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To keep that splash-weapon a viable option longer, consider the Hybridization Funnel, which might (depending on the local GMoid field polarity) allow you to apply your INT to damage, twice, while doing Holy/Fire damage, or Fire/Acid, or whatever.
We also used it to make a burger topping that tastes like Barbeque Sauce AND Ketchup, and not like both mixed together. (My Alchemist was a chef...)
It's arguable the -4 to weapon attacks from Blackened is not intended to affect spellcasting, given that Blackened _includes_ Scorching Ray.
If a guy at my table dipped out of Sorceror for flavor, and wound up two levels delayed for spells, I would not also apply a -4 to his ray spell 'to hit' rolls.
"ROLEPLAY!" /Lovitz Master Thespian
IF your GM is building his encounters and campaign to suit the PC party, your build 'power' is irrelevant, and there are no 'traps'. If he's running canned adventures without modifications, and there's no other arcane blast-bot, the fact you'll be _two_ levels behind a wizard's spell-level access _might_ be a problem.
That's always the single greatest determinant; the GM's style. And a lot of GM's cater and adjust, but pretend they don't, like carnival rides don't have names like 'Padded Safety Belt!'. While other GM's throw softballs until they get mad, then break out the OwlBearLichHolders.
So, as always, talk to your GM.
Other factors: the loss of DEX might hinder your use of rays and other ranged touch attacks, as will the dipping in a non-full BAB class. But you'll adapt around that, I'd expect.
I disagree with the manner of the adjustment of the power of Crane Wing. That so many have so much to say on the question proves the answer is important. Observing Kudaku's 'expiration date', I wonder if language like:
This block can only be made against attacks of opponents smaller than the character's size. For every 3 BAB of the character, one size category larger can be blocked. An unusually-large weapon for a wielder (does|does not) affect this limit.
...might serve well. Too late? Sure. But offered with hope.
As I GM I don't rule out homebrew (I'm gathering you mean for character builds), but I'd be up front with the player about how a homebrew for flavor, at 80% of the power of official material, will be welcomed much more swiftly than a homebrew at 100% power or better. Then I say, "So if you want max raw power, talk to Whale" (our local alpha-geek for rules) "Because if you try to homebrew for power, we'll waste a lot of time that could have been spent actually playing."
Outside of character builds, I use a lot of homebrew, often building a monster or NPC or effect from an image I've found. That (hopefully) gives me a lot of practice balancing things.
All the weird uses of rope/twine:
Add oil (or not) for wicks/fuses.
Lay the rope out as a target for Faerie Fire to make a huge 'neon' sign that says 'Neener neener' and can be viewed from a certain politician's house in a certain scenario.
Skip the Faerie Fire, just use oil, and light the rope to burn slogans into the politician's lawn.
Stuff the rope/twine under and around doors to make them airtight/noiseproof. (Wet the rope after, it'll swell tight)
Develop a habit of making Monkey's Paws, so that when you stash something important in one, nobody thinks to look.
Make monkey paws around stones, for flaming missles or non-magical light sources you can throw down a hallway.
The usual 1 round/lvl duration crosses off your pony reasoning, and similarly for any 'hide the viper' shenanigans. But for deniable support in a sewers, the rat. Dogs in any city, especially if you have it run away before the duration ends. Fire beetles emit light...
I've always thought the point of having a list was to let me think on my feet. Part of the game for me, really.
That said, yes, eagle wins the DPR olympics in the SM-I bracket.
A Witch can take a Hex that lets them Cure Light Wounds everyone in the party, one time every day. That's like 5 extra healing spells. And then, you're still a Witch.
A Cleric can Channel to heal everyone standing around for 2d6 (at 4th level, it gets better as you level) a handful of times a day. If you're into Roleplaying 'Gather that we might ask my God for a blessing...', that could be fun.
Either could also cast healing spells.
I'm told a Life Oracle is a mega-healer, but I can't really describe why.
What other roles can you do while healing? The Witch is sort of a tricksy wizard. The Cleric is a sort of a fighter. Search for 'Reach Cleric', see if that sounds like fun. (It's a Cleric that carries a long spear, and prays during his own turn, but uses the reach to stab enemies during the enemies' turn.)
Smarter people than I will be along with better suggestions, soon. :)
I'd say you're looking for the Rough and Ready trait, to use all manner of hatmaking tools as weapons. Scissors, sciveing knives, hatpins, your tapemeasure (or a knotted thin cord, as a garotte?)...
There's another trait, I forget the name, for essentially "oops, I didn't mean to hurt you just then", and they believe it.
And a hatband of Returning, for your Oddjob special bladed bowler. :)
(GM advice?) Got Pathfinder for my bros and I as a gift and it's exploded through our circle of friends.
An idea to non-destructively motivate move actions every turn among ranged attackers:
Barrels of oil, small enough fit in... Catapults, small enough to fire often. Enough catapults (behind full cover) to maintain a rate of fire of 1/round, or 1/2 rounds.
Add a wick, and the oil goes up as it lands. It's a techish fireball. And it has a small radius.
Add a kite-tail, with a torch on it, or another catapult firing scattered torches, and instead of dropping bombs on the team, you're dropping problems. Which can be solved.
"A barrel smashes here. The oil starts to spread. The kite-tail torch lands...(dice) here..."
So they can run around neutralizing torches (but more could come), or getting out of the oil spread (but more could come) and single attacking, or taking full attack actions.
I think if I were the archer and some enemy tried this, I'd enjoy the puzzling the combat offered.
Green Smashomancer wrote:
I mean to say that when they aren't disposable, I have to check they aren't Mary Sue. I have to check that my 'no, this one cannot die' feeling is from a solid 'good for the game' motivation, and not because I'm somehow personally emotionally invested in the NPC's welfare.
I mean to say that I try to run that cavalier's lance through my NPCs, before the cavalier gets a chance, because Crit Happens. So if my version of that wanted bandit was intended to lead the party someplace, his personal possessions, his flunkies, or the tearful-but-adorable kid sister who was hiding in the woods, something, would be able to serve the plot purpose of pointing to whatever opportunity the bandit represented.
And I try not to have badass bandits just so I can be badass.
Which is why I should not post on a coffee break.
If the spell says it needs sight, then the spell also saying it makes sound, is... grey ink.
Do they buy grey ink by the tankerful, or what?
So then, with the spell limiting itself, BF becomes sovereign against MI. Well, miss chance, but two rolls.
If the Mirror Image spell includes sound, then BlindFight is not a solution, because while BF might avoid the deception of the visual figment, BF also declaredly relies on the aural glamer.
I'd really like for BF to solve Mirror Image, I want to reward such creativity. I might (at a home table) go so far as to hurriedly pencil in that the NPC was casting an inferior Mirror Image, and let it work. But as written, BF does not solve MI.
It does read that he was getting 'back' some of what your crit 'took'.
He had plans for that NPC. Maybe to die better than that, maybe to harass the party for multiple encounters. Maybe even as his personal avatar, Marty Stew. But plans, is my read. The NPC had never worn a red shirt.
I have a redshirt rule when I GM. I make my NPCs model a red shirt for me, before they go on stage. If it doesn't look good on them, I make myself explain why. When I can't make the red shirt work, I check the nametag, and realize its Mary Sue.
Let's be charitable. He intended you to capture this guy who's wanted Dead or Alive, and take him in for the reward. Well, still take him in. That way you're still letting whatever plot threads were planned for him, be used by the GM.
But the lance being auto-disarmed on a crit? Jolly Bad Form.
I'm going to leave Gristav to decide the lady or the tiger (that is, upstairs or down)
And I'm going to let Braddon and Malkith have a veto to Gris getting more involved. If either request I have Gris stay out, Gris will decide Braddon has a right to moral outrage, if not to committing outrage, and Gris will go upstairs. Otherwise, down.
The Beard wrote:
But back to the OP. You're not in my doghouse. If I were the GM, I'd role with it. :)
I'd have another android assassin from the future show up(without the failsafe of bad programming, this one really will kill your target). And then another(un-fail-safed), and then three, with the third one having the failsafe, and played by the android player. And I'd keep you all jumping until you'd levelled, at which point the uplevelled PC android can reveal he's managed to destroy the time-sending magic circle, but it's only a matter of time before another is made...
Because really, once you're messing with time, things don't happen again, they happen before.
Anyway, OP, I think you done good.
If the wizard has seen the cavalier humbled repeatedly as the cavalier took the high road (over broken glass, it may have been, but it's agreed as the high road, it seems), he may have seen little reason to be 'good'.
If the cavalier has seen other alignment tallies made against folk, he may have been thinking about that sort of penalty in his decision-making process. Arm and enrich bandits? Allow a public armed beating? If he was thinking, 'The GM is gonna ding my alignment if I let this stuff pass', I can understand his choices.
Just guessing at these.
I demand lyrics for "Murderhobo's Paradise".
As I start the scenario that's different but sameAll the bleh stands out, and it all seems kinda lame
But it's just perfect when you're rolling twenty
And the RP's just the right difficulty
Started in the casino, now I'm killin' drows
I've been rolling real good dice
PFS GM dissin' on my character sheet
I will buy Chronicle of the Righteous, Champions of Purity, Distant Worlds, or Cerulean Seas: Beasts of the Boundless Blue for the first twelve posters that want them
Doomed Hero wrote:
I find I have to question if the destroyed-water bead or portable hole is a properly blessed receptacle for Holy Water. It is almost as if the great powers elected that such waters were to be applied with faith and will, by men, and not by constructs resembling plumbing.
Still, I would think 100 gallons of even normal water has considerable impact, if you can break your bead against the ceiling above your target.
Big DT Bone sets me up to say this:
The guy can only give up so much. We all agree, you can probably talk him into giving it up. Just like the fighter can probably beat him up and take whatever is not being (or needs being) tied down. Nobody is debating that you can seize it by force, either brute force or force of personality.
I'm debating what is available to steal. If that guy is really making as disposable, stealable profit, half the cost of your magic item, and we should believe that he has been making such profit all along, not just only when you walk into his shop...
Then he owns the block his building is on. And he's got front-desk people who meet people like you, and manager people those people talk to about personable people like you, before those manager people maybe arrange to meet with the charmer, and then try to find time to schedule a meeting with the enchanter.
This guy's time is so valuable, the ten minutes it takes you to use your Diplomacy is worth a small fortune.
Or maybe I'm way off base, and he runs the storefront himself, and sweeps the floors, cleans the chimney, and could in fact make thousands of gold on one enchantment, and his Profession: Enchanter 'job roll' value represents how well he manages to find such gigs (or how resistant he is to smooth talkers).
If as a GM I let you work this the way you want, then for the deals you aren't involved in, I have to weight the impact of the thousands of 'extra' gold. The barbarian buys a magic sword made custom, but he can't go back there, because the wizard he hired has bought himself an island with the profits from the sword, and moved to that island.
The game has to be built around some basic assumptions, and if one of those is that since the sword-magicking wizard doesn't cash out, then he's doing something with that cash. Whatever and whoever he's spending it on, when you start charming him into not doing it/them, people will take notice. It's not lazy to refuse your gambit, it's lazy to allow your gambit and then have it have no effect on the enchanter and his family/creditors/mistresses/bookies... his world.
So... since this is too cool a gambit not to use at least once, what makes more sense? The possible score is half the cost of the magic item, and the damage/heat/payback will be that size? Or the possible score is the value of his Pro: Enchanter check, and the damage/heat/payback will be that size?
I don't think it's abusive or incorrect to see in the rules how the NPC professional enchanter can make (Profession check) profit in a time period, and set that as the profit you can talk him out of with your Diplomacy.
I also can see how you imagine the 'cost' and 'market' values given in a magic item description are the only values that matter in the conversation. And I agree, they might be, for a PC enchanter.
Between these two charged spheres, sparks fly. Funny, how no matter how many sparks fly, the spheres don't move.
I might rule that if you awaken a Dryad's oak, it's the Dryad that stretches the new arms and yawns from the new face.
I say this without researching the current canon on how and why they are linked (ritual?! Wha?), basing my answer on my understanding of the Dryad as the animate mobile manifestation of the spirit of the tree. That understanding makes the Awakening question kind of the same as 'what if I Awaken a human?'. From that, I would allow the plant to mobilize and animate, and the Dryad to inhabit the mobile tree.
I like that this interpretation allows the scenario where Awaken is used to save a Dryad whose tree is doomed, perhaps to encroaching fire or orc-horde? Whatever that ritual is, referred to above, I suppose it would allow her to 'move house', but such a possibility is not part of my old-school understanding of Dryads.
661: The dwarf has a truly great a??... Hmm, what's the word, starts with 'A', three letters... It'll come to me.
662: I think the enchanter is messing with my mind, making me forget stuff, and... stuff. If I catch them at it, I'm totally going to... tell the paladin.
663: I totally agreed of my own free will and volition, to assist the paladin and the other two on their quest. Which is pretty good, becuase they could have put like a geas on me or something if I hadn't. What does 'volition' mean?