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Hey, this is long after the fact and I just thought it would be fun to see what kind of ideas other people could come up with in that situation. No need to be rude, right?
You guys have some very interesting ideas.
We tried many different things while stuck there in the middle of nowhere.
First idea was to use paper-scissors-rock.
Next idea was to use coins.
So we tried some other things that I will cover later.
Not too far from the truth, but they did have Monopoly and cards. Yes, this situation really happened.
OK, so here's the situation.
What is the best way to simulate d4s, d8s, d10s, d12s, and d20s rolls so you can get a Pathfinder game going?
Hey! *I* am the number one fan of The Harrowing.
Seriously, I think The Harrowing could become a campaign setting itself. Sort of like how Ravenloft was a module that turned into a campaign setting. What do you think?
Only in the case when their was a hireling or cohort with the party connected to that PC.
If it was patently not legal, it would actually say "You cannot intentionally miss".
The other thing is: you need to be Flanking in order to use that Rogue Talent - WHY would you purposefully miss and not just hit the enemy
Because like you, the designers didn't seem to foresee situations where you would want to give up your attack so another can get one.
Let me give you an example: If you, as a rogue, and your party member are fighting a creature that has high DR and you don't have a weapon that can bypass the DR, but your party member does. It would be better to "give" your attack to your friend in that case.
Chess Pwn wrote:
The FAQ was talking about hands, not feet. It said you could not use your hands for unarmed attacks. No mention of feet, elbows, knees, or headbutts.
I want to make sure I am reading this correctly.
So a witch with Prehensile Hair and +4 Int mod uses the Natural Attack rules with the Int mod instead of the Str.
Assuming the witch does not also take claws or some other natural attack type, does that mean the witch, because Prehensile Hair is her only natural attack, adds 1.5 times her "Strength" (now Intelligence) modifier so that her bonus is now +6?
Witches have no limit to the number of spells their familiar can learn.
Hexes are a witches main feature. You want as many hexes as you can get.
Here is what I suggest for First level:
Highest Stat: Int
Traits: Fast Talker, Reactionary
1st Level Feat: Extra Hex
Skills: Bluff (from Fast Talker trait), Intimidate, Knowledge (Arcana), Heal, Use Magic Device
Hexes: Evil Eye, Misfortune, Cackle
Cantrips: Light, Detect Magic, Mending
1st level Spell: Summon Monster I
Bonus Spells from high intelligence/spells to learn next: Cure Light Wounds, Burning Hands, Ear Piercing Scream, Adhesive Spittle, Mudball, Ray of Sickening
Weapons: Crossbow or Sling, Heavy Mace, Dagger, Wooden Stakes (10 of them)
Note: Stay out of Melee. Focus your abilities on debuffing the enemy leader. Witches are weak vs the undead so avoid them. Cackle as a move action to extend evil eye/misfortune and use your standard action to cast a spell or use your missile weapon.