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cnetarian's page

1,230 posts (1,242 including aliases). No reviews. No lists. No wishlists. 2 aliases.


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That's what I get for reading quickly, I read marshal as grand marshal (the prestige class not the mythic class) - not used to the mythic rules.

Right -4, brain thinking of the difference between using heavy crossbows versus light, which is a -6 difference to hit. I'd still look at at least one light crossbow for the off-hand, considering that DEX is currently +5 to damage on a hit, deadly aim would be +4 (+8 at level 12), and a light crossbow does an average of 1 point less damage, then a +2 to hit with the heavy crossbow if using a light crossbow in the off-hand should usually result in more damage delivered even when targeting touch AC, and that doesn't even count the light crossbow in the off-hand having an effective +3 to hit. Not playing in your game, I don't know if the light crossbow is a good choice. The light crossbow isn't so good if you are in AoO range a lot, or range is often 85'-120' (165'-240' with distance enchant) where the light crossbow isn't in the first range increment.

As for the monkey belt, I think the standard upgrading magic items rules from magic item creation would apply. Since a belt is a slotted item there is no need to hassle with the +50% multiple similar abilities surcharge, and the price should be based on the price for similar items. A belt of incredible dexterity +2 is 4,ooo gold while a monkey belt which also grants +2 dexterity is 9,4oo gold so the tail and climbing bonuses are 5,4oo gold of the price and the +2 dexterity is 4,ooo gold of the price. A monkey belt which grants +4 dexterity should cost 21,4oo, 16,ooo from the +4 dexterity and 5,4oo from the tail and climbing bonuses. The might be confusion with the greater monkey belt costing 18,ooo while a belt of physical perfection granting +2 strength and dexterity is 10,ooo meaning the tail and climbing abilities of the greater monkey belt are 3,6oo gold more for the greater monkey belt - but the greater monkey belt provides an addition climb bonus above that provided by the monkey belt. Upgrading items is subject to GM approval, however, and a GM is free to change the price or prohibit certain changes as they feel appropriate.

dual weilding heavy crossbows is not going to be a big damage improvement, the -10 to hit when dual weilding (-6 to hit for one handing heavy crossbows and the -4 to hit for TWF with non-light off-hand weapon) is going to kill damage output. You are better off TWFing with a pair of light crossbows which are -2 to hit for one handing light crossbows and -2 to hit for TWFing with a light off-hand weapon. Fortunately for you crossbow mastery reloading speed does not confine itself to one type of crossbow, so your build as it is only loses the crossbow focus feat bonus and the no AoOs on reloading when using light crossbows. You could pick-up a light crossbow for the offhand which result in a total -8 to hit with the heavy crossbow in main hand and a -4 to hit with the light crossbow in off-hand, but there is still a hefty reduction in hit chance. Throw on the penalties from rapid shot and deadly aim and even signature deed: sharp shoot isn't going to keep the hit rate up.

note on signature deed, it takes 11 levels of the gunslinger class, not 11 character levels and 1 level of gunslinger. With 1 level of marshall and 2 levels of juggler (2 levels of alchemist grenadier archetype and the extra edit: change to vestigial arm discovery would probably work better with this build) this will mean character level 14 before you can get touch AC to all attacks at first range increment.

note on equipment: the monkey belt might be a good idea, it gives 5 minutes of a tail and a +2 dexterity. admittedly it peaks at +2 dexterity, the greater version peaks adds +2 to strength, but the tail can fulfill your reloading needs without a 2 level dip unless you think you are going to be in more than 50 rounds of combat per day (and you can still choose not to TWF in other rounds of combat). Alternatively consider a glove of storing instead of a 2 level dip, although it requires quit a bit of fiddling and changing weapons between hands to make work which I think is scarce worth the bother.

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Usually I just have dynamic combat, but then again it is rare these days for me to see an endless succession of 10' corridors leading to 20'x20' rooms.

3 ways to change the combat narrative when fighting in an endless succession of 10' corridors leading to 20'x20' rooms.

1. if a NPC/monster is getting the worse of swapping full-attacks with the party then they should darn well try to make an attack and move, or just run to a safer location (the foe takes one swipe at Player A, then retreats around the corner when the arrows of Player B cannot pepper it's hide).

2. if a monster/NPC has reach and the PCs opposing them do not then the monster/NPC can take a 5' step out of PC range and force the PCs to 5' step into range(the PCs drive their foe slowly towards the back wall).

3. conversely, a monster(NPC) with 10'reach due to size can press into 5'range of reach weapon equipped PCs, forcing the PCs to 5' step back to be able to use their reach weapons (the PCs struggle to contain their gigantic opponent).

2 ways to make combat more dynamic.

1) big, open spaces. Pull out a 25x40 battle mat and see how the party handles goblin archers in every 4th square around the perimeter while melee goblins wait in the center to charge any back-line type who are left open. A dragon with enough room to maneuver should have the fly speed to smash-and-dash out of charge range of a cavalier on most mounts, forcing the cavalier to ride up to the dragon without charging, whereupon the dragon breath weapon attacks the the cavalier and moves out of charge range again.

2) narrow, tiny hallways. (It was monotonous and terrifying taking the point down that tunnel full of wolves. The monotony came from the fact that it was too narrow for the wolves to get by me, so we wound up killing one and advancing over it's corpse until they all died. The terrifying part wasn't the ranger's arrows flying by my face because they went by too quick to notice, it was those slow moving axes the halfling bard kept tossing between my legs.)

LoneKnave wrote:

Savage Technologist is PFS legal?

That's amazing then, don't even take more than maybe 1 level of gunslinger for quick clear. Don't forget to take Opening Volley!

Personally, I'd use a cestus as my melee weapon, since that'd allow me to reload the gun. Alternatively, being a tiefling or vanara also works.

Savage technologist was listed as legal on the additional resources page when I wrote this post, whether or not it is legal when you read it is another question. Personally, I think the strength and dexterity from rage is OP and all on it's own makes the savage technologist the goto archetype for barbarian builds, so I am awaiting a change.

Aenanlron wrote:
There is a bandolier that will teleport one reload into a gun once a round. The only other option I've found without feats or a class feature is the reloading hands spell.

glove of storing works quite well with sword and pistol builds, however at 10,ooo gold it is not going to be an early level item. The beneficial bandolier is only 1,ooo gold so can be bought at a lower level and allows a reload as a swift action - if the character isn't going the rapid shot route to get more pistol attacks off then 1 reload per round is enough until the improved TWF feat comes on-line @level 7 when the glove of storing starts to look purchasable.

provided you have a reload trick I'd say your best bet is using savage tchnologist for the TWF&deft shootist feats:

Sword and Gun (Ex): At 2nd level, when a raging savage technologist wields a one-handed firearm in one hand and a light or one-handed melee weapon in the other, she can make ranged attacks with the firearm without provoking attacks of opportunity. She also gains the benefits of the Two Weapon Fighting feat, but only if all attacks are made with those weapons. This ability replaces Uncanny Dodge.

Kalindlara wrote:
I know I'm probably way behind everyone else on this, but how do you reload without a free hand?

glove of storing/2 level dip into alchemist for the vestigial arm discovery/grippi with prehensile tongue who recovers crossbow dropped to free up a hand/2 level dip into juggler bard for combat juggling off the top of my head. Even with the weapon cord nerf to shut down the cheap and easy TWFing gunslinger trick, players have developed a plethora of tricks to get TWFing gunslingers a "free hand" to reload which should work for the bolt ace as easily as the gunslinger (except for gun twirling).

Arachnofiend wrote:
The pouncing beast totem barbarian is in medium armor and can't use Fleet. She might be an Urban Barb, but then she is drowning in must have feats (Fencing Grace, all it's prereqs, and of course the oodles of Extra Rage Power any Barb craves) that she couldn't possibly make room for Fleet.

I assume the barbarian is using medium armor proficiency for a mithril agile breastplate (or other armor) which counts as light armor for movement and feat limitation. Mind you I'm not sure it is a good choice, just suggesting that a beast totem pouncing barbarian might find the extra 10' charge range worth a feat.

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Chess Pwn wrote:
cnetarian wrote:
A caster I play with sometimes picks fleet up at level 7 or 9 to be able to use close range or touch spells (move 30' + 5' step + level 9 close range spell distance of 45' = 80' range), but that has as much to do with not having a feat they want as for the extra movement.
You can't 5' step after moving 30'.

mental auto-fill, I intended to write + 5' fleet but wrote 5' step instead.

A caster I play with sometimes picks fleet up at level 7 or 9 to be able to use close range or touch spells (move 30' + 5' step + level 9 close range spell distance of 45' = 80' range), but that has as much to do with not having a feat they want as for the extra movement.

The biggest problem I see with the feat is that the characters that would benefit most from the speed are likely to be wearing medium or heavy armor. I suppose a blade dancing bard or magnus could use the extra movement if fighting a lined up swarm but otherwise I just don't see it being that useful. Pouncing beast totem barbarians who get 10' of charge range for each feat spent on fleet?

thejeff wrote:
can agree with that. I just didn't see the point of a hand-crossbow as a close quarters back-up weapon.

TWFing, which should be considered a standard bolt ace build. Since all crossbows can be fired with one hand, the bolt ace ability to target touch AC, the increase in damage one more hit can make, and given all the various tricks gunslingers have developed to make TWFing with a free hand work - bolt aces should think long and hard before not adding TWFing to their build even if it isn't part of the regular combat routine.

While a hand crossbow build can be made to work with TWFing with one feat (rapid reload:hand crossbow) and a reloading trick, the heavy crossbow build isn't going to be able to use TWFing even with a reloading trick until the character has spent four feats to get crossbow mastery. Once a character is able to TWF with heavy crossbows they are trading +3 average damage per hit for -6 to hit on each attack roll compared to the TWFing hand crossbow wielder. The hand crossbow has a miserable range, but when fighting within 30' the increased chance to hit when TWFing should easily make up for the decreased damage once DEX to damage comes on line. TWFing with the light crossbow is a better proposition, the light crossbow trades +2 average damage for -2 to hit, and while the light crossbow doesn't have the 120' range of the heavy crossbow, the 80' range beats the 30' range of the hand crossbow when not fighting point blank.

At long range use a single heavy crossbow (targets touch AC to 120' for 1 grit, 240' with the distance enchant) with a pair of hand-crossbows for close quarters to pump out serious damage (7 attacks for 1d4 +8 + 2d6 and an additional -2 to hit is usually going to do more damage than 4 attacks for 1d10 +10 +2d6). That said, I think the better option for bolt ace is a pair of light crossbows - the -4 (-2 from TWFing with light weapons, -2 to TWFing with light crossbows) to hit is not so high as to be insurmountable, but that's a personal choice and other people might find the hand crossbow a better option. Heck if the bolt ace doesn't really need the range, drop the heavy crossbow from the mix and just use a pair of light crossbows - no need to even get crossbow mastery as rapid reload:light crossbows makes reloading a free action.

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Gruumash . wrote:
Never saw Conan use a damn bow.

That's kinda the point of ranged weapons, kill them before they get close enough to recognize you.

questions are good too:

30. Did you say whether or not you were carrying your weapons drawn?

31. How many flasks of oil does the party have in total?

32. Who is carrying loot item X? Did you try to put that in a bag of holding?

Squiggit wrote:

Hand Crossbows kinda suck for Bolt Ace even if you houserule it.

And can't do much of the TWF shenanigans you can with them like you can with guns.

I'm pretty sure they can do the TWF shenanigans, it is the double pistol (musket) shenanigans which the bolt ace loses out on. Mind you, the loss of free touch AC hurts the TWFing bolt ace more than the TWFing gunslinger and not having access to the up close and deadly deed of the pistolero weakens the power of the signature deed feat, but the actual shenanigans should still work.

After long search I have discovered my last character who didn't carry a ranged weapon and can complete the sentence: "this is still early 1st ed and all combat happens in small rooms."

If you count wands and scrolls as ranged weapons then my wizards do carry ranged weapons after the early levels. As for cantrips, find me a cantrip which can be used at a 200' range and my wizards will gladly stop carrying crossbows and slings.

A character can decipher a scroll with use magic device (DC25+spell level), not just read magic or spellcraft. This works "just like deciphering a written spell with the Spellcraft skill" but I'm not certain how they combine, if you fail a spellcraft check to decipher can you make a UMD check immediately after or do you have to wait 24 hours.

10. The Three Golden Balls. This shop is not named the Three Golden Balls, that is merely what is pictured on the sign over the sheltered doorway. Asking the locals will not reveal the name since most deny knowing that the shop exists and the rest will only acknowledge it with a grunt and a head-jerk. There is actually nothing nefarious or evil or mystic about the shop, it is a pawn-broker's shop but no one want's to admit to needing their services.

resources: cash can be converted to jewelery easily here at a nominal mark-up, a changing stock of used magic items can be purchased as can a surprising large inventory of used musical instruments. Loans can be obtained using valuables for colteral(maximum loan at 50% price of item, 10% interest per month, item to be sold if more than 3 months go by without paying interest.) Despite the hints of the shopkeeper that the buyer is getting a great deal because what the inventory is of dubious ownership, nothing in the shop is stolen - the shopkeeper is on excellent terms with the authorities and checks with them before purchasing any thing questionable and turns anyone trying to sell stolen items over to them.

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Petty Alchemy wrote:

So it's either meant to be super powerful or essentially useless.

What do you guys thing would be a fair version of this feat? (Or is the current version fair to you?)

The word "suffocate" (the transitive verb used in kraken strike) doesn't mean the same thing as the word "suffocate" (the intransitive verb used in the environment rules). Without a dev post about how kraken throttle is intended to apply 'suffocate' then the grammar of RAW does not allow me to conclusively decide if kraken throttle applies either the 'suffocation' environmental condition or the 'suffocate' effect, although my understanding of the balance in the game favors adopting the former over the later.

Cthulhudrew wrote:
Does anyone play the game long enough that aging ever plays a factor? Not a dig, genuinely curious.

Well yes, did one campaign where we were civilians instead of adventurers and went on one adventure every year or so, and the campaign took place over 40 years and slightly fewer game sessions. Kingmaker campaigns can take several years I imagine. If the GM wants to, and the players are agreeable, there is no reason a campaign cannot last a considerable time on the game calender without taking an excessive amount of time on the RW calender.

Eoxyn wrote:

Actually, every Resurrection spell states that you can't bring back someone who's died of old age.

Every spell except Reincarnate, that is.

Reincarnate it is then, I knew there was some way to go on living after dying of old age. I guess the 20th level monk of the 4 Winds immortality works in a similar fashion with reincarnation - as a bonus for the monks, since you remain in the same age category with the ability, if you get to level 20 before becoming venerable then you never enter the venerable age category and never die of old age. The tier 9 mythic ability immortal, that's the ticket, no reincarnation involved and no worrying about the GM treating old age death funny since it specifically says "regardless of ... the means by which you were killed."

Correct, the arcane discovery immortality only affects the physical ability scores lost due aging, it doesn't prevent you from dying from old age. You have to combine it with a resurrection if you want to go on living (with a short interruption) after dying of old age, which shouldn't be a problem for a level 20 character, since nothing about dying of old age says that you cannot be raised or resurrected. This probably works best for humans and half-orcs or some other short lived race so they can get dying from old age out of the way and not have to worry about it for centuries, like elves do.

ohako wrote:
Rub-Eta wrote:
As some Inquisitor class feats requires you to not wear heavy armour, I wouldn't recommend it. Otherwise, the feat is the cheapest way.
I haven't really poked around the inquisitor class much. What are these options you're talking about. Someone upthread mentioned 'kills stalwart'. What does that mean?

Stalwart (Ex): At 11th level, an inquisitor can use mental and physical resiliency to avoid certain attacks. If she makes a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, she instead avoids the effect entirely. This ability can only be used if the inquisitor is wearing light armor, medium armor, or no armor. A helpless inquisitor does not gain the benefit of the stalwart ability.

It's only one little feat, surely that isn't too much to require of a character.

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have you considered building around using the strangling hair spell?

Jeraa wrote:
cnetarian wrote:
a 12.5gp scroll of detect magic has a DC of 21, so 1 single point in UMD and a take 20 will result in successful use. Long term the lantern/cloak might be worth the price but in the short term and if you are still low enough level not to have a few thousand gold free for them the scroll is a viable option at 1/200th the price of the cloak.
You can't take 10 with UMD so it stands to reason you can't take 20 either. In addition, you can't take 20 on skills that have a penalty for failure and rolling a 1 prevents you from trying to use UMD to activate that item again for 24 hours.

Right, forgot it was a house rule that you can take 20 on UMD with scrolls. Use UMD normally on your scroll of detect magic and if you roll a natural one then put that scroll of detect magic aside for a day and use UMD on a different scroll of detect magic. That's why the scroll of detect magic is preferable to the wand of detect magic for UMD purposes (not just detect magic either), even though the wand is 7.5 gp per charge versus 12.5 gp per scroll.

We created the house rule because it was such a bother to do the bookkeeping on where individual scrolls were and when 24 hours had passed, with this non-magic party I suggest adopting a similar house rule.

a 12.5gp scroll of detect magic has a DC of 21, so 1 single point in UMD and a take 20 will result in successful use. Long term the lantern/cloak might be worth the price but in the short term and if you are still low enough level not to have a few thousand gold free for them the scroll is a viable option at 1/200th the price of the cloak.

hmm, a challenge.

29 - mermen
15 - ifrit
55 - gargoyle
74 - serpentfolk
06 - halfling

The mermen of (Aquatic Sounding Planet Name) have developed many civilizations over the millennia but the World Ocean takes all things back into her embrace too quickly for any technology to change the world significantly until the mermen discovered how to fill cities with air. While the discovery of how to create air-filled cities under the waves of the world ocean was a great advancement for the merman race, it was also their undoing, more on that later. Merfolk bodies are unsuited for life in their air-filled cities - with limited mobility out of water and a need to return to the ocean regularly - so the merfolk learned to depend on servant races in their air-filled cities.

The first such servants were the gargoyles, or more specifically the kapoacinths, an ocean-dwelling species able to function in the cities which actually adapted over time to be even more suited for city life. While using gargoyles was an improvement over using mermen for many tasks, the limited intelligence of the gargoyle meant that there were many things which still had to be done by merfolk, so the second servant race came into existence.

The second servant race was the halflings. Appealing to their gods the wisest of the merfolk convinced their deities to create a deliberately designed air-dwelling race with a form based on the merfolk body and a second pair of arms replacing the tail, this second pair of arms modified for locomotion outside of the ocean. The halflings were created as intelligent as merfolk so that they could replace merfolk at the jobs requiring intelligence and small enough that merman in the water could interact with a halfling standing on a pier to give them orders comfortably. With their easy-going attitude and no aversion to work, the halflings made a perfect servant race for the merfolk, and the merfolk society prospered and became rather decadent.

Some centuries after the creation of the halfling race the merfolk culture became obsessed with fire. Fire had been discovered before even the first air-filled city but it was only a curiosity until the air-filled cities allowed fire to become something which could be studied and even used. During this period it became fashionable for rich merfolk to summon creatures from the elemental plane of fire and, using various protective spells, have sexual relations with them. Due to the protective spells used some of these relations bore fruit and the wealthy merfolk sent their half-born bastards to the air-filled cities in a form of exile. Over the years these Ifriti created their own society and became the premier servant race handling fire based jobs.

The last of these servant races is the serpentfolk. Seeking ever-greater advances in magic, the merfolk plotted to emulate the creation of the halflings through spells. The serpent folk were originally of sea-serpent stock onto which were grated a form like that of the halfling for mobility, intelligence surpassing that of the merfolk, and an intense curiosity about magic. The serpentfolk have an intelligence surpassing that of the merfolk's wildest expectations, although the high intelligence hasn't breed true (about 80% of all serpentfolk are of the degenerate sort, and even the successful breedings only have intelligence scores of 17-19 instead of the 24-30 the original serpentfolk had) the serpentfolk soon revolutionized magic theory allowing for the creation of magic items.

The serpentfolk however were not created with the halflings good nature, and soon learned that explaining their discoveries to the comparatively slow-witted merfolk was detracting from their ability to make new discoveries. The serpentfolk lead the air-dwelling races in a revolt against the merfolk and freed the air-filled cities from the merfolk. The air dwellers were unable to break the merfolk hold on the ocean however and the air-filed cities were isolated and eventually would have fallen one-by-one if the merfolk had not tired of the war and reached a peace.

At this time the peace has been long-lasting and most of the resentments of the revolt (as well as most of the people alive then) have died down. The five races live in semi-harmony and often work together. Small groups often explore the ruins of the air-filled cities which were destroyed during the way which are filled with the experiments of the original serpentfolk.

against mind controlled allies we generically use hold person scrolls as out default but at level 10 they're obsolete, everyone who can use a scroll carries one ready for emergency use. there are other options to neutralize allies in a jam, but they vary by class and build (witch slumber hex is usually effective), you want something that either eliminates the mind control or incapacitates without doing much damage and preferably wears off on it's own after the mind-controlling so that a stone-to-flesh isn't called for (but that's not essential, if stone-to-flesh is what you have just make sure you also have a flesh-to-stone scroll in your backpack). a wrist sheath with a scroll of emergency spell on it is not expensive, is easy to draw and doesn't take up a precious spell slot.

A decently built paladin is almost immune to mind-control (good will save & adds WIS and CHR to the save), at level 10 has aura of resolve granting immunity to (and aids companions with) charm spells, and can handle most mind-controlled allies with a break enchantment scroll.

If you can accept a khopesh or some type of one-handed weapon as a stand in for the scythe things get much easier - get slashing grace with the khopesh to make STR less important and even with a straight gunslinger the character should be effective in combat.

a sohei monk might be the best way to handle the non-gunslinger aspect of the character - WIS becomes more important and STR less so. Admittedly it will take many levels to get up to speed ( 3 gunslinger for fast musket then 6 monk to get flurry with scythe ) but slayer is also going to take some time to get going.

As for the briefcase weapon - ask your GM about a custom weapon based on the transformative weapon property / rod of dwarven might / rod of lordly might

even if not willing to go that far, since the game already includes axe muskets and war-hammer muskets, your GM should be willing to entertain a scythe musket.

Not mine, but my favorite was the atheist priest with spells that came from 'the multiverse' and used this to support his claim that divine spells were just manipulation of natural laws like wizards in a different manner. He held that all the followers of the gods were self-deluded fools. The GM had set it up so that 'the multiverse' was actually a trickster god who thought the whole thing was a great joke for some plot reason, so it wasn't an actual re-skinning but none of the players knew that until the GM dropped the info on us and we thought it was one.

Although the concept might seem a little strange, the mysterious avenger archetype swashbuckler wouldn't be a bad fit - the menacing swordplay deed combined with avenger's target can help with the intimidate as does the CHR you have as a swashbuckler. I just have no idea how to work a secret identity in with the hobgoblin.

There already are the punching dagger (brass knuckles with a blade sticking out used for piercing) and the knuckle axe (brass knuckles with an axe head used for slashing) so there is no need for converting something else to make another S or P brass knuckle variant. Personally I like the pata (sword and gauntlet all-in-one) image myself but the knuckle axe would be a good solution to your problem although the cestus with 19-20x2 is better crit-wise than the knucle axe with x3.

Second the druid among the list, for the spells and battlefield control. Personally I'd take a look and see if there were a witch I'd like to play which can manage the battlefield control, but that's because I haven't time as a witch.

Cap. Darling wrote:
cnetarian wrote:
Disintegrate does 2d6 per level with a max of 40d6 (needs the spellblending and close range arcana), is a level 6 spell and at level 18 is acceptable as the goto spellstrike spell replacing shocking grasp.
140 in Dam if the fail the save( but they most likely dont). Why not just use a save or loose spell?

Ouch, you are right disintegrate wouldn't work for a magnus - back to the drawing board. In my defense I don't play above level 13 and the only use I have seen of disintegrate is from wizards/sorcerers who have no better for their feats than to improve the save DC (and fort save bonuses are lower).

chbgraphicarts wrote:

The reason for the difference is that there is no real term for the style of sword used by the Celts, Anglo-Saxons, and Norse, which have noticeably long blades, yet whose grip only accommodates one hand, and no room for any others (although the other hand COULD be placed on the hilts.

meh, I use spatha for that type of sword, although I suppose the later examples are not properly spathae in that their blades have too much taper.

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Since Nandaka and Zulfiqar are both proper names of specific swords instead of types of swords I'm not certain what you asking. Zulfiqar is the double-pointed (sometimes double-bladed) sword wielded by Muhammad's son-in-law Ali, while Nandaka is the man who became a sword so that one of Vishnu's avatars could slay a demon. Both of the swords linked to seem to be ceremonial swords and are only called Nandaka and Zulfiqar in the collection because of their association with specific named swords. Are you suggesting that instead of 'longsword' the name Excalibur should be used?

What the OP seems to be looking for is from the description of Lawful Neutral:

prd wrote:
A lawful neutral character acts as law, tradition, or a personal code directs her. Order and organization are paramount. She may believe in personal order and live by a code or standard, or she may believe in order for all and favor a strong, organized government.

As a legacy from pre-AD&D days, the monk is a member of a hierarchy and committed to following the commands of their superiors in the order, but there was no obligation to follow commands from other authorities. WRT 3.X/PF, there is no order of monks anymore and the lawfulness can be used to represent the personal discipline needed to perform the supernatural abilities of the class and is the basis for those abilities - this is compatible with following a personal code.

Disintegrate does 2d6 per level with a max of 40d6 (needs the spellblending and close range arcana), is a level 6 spell and at level 18 is acceptable as the goto spellstrike spell replacing shocking grasp.


bards, alkies and inquisitors are also good, but some of the necessary builds don't really come into their own until level 3-5 while droods are perfectly functional from creation. Not sure if the ACG has a class that might also work, skalds?

lemeres wrote:

You wanted to transform? As in nice and friendly one minute and getting in people's personal space with tentacles the next?

Doesn't the synthesist also need a 1 minute ritual to summon their eidolon?

the summon eidolon spell (wand or 5/day ring or other magic item is best) works for the quick change synthesist.

The fighting fan is, but mostly it seems to be because they are close weapons. slashing weapons rely on a swing to do damage, and the close weapon group weapons are mostly designed for jabbing motions instead of swings. As is commonly known by those who have studied the physics of stick-and-ball sports, the longer the distance from the pivot point (usually shoulder) and the point of contact, the more powerful the swing.

Quick experiment, stand with your face 4" from a wall and try to make a horizontal slashing attack at the wall, and now a vertical one. Now try to punch the wall. You should notice it is much easier to make a back-to-front piston type motion suitable for piercing or bludgeoning than a slashing one, and far more force can be applied with that motion.

archadin: full BAB, great saves, decent switch-hitter, self-buffing healer with a massive boost to DPR on tap when needed, what's not to like. The biggest drawbacks to the archadin are the alignment hassle and the slow feat progression, but the feat progression isn't as bad for the archadin as it is for other paladin builds because archers don't pay a the feat tax so many other builds do. Will an archedin top the DPR charts when not smiting - nope, but when you need to pull out the big gun, well, the smiting archadin is that big gun.

Table 12-3: High CR Equivalencies

The table is intended to simplify the math when designing large encounter
s and it specifically doesn't handle the experience point values for fractional CR beasties, only CR 1+ follows the rules that produced the table which is based on how the xp scales at CR 1+. For fractional values 2 x CR 1/2 = CR 1, 3 x CR 1/3 = CR 3 and so on.

To combine these in the zombie example, 2 x CR 1/2 zombies = CR 1 encounter, 4 x CR 1/2 zombies (treating 2 x zombies as a single CR creature) = CR 3 encounter (or APL +2). Note that a party of 4 clones would also be a CR 3 encounter because NPCs with class levels have a CR = Level - 1 (below level 1 reduce one step to CR 1/2). Personally I think the clones would be harder than the zombies, but both would likely be hard but not epic battles.

That said, encounter design is an art which cannot be reduced to a mathematical formula. Party A might find an encounter easy while party B is wiped out by the same encounter, given every possible permutation of parties CR might be an accurate representation of the challenge of encounters but that is meaningless if you aren't running all the possible parties against the encounter. Treat the CR & APL rules as guidelines and not hard and fast rules.

As for a solution, what the people I play with have developed is that the GM gets copies of the character sheets at the end of each session and endeavors to tailor the encounters for the next session to be just within the capability of the party. If the party has a color spray happy gnome which would put the melees in the shade then give the goblins a skeleton butler. If the party has somehow not acquired a means of dealing with swarms, replace any swarms with encounters they can handle. You want encounters which challenge the party without being too tough, but only experience can tell you where that point is.

And yes, this means extra work for the GM.

You could just go biped and save the 2 evolution point, I went aquatic for the creepiness factor, if you want practical then biped works better (how often are you going to use gills and the swim evolution?). The problem is the max natural attacks wall of the eidolon, it is hard to fit 4 x claws, 1 x bite, and 1 x rake (all of them) attack into the limit and then throw on tentacles - the extra arms give the option of wielding weapons in addition to natural attacks which is not to be sneered at (especially if you need silver or something to get past DR). Swallow whole is also a fairly hefty chunk of evolution points, but since it is only possible at level 9+ that isn't too bad.

I think using the one claw with reach and grab (claws) mechanically works pretty well, but I'm not in your mind so I don't know if it works with the image you have.

Note that the sorc bloodline isn't set in stone as long as the bloodline has a knowledge skill, protean would also be nice, just change the skill focus to knowledge planes.

The easiest way to handle a 20 WIS is to get your GM to allow you do meta-gaming, not all the time but enough to represent the intuitive ability of the character and the excellent common sense & awareness.

from a practical standpoint the most power optimized version would use the combination of grab & rake evolutions, a combat routine of claw, free grapple from grab, rake, rake, free action release grapple for each attack. Reach is an evolution which is applied to a single attack (over-sized 'hand') and can be used effectively for AoOs at a minimum, and if combined with the grab evolution and the reposition combat manuver fits well with your concept. Swallow whole is a problem without increasing size, but if you take the large evolution at level 8 and the swallow whole evolution at level 9 it is possible, just really expensive in evolution points.

How I would do this is take a half -elf,

level 1 feats extra evolution, adaptability skill focus (knowledge engineering)
level 3 feat eldritch heritage (impossible)
level 5 feat eldritch heritage (arcane) gives familiar
level 7 feat evolved familiar (tentacle?)
level 9 feat extra evolution
level 11 feat improved eldritch heritage (impossible, take distracting pattern)

eidolon: base form aquatic - far creepier and can evolve the legs and arms use FCB for extra evolutions

level 1: limbs (arms) x 2, limbs (legs), claws (arms) - this gives 2 claw attacks and a bite as well as an extra pair of arms for swords and such.

level 2: limbs (arms) x 2, limbs (legs), claws (arms), reach (claw)

level 3 limbs (arms) x 2, limbs (legs), claws (arms), grab (claws)

level 4 limbs (arms) x 2, limbs (legs), claws (arms), grab (claws), rake, reach (claw)

level 5: limbs (arms) x 2, limbs (legs), claws (arms), grab (claws), rake, reach (claw), 1 evolution point

level 6 & 7: add whatever feels right, more STR, more armor, acid attacks

level 8: limbs (arms) x 2, limbs (legs), claws (arms), grab (claws), rake, large, reach (claw)

level 9: limbs (arms) x 2, limbs (legs), claws (arms) x 2, grab (claws), grab (bite) rake, large, reach (claw)

level 10: limbs (arms) x 2, limbs (legs), claws (arms) x 2, grab (claws), rake, large, swallow whole, reach (claw)


level 20: limbs (arms) x 2, limbs (legs), claws (arms) x 2, grab (claws), grab (tentacle), rake, large, huge, energy attack (acid), swallow whole, tentacle, reach (claw) = 28 evolution points.

jawbreaker feat may be useful especially if combined with a grapple build, but it isn't easy for a non-monk to get (most monks are non-magic until level 7 though so a monk dip is still viable).

pain taster & master spy PrCs give it

Food, fuel and raw materials. A functioning economy needs those, either producing it's own or importing them.

To flesh out economy I just go by what is needed for what I want. If the city has a significant glassblowing industry it needs a source of sand, either a quarry or imports. If the city has a significant metal working industry it needs a source of metal or ore, either imports or mines and smelters as well as a source of fuel, either, imports, coal mines or charcoal burners. If the city has a major alchemical industry it needs raw materials like sulphur, naptha and such - a snake oil drilling village, improts or something.

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