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I mean I'm surprised by the number of players who seem to want deadpan seriousness and dark gritty horror. Sure, I like LotR and GoT/SoI&F, but does *EVERY* game need to be like that? It seems like everybody wants to go out of their way to make each game "scary," "dark," "gritty," and so on.
I'd like a book that goes the other way--tips for adding more whimsical elements. The "We Be Goblins" and "Harrowing" modules were steps closer to what I would like to see.
I'm sure Horror Adventures will be a good book for those who want even more "horror" but I just find it tiring and old hat now.
Thank you, it was JB not JJ. I think that's the one that I took to mean that you can always swap out the default feats on companion creatures.
I'm not playing PFS.
I always thought this was something implied in the standard rules. I remember JJ verifying back in 2009? that yes, the Weapon Finesse feat on some animal familiars is redundant and you can swap it out for something else. This is something that, to the best of my knowledge, predates the Animal Archive.
Because all familiars get Weapon Finesse, can I swap out the Weapon Finesse feat that the standard animal has, put Cosmopolitan in its place, and then pick two languages that the familiar will be able to speak?
I assume that the two skills I pick will also get the familiar a +3 bonus if I have ranks in them as the master.
Is this correct?
What do you think of the animist archetype? Is spirit wrangling worth giving up the first hex? The way I read it, I won't be able to take the Extra Hex feat until 5th level if taking this archetype. Is that correct?
What about the other archetypes? Is it better just to stick with standard shaman for a support role?
Shaman and halfling
No and No.
Ice Tea, Water
Happy New Year!
Watches-Shadow-Behind-You is a halfling shaman from one of the tribes of the Talenta Plains. When his son and and granddaughter disappeared one night, he went walkabout with his raven to look for them. He found evidence of a struggle and followed some tracks to the lightning rail system. He found his granddaughter's doll on the train and bartered some healing magic in exchange for a ride. One of the porters said he remembered seeing a young halfling girl get off at a station in Breland. He disembarked there to continue the search. It has been weeks now and has been saddened that no new leads have appeared. He has survived here by taking donations for healing the sick and injured. His faith that the spirits will guide him to where he needs to be is still strong. Perhaps he can find his path through helping others?
What country were you born in?
Do you currently call Breland your home?
All things are my home as long as my love is there.
Do you think Breland is a 'good' government?
How the tribe here picks their leader is their business. Most of the people seem happy, so that is good.
What does your character lie about?
Watches-Shadow-Behind-You often finds it useful to tell what he calls “lies to children” (no matter the age of the person he is talking to). These are simplified truths, half-truths, or “truths of a certain light” so that he can help get the more unwise or impatient to understand enough for them to act.
What is your defining strength?
My wisdom and connection to the spirit world.
What is your motto?
Spirits whisper to us from the world around us, we need only to listen.
What is your most treasured posession?
My granddaughter's doll made of sticks and leather.
1. Familiarity with Fallout and it's incarnations. (Moderately important.)
Nox Aeterna wrote:
Lust??!!?? I like the sound of it already. Where is that?
I was looking at doing a synthesist archtype. Which would mean constantly having the eidolon out in the open until i could afford the Hat of Disguise
Synthesists don't have to wear the eidolon "suit" all the time. They can dismiss their eidolon and look normal when they want. When they summon it again, it forms around them.
Quicken Magic (feat or rod) and Summon Eidolon will work to summon the eidolon quickly.
Also, you can craft a Ring of Summon Eidolon (or other magic item) that summons it as a standard action.
Casual Viking wrote:
Where does it say "one attack"? That's the part I'm not clear on. If they have two natural attacks, and the spiritualist is high enough level for two attacks or more, can the phantom deliver two attacks as an immediate action?
^ This is exactly what I mean. What are the characteristics of science?
Science is 1) Measurable 2) Repeatable 3) Explainable 4) Exchangeable
So there we have it. Magic can't be a science. My disclaimer is that maybe this can vary from campaign setting to campaign setting. For most campaigns, the explanation is well, magic.
There is an argument that Pathfinder magic is just science with different rules.
I'm not convinced. You still have wizards and the like who are special people. If it was really like science everybody who check out a spellbook could follow the instructions and fling spells. Spells wouldn't run out either. Science is repeatable by everybody all the time.
Sure, somebody else who is a caster can make a magic item and then sell them, but you are still right back to it needing somebody special. The reason why, in the real world, it takes a lot longer to develop technology is because we have generations of people who have to build on the discoveries of the previous generations. Discoveries need time for other discoveries to catch up to the point where a technology can take those disparate elements and combine them. But you don't have that with magic spells. All of them exist already. You have humans and beings with human level intelligence or beyond that already know how how to make anything they want happen. There is no lead time. There is already a spell to make a automobile-like magic carriage. Just use "Magic Mouth" to make a magic radio. The reason they don't have those things is because it requires special people with special knowledge. That is the definition of magic.
This drifted off topic, we can continue this on another thread.
I don't agree with that. If it was like real-world science, then everybody would be able to cast spells. It would be as simple as pouring vinegar on baking soda to make a model volcano. Every farmer would be casting spells to help himself out in his work. Spell-driven technology would be cheap and ubiquitous. Everybody would have crystal ball TV sets, Bard-in-box radios, genie-powered automobiles, and so on. It very clearly is not that way, as only certain special people; wizards, sorcerers, etc., are able to do magic.