In the campaign I play in, it is all homebrew content. In the world the GM has created, the available races for play are the standard set from the core rulebook, plus some extras like lizardmen and a homebrew race similar to elves. Anything more exotic than that is up to GM discretion, and typically comes after having a discussion with the player where the GM makes it very clear that if you choose one of those exotic races, you very well may be either the last of your kind, or from a entirely different continent. With that being the case, you will be constantly scrutinized because no one knows who or what you are. He will not handwave it to make it easier. Most times this pushes people back towards the more "common" races. But if you can make a convincing argument that you are capable of role playing this exotic race, he will allow it. I am currently playing a lizardman in a party of humans and dwarves, in a human-centric society. It's fun.
Just reiterating what ErrantPursuit stated previously:
From the PRD wrote:
Natural Attacks Most creatures possess one or more natural attacks (attacks made without a weapon). These attacks fall into one of two categories, primary and secondary attacks. Primary attacks are made using the creature's full base attack bonus and add the creature's full Strength bonus on damage rolls. Secondary attacks are made using the creature's base attack bonus –5 and add only 1/2 the creature's Strength bonus on damage rolls. If a creature has only one natural attack, it is always made using the creature's full base attack bonus and adds 1-1/2 times the creature's Strength bonus on damage rolls. This increase does not apply if the creature has multiple attacks but only takes one. If a creature has only one type of attack, but has multiple attacks per round, that attack is treated as a primary attack, regardless of its type. The natural attacks by size table lists some of the most common types of natural attacks and their classifications.
So, like we already said: an attack routine of claw, claw, bite would all be primary attacks, so all three attacks would get full BAB and full Strength bonus. None of those attacks are secondary. They would be classified as secondary if and only if they were used in conjunction with a manufactured weapon.
If he is not using any manufactured weapons, he has no reason to be taking TWF, as TWF has nothing to do with natural attacks. If you have 3 primary attacks, all 3 attacks hit at your full bonus, there is no subtraction from it.
I am not sure about the reducing of the penalty from fighting defensively, but here is some information on the Acrobatics skill you might like to know, if you do not already:
Special: If you have 3 or more ranks in Acrobatics, you gain a +3 dodge bonus to AC when fighting defensively instead of the usual +2, and a +6 dodge bonus to AC when taking the total defense action instead of the usual +4.
I think this has been covered in previous posts concerning Dragon Style and Dragon Ferocity, and in those posts, it was noted that the posters believed the damage increases from both sources stacked for the first attack.
I understand this perfectly, I was making a blanket statement about what undead are immune to, which are mind-affecting spells and anything that requires a fort save, with the later being what is applicable to the spell, ear-piercing scream.
Lets say the gaming group IS mature enough to adequately handle intra-party conflict, that does not automatically mean they are going to enjoy it, or even want it. They may downright hate it because that is just something they do not want.
Like I have already said, as have JohnB and BuzzardB, we play the game NOT to have to deal with conflict between party mates. That is not why we play. I believe myself to be a relatively mature adult, and know the distinction between player conflict and character conflict, and do not let the two mix. However, that does not mean I want that in my game. I deal with enough drama and BS in my ordinary life, that I absolutely abhor it when I am trying to sit down and enjoy my once-a-month PF game with my friends.
PLEASE do not try to include party drama on your group without discussing it with them first, because again, while they may be completely mature adults, and while the GM may like drama, does not mean everyone else does, and you may end up creating drama in real life and splintering a group. Just leave that hornet's nest alone.
The way my group does it is that someone usually takes care of all the bookkeeping, and at the end of the adventure, liquid assets (gold, gems, etc.) are tallied up but not divided yet. We then go through any and all gear and items that have been picked up during the adventure, and determine who gets what based on need and shoring up weaknesses, and after that any unclaimed items are typically sold off and that loot added to the running tally of treasure. Only then do we split up the gold evenly among the group. Whoever receives an item during the quest, the group makes note of it, does not take that item worth out of their share of gold, but keeps a list of who got what, so if someone goes to sell an item that came from group loot, the whole group receives the share of the gold. The idea being that the person who gets the most benefit out of a particular item should not be penalized for utilizing something that maybe only they can use, and especially since giving them the new item will most likely positively affect the group as a whole, offsetting anything else. Also, we only run home brew games, so our GM can easily throw in some specific loot if any characters feel like they are lacking or falling behind.
That's how we do it.
Never said he was a spellcaster, nor that he needed to toss bombs. You asked how he could get his strength up as high as possible, and I was showing you a way. You don't NEED to use all of a classes features, you can easily go for an archetype which gives up bomb use, or just not use the bombs. The point I was trying to make is that you could make up the fluff of the mutagen as that instead of him drinking something to get the strength, he says his catchphrase and BAM!, his strength increases, and you count it against a use of his mutagen for the day.
Barbarian and alchemist multi-class. Start with a high strength, possibly an 18 or a 20 after racial modifiers. Rage gives a +4 to strength, as does the alchemist's strength mutagen. At higher levels, prestige into master chymist, which boosts the increase to a +6. Add in extracts of bull's strength and enlarge person, or give him a belt of +6 to strength, and you are looking at a strength in the mid to high 30's, even before crossing into master chymist and the increase to the STR bonus at higher levels.
The only thing that comes to mind is reloading of firearms for gunslingers, who with the right feats and ammunition, can turn full round and standard actions into move actions and free actions (i think). Don't know anything specifically for melee characters though.
Brian K. Vaughan's relatively new comic series Saga deals with magic and casting, where the magic users must provide components to cast various spells. Such components include snow to create a healing spell, using their own blood for an attack spell, and one of my favorites so far, speaking aloud a secret that only you know and using it as the component for a spell to negate a powerful containment spell. Those are just a few of the examples so far in the series.
So, I was playing in my home game recently and my monk had been suffering from a curse. Then on top of that, he went and got killed by the BBEG. The party eventually defeated the BBEG, and afterwards was given a wish as their reward for defeating the BBEG, and asked to get resurrection cast on my monk. Would the spell remove the curse, or would it still apply? Here is the text that I think may be relevant:
Upon completion of the spell, the creature is immediately restored to full hit points, vigor, and health, with no loss of prepared spells.
Or is that not really relevant and the curse still remains, on top of the negative level?
The Quest for Perfection part III: Defenders of Nesting Swallow. It is a Pathfinder Society Scenerio, #3-13. In it is listed the "Braid of a Hundred Masters". Part of the item's description states "These bonuses do not stack with those granted by other items or effects." Monk robes would count as "other items", so no, they would not stack. Thanks for bringing that item to light though, I might pick that up for my monk now.
If you are not stuck on being a cleric, there is a paladin archetype called "Holy Gun", where they get Amateur Gunslinger and Gunsmithing as bonus feats at first level, and limited access to deeds and grit later on, plus still being a paladin and all that provides.
Barry Armstrong wrote:
Total Defense Action is a standard action:
Total Defense Action:
You can defend yourself as a standard action. You get a +4 dodge bonus to your AC for 1 round. Your AC improves at the start of this action. You can't combine total defense with fighting defensively or with the benefit of the Combat Expertise feat. You can't make attacks of opportunity while using total defense.
In this instance, since total defense grants you a dodge bonus to your AC, and since dodge bonuses also go to CMD as well, "this" standard action applies to CMD. Don't see why Fighting Defensively as a standard action would not apply as well.
That looks like the wording for Fighting Defensively as a Standard Action. What's weird is how the wording for Fighting Defensively as a Full Round Action is different:
Fighting Defensively as a Full Round Action:
Fighting Defensively as a Full-Round Action: You can choose to fight defensively when taking a full-attack action. If you do so, you take a –4 penalty on all attacks in a round to gain a +2 dodge bonus to AC for until the start your next turn.
And it states earlier that all dodge bonuses stack, and that dodge bonuses apply to CMD, so...
Probably someone just missed it on the standard action, for I see no reason why the AC bonus would be different for the two
Wording from the introduction to Ultimate Combat explicitly states that the ninja and samurai, as well as the anti paladin, are alternate classes because their rules are too expansive for an archetype.
From the book, "An alternate class operates exactly as a base class, save that a character who takes a level in an alternate class can never take a level in its associated class - a samurai cannot also be a cavalier, and vice versa. The anti paladin from Advanced Player's Guide is also an alternate class."
You can take feats for your synthesist whose prerequisites you only meet while in synthesized form, at least that has been the consensus on the boards and I think some developers said so too, like SKR. So you could take power attack or even resilient eidolon, and etc etc.
I think the existence of those discovery points to the conclusion that mutagens were not meant to be brewed and continuously pawned off to party members only to be taken back and drank later. However, that is RAI. I think most GMs would agree with this interpretation though. What's the point of even having this discovery if alchemists can just hand off mutagens and bypass this restriction?
"At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist’s possession becomes inert until an alchemist picks it up again."
He can only have one mutagen at a time, any additional mutagens brewed replace the previous mutagen. That is, unless you take the infuse mutagen discovery and you can indeed have multiple mutagens, but at the cost of 1000 gold and 2 points of damage to your Intelligence score, per mutagen brewed.
Excuse and forgive me if this has been asked and answered before, I'm just seeking some clarification. The eidolon evolution "energy attacks" says this:
Energy Attacks (Su)
Now, my understanding was that it added that damage in addition to your natural attacks normal damage. However, reading it, it does not explicitly state that to be so, and having a rules lawyer in my party, he refuses to see my interpretation. My DM has decided to stay silent on the issue until a more convincing argument can be made, either way. Please help, whether by explaining your understanding or possibly pointing out some previous discussion that came to a decision. Thanks everyone.
When attacking with your naturals weapons, and say you have a max of four attacks and you want to make all four attacks, do all four attacks get your BAB plus whatever yur strength modifier is, or is it like attacking for a normal character where your first attack gets the full bonus, and you take successively higher penalties with each additional attack?
A friend of mine tagged along on a quest as an npc whose sister had been abducted and used in some evil ritual and she ended up being killed, with him finding her body. Came to the end of the quest, and he thought it would be good role playing to say that his guy, the npc, would be stricken with grief and would have to make a will save to avoid committing suicide down a 60 foot shaft he was standing over. He manages to roll well and pass the will save, essentially regaining his will to live. The only way to get down was to climb down a rope and pass the climb checks. He rolled a one and plummeted to his death. Poor guy managed to survive all that and even depression to just fall down a hole.
Share Spells (Ex): The summoner may cast a spell with a target of “you” on his eidolon (as a spell with a range of touch) instead of on himself. A summoner may cast spells on his eidolon even if the spells normally do not affect creatures of the eidolon's type (outsider). Spells cast in this way must come from the summoner spell list. This ability does not allow the eidolon to share abilities that are not spells, even if they function like spells.
Pretty much what Coridan said
What about the spell ear-piercing scream? It's a fortitude save, which most classes suck at, and it's 1d6 damage for every 2 caster levels, up to a maximum of 5d6, and on a successful attack the target is dazed for one round too. Great if you have allies in melee range and you go early on in combat. Plus it's range is 25 ft. + 5 ft./2 levels, so you don't have to be overly close and risk yourself. Just an idea.