Although I am not normally a fan of potions, by using alchemical allocation, an alchemist can be prepared for any situation. I like to load up on non alchemist potions to increase my versatility. Summoners can cast stone skin as a third level spell. If you can get a hold of a potion of stone skin, alchemical allocation lets you get a wonderful amount of use out of it.
They are treated as a one handd weapon and a light weapon when they are being used to as a double weapon or they can be used as a two handed weapon. This is mostly done when the wielder is only able to make one attack, such as after a move or a charge.
Edit Ninjaed. Took to long
I had a situation come up recently in game. The party was fighting a custom undead of some sort in a room filled with smoke (it simulated the effects of an obscuring mist, concealment within five feet, total concealment beyond).
The undead stepped up next to me and used a breath weapon and hit me (and maybe someone else, but that is irrelevant). One of the breath weapon's effects was one round of blindness upon a failed save. I failed the save. I then tried to use a hex on the undead, but was told by the GM that I could not because I did not know where the undead was.
One of our twice weekly rules debates ensued (I usually point and laugh during these) during which we were all looking at how hexes work and targets spells (for reference) but we did not come up with anything terribly conclusive beyond live of sight stuff. We finally settled on the total concealment miss chance.
Is this correct. The GMs argument is that I did not know where he was. My argument is that I did have him pin pointed because I had seen him as he moved up and that the breath weapon was an attack, automatically pin pointing him. Please advise.
I had a gunslinger that operated under similar restraints. Our party was born in a village that was essentially a forced labor camp where weapons and magic were forbidden to the populace. Our GM did warn us however. My class ability gun was provided as loot found in the mine pretty quickly. After that, I was to paranoid to carry it most of the time, leaving it hidden until I made sure to pump my sleight of hand. Even after that, I used it sparingly because of the noise. When I did use it, I was quite effective.
I had an idea for an upcoming campaign. I am going to make a cleric 1, luring cavalier the rest of the way that uses firearms. I am not going with musketeer, because I want the mount. For one of my domains, I am going to take black powder inquisition because is gets me EWP firearms and gunsmithing feats. Mending from the first cleric level should keep me going after my gun misfires (I know it is a ten minute cast time, I will have a back up for when it does). What should I take for my second domain? I am going order of the star caviler which will give me a little progression on my channeling.
I am going to use a halfing, because I like them and because the bonuses fit well.
Rolled stats before racial bonuses are
I plan on taking point blank shot for my first feet and Rapid reload for my second, about the time I can afford to make a gun.
Any general advice? And again, what would a good second domain be. Assume good or neutral aliment.
I just pissed of an NPC enough that I was told I should have a back up character, just in case. We are using an exotic race list, so my back up is a centaur (using the build at the back of the ARG) Barbarian 1, Inquisitor 2. It is not nearly as powerful as it sounds since I rolled very very poorly and while everyone had their highest non 18 stat made an 18, my second highest stat is a twelve before racial bonuses.
I find it varies from campaign to campaign. Usually the only use slight of hand sees at our table is the guy who always plays a rogue pocketing silverware. In our current campaign however, we all live and were born in a gulag, and weapons are illegal. My Gunslinger has slight of hand to be able to carry.
Maybe mythic vampires sparkle?
In all seriousness, I like this idea
Mojorat said wrote:
Makes it a difference between fighting a hydra and The Hydra. Not to be confused with fighting HYDRA.
Infinite time stop! Infinite shapechange! Infinite true strike! Infinite blink! Infinite everything!