spell Perfection, and metamagic feats for the Witch?

In particular, a battlefield control and de-buffing witch?

Even more particularly, beginning with these spells:

1: burning hands, bungle, command, comprehend languages, cure light wounds, ear-splitting scream, enlarge person, ill omen, mage armor, ventriloquism
2: glitterdust, silence, spectral hand, touch of idiocy, vomit swarm, web
3: dispel magic, stinking cloud.

RPG Superstar 2012 Top 32

Which causes more damage, on average?

1d10 (18-20/x2) vs 2d6 (19-20/x2)?

1d10 (15-20/x2) vs 2d6 (17-20/x2)?

RPG Superstar 2012 Top 32

My PC is a 14th level chaos gnome dragon shaman. He mostly uses special abilities and magic items that do "neat things" rather than direct damage. He's got the Big Six covered, plus a staff of fire, a staff of life, a 10th level wand of lightning bolts, ring of the ram, ring of telekinesis, ring of evasion, ring of protection, not enough hands, bracers of repulsion, an intelligent flying carpet, wand of haste, wands of clw, eyes of doom, circlet of persuasion.

We just sold a bunch of loot and has 25,000 gp.

What should he buy?

RPG Superstar 2012 Top 32

My friend is making a pre-Arcane Trickster.

Tiefling race, 5th level, 20 point buy.

Trait: Magical Lineage shocking grasp
Trait: Magical Knack wizard

1. Rogue 1: Point Blank Shot, Sneak Attack 1d6, Trapfinding
2. Wizard 1: Scribe Scroll, Arcane Bond, Arcane School (Transmutation)
3. Wizard 2: Reach Spell
4. Rogue 2: Evasion, Rogue Talent (Weapon Focus ray? Weapon Finesse?)

5. Rogue 3: Precise Shot, Sneak Attack 2d6, Trap Sense +1

or

5. Wizard 3: Precise Shot, 2nd level spells.

What to do, what to do???

RPG Superstar 2012 Top 32

1 person marked this as a favorite.

I have an idea.

What if there were special traits that gave you special favored class bonuses?

For example:

Font of Celestial Vigor: If paladin is your favored class, whenever you gain a level in paladin you may choose to gain 1/2 daily uses of your lay on hands ability as your favored class bonus. This replaces the normal bonus you would normally get from gaining a level in your favored class.

Devourer of Magic: If your favored class is a spellcaster, whenever you gain a level in your favored class, you may choose to gain a trait bonus of +1/2 on caster level checks to dispel magic and on Spellcraft skill checks made to identify a spell being cast if you have readied an action to counterspell. This replaces the normal bonus you would normally get from gaining a level in your favored class.

Cold-hearted Mage: If your favored class is a spellcaster, whenever you gain a level in your favored class, you may choose to gain a trait bonus of +1/2 to damage when you cast a spell with the cold descriptor. This replaces the normal bonus you would normally get from gaining a level in your favored class.

Backstabber: If your favored class is rogue, whenever you gain a level in your favored class, you may choose to gain a trait bonus of +1/2 to your damage rolls when you make a successful sneak attack. This replaces the normal bonus you would normally get from gaining a level in your favored class.

RPG Superstar 2012 Top 32

Wow!!!!

I am emotionally drained. Well, my emotions went through the wringer, but I've been a sissy vis-a-vis horror movies ever since "Hostel."

It was really good.

No spoilers here!:

No spoilers here!

RPG Superstar 2012 Top 32

20 point buy, 5th level.

Half-orc witch
Sacred Tattoos option (+1 luck to Saves) instead of Orc Ferocity.

I picture this guy acting like Conan, but only using spells and hexes instead of swords and axes.

Str 12 (2 pts)
Dex 14 (5 pts)
Con 14 (5 pts)
Int 19 (10 pts + 2 racial +1 4th level boost)
Wis 8 (-2 pts)
Cha 10 (0 pts)

Feats:

1. Accursed Hex
3. Extra Curse (cackle)
5. Scribe Scroll

Hexes:

1. Misfortune
2. Evil Eye
3. Cackle
4. Healing

Skills:

Intimidate 5 ranks
Knowledge arcana 5 ranks
Knowledge nature 5 ranks
Knowledge planes 5 ranks
Spellcraft 5 ranks
Use Magic Device 5 ranks

Spells:

1. burning hands, cause fear, command, comprehend languages, cure light wounds, enlarge person, mage armor, ray of enfeeblement, sleep

2. glitterdust, see invisible, summon swarm (vomit swarm???), web

3. dispel magic, stinking cloud

Patron: I have no idea! Elements is good for fireball, Agility is good for haste, shadow for versatility???

Familiar: I have no idea! Rat for Fort saves, Scorpion for initiative, Weasel for Reflex saves???

Traits: I have no idea! Probably the +1 to Will saves. Are there any good magic ones?

RPG Superstar 2012 Top 32

If a mithral breastplate is considered light armor, does this mean its base speed is 30 and not 20?

RPG Superstar 2012 Top 32

I mean, introduce him to a proper, upstanding young lady he can discuss scripture with.

Anyways, we're starting a new campaign in a couple weeks. 5th level, 20 point buy.

I'm planning on using a warhammer and shield, with a longbow for back-up ranged attacks. I kind of picture Ironman wielding Thor's Mjolnir and Captain America's Shield.

I'm probably going to be a half-elf with the following stats:

Str 15 (5 pts +1 at 4th level)
Dex 14 (5 pts)
Con 14 (5 pts)
Int 10 (0 pts)
Wis 10 (0 pts)
Cha 16 (5 pts +2 for half-elf)

I'm planning on the Bludgeoner feat at 1st level, and probably Selective Channeling at 5th level, so my 3rd level feat is open.

I'm planning on taking the Deft Dodger trait (+1 to Reflex saves) and the Dangerously Curious trait (+1 to Use Magic Device skill checks...which I plan on combining with my half-elf's bonus Skill Focus Use Magic Device for some fun magical options).

I plan on maxing out Diplomacy and Use Magic Device, and using my favored class skill points to dabble in Heal, Knowledge nobility, Knowledge religion, Sense Motive, and Spellcraft.

The rest of party is going to be a human lorewarden fighter, a half-orc witch, and maybe a halfling rogue/shadowdancer or rogue/wizard/arcane trickster, so my paladin is going to be doing the heavy lifting of the healing.

Any advice? Should I take the Hospitaler archetype? What should my level 3 feat be?

RPG Superstar 2012 Top 32

We have an oracle of the winds in our party, and we've been struggling with these spells.

Cloak of the Wind seems very circumstancial. It seems to protect against ranged weapons, tiny creatures, and strong winds. We think it should also protect against the various cloud spells. I guess it's a decent aid against archers (+4 to AC) and swarms (they get a Fort save or get blown away).

River of Wind just has a lot of confusing wording. Also, most wind spells have different effects the very small and the very big, but River of Wind doesn't.

Anyone else having trouble with these spells?

RPG Superstar 2012 Top 32

We might start a new campaign soon. Probably 1 GM with 2 players, each playing 2 characters each.

These are the PC ideas I have:
1. Half-orc Witch with Sacred Tattoo instead of Orc Ferocity
2. Half-orc Barbarian with Fiend Totem re-fluffed as Razorback quasi-werehog, maybe Elemental Kin or Invulnerable Rager archetype.
3. Halfling or Kitsune Paladin archer
4. Half-elf Paladin hammer and board or two-handed weapon user, probably beginning with Bludgeoner feat (do non-lethal damage with bludgeoning weapons...I'm kind of picturing a combo of Iron Man, Thor, and Captain America...)

I think the main plan will be for each player to have one spellcaster and one non-spellcaster, if only so each player gets the same amount of "face time."

What do you think would be a good 4 character party, with an even mix of spellcasters and non-spellcasters?

RPG Superstar 2012 Top 32

1 person marked this as FAQ candidate.

Can a paladin smite multiple targets at once? Can a cavalier challenge multiple targets at once?

Assuming a paladin can smite more than once a day (level 4+), can he smite 2 targets at the same time, using 1 daily use of smite evil for each target?

Ditto with a cavalier and challenges?

For example, if a paladin is fighting a giant riding a dragon, can he spend 1 smite on the giant and 1 smite on the dragon, or must he first use 1 smite against one of them, and then, once that foe is vanquished, use his 2nd smite on his 2nd foe?

RPG Superstar 2012 Top 32

I want to work on a viable, pathfinderized version of the Truenamer, a skill-based magic-user from the 3.5 Tome of Magic.

This is the basic framework I'm thinking of using:

Pathfinder Truenamer

BAB: +3/4
Good Saves: Will
Hit Dice: 1d8

Class Skills: Craft, Diplomacy, Knowledge (all), Linguistics, Perform (oratory), Profession, Spellcraft, Use Magic Device.

Skill Ranks Per Level: 4 + Int modifier.

Truenamers are proficient in all Simple Weapons, and Light Armor.

LEVEL ABILITY
1. Known Personal Truename, Lexicon, Whispers
2. Knowledge Focus, Secret Truth
3. Whisper
4. Secret Truth
5. Lexicon
6. Knowledge Focus, Secret Truth
7. Whisper
8. Secret Truth
9. Lexicon
10. Knowledge Focus, Secret Truth
11. Whisper
12. Secret Truth
13. Lexicon
14. Knowledge Focus, Secret Truth
15. Whisper
16. Secret Truth
17. Lexicon
18. Knowledge Focus, Secret Truth
19. Whisper
20. Say My Name And I Am There, Secret Truth

The primary mechanic will be a Linguistics skill check with a DC of 15 + the CR of targeted creature.

The original version had 3 Lexicons: One for creatures, one for objects, and one for locations. I want to expand on this. I want one lexicon to focus on commanding and controlling (and possibly changing) creatures through the use of truenames. I'm Elizabeth Bear's "Blood and Iron" and "Whiskey and Water" novels as inspiration. Some creature types might be more vulnerable to truename manipulation, like fey and outsiders, particularly demons and devils.

We also need to design a lot more utterances. I want all of them to be reversible. I think I might make a rule where you learn 1 utterance per rank in Linguistics you have, and then create an alternate rule (or Secret Truth?) that lets a character spend additional skill points to learn additional utterances.

Maybe a similar system using Knowledge ranks to learn the truenames of fey, devils, etc. by selecting the appropriate skill (nature, planes, etc.). Abberations might have extra-hard truenames.

RPG Superstar 2012 Top 32

I think it would be fun to somehow represent parkour in Pathfinder.

Would this best be done using just the skills of Acrobatics, Climb, and Escape Artist?

Feats like Nimble Moves?

New customized feats?

A special 3 or 5 level PrC?

Some new traits?

A new rules system, like the 3.5 Skill Tricks from Complete Scoundrel?

RPG Superstar 2012 Top 32

I'm trying to decide if I should make a DMPC.

The party is made up of a tengu oracle of the winds, a tiefling ranger/rogue/shadowdancer, and a drow warlock (my own conversion).

The last few fights have lead to at least 2 PCs going down to below zero hit points. They don't have a tank who can just sit there and absorb hits. They have pretty consistent damage, enough healing, a wide variety of skills (face, traps/scout, knowledges), but whenever combat happens, they get whaled on hard. I've tried adjusting the CRs of the opponents down a bit, but I don't want to make them too easy, either.

Should I make a DMPC tank? They're kind of a CN party, so a paladin is out. Maybe a defense focused fighter or barbarian or cavalier? They're kind of an infiltration party, VERY stealthy with plenty of self-invisiblity powers.

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