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The Sarkorian definition of "god" is more akin to older (pre-christian) cultures, where it defines the nature of the relationship more so than a "type" of being. Any being of significant power, who the clan/tribe have a reciprocal relationship with, is a god. So some tribes may have called a Dragon "god"...others a Demon, and yet others may have even called an ancestral ghost or vampire "god".
I have been waiting for this to be addressed for a LONG time...I hope I'm not disappointed by the treatment....
Ross Byers wrote:
I thought it said something like $15.99 just a few days ago....Given It doesn't really seem to even touch on any of the races I'm interested in....I may just pass.
That's way to steep for a PDF.
Ya, the Caligni are the playable version that will be released in B5Thanks Samy ;)
Not sure if I'm making this harder than it needs to be...or just not getting it in general.
I'm trying to scale a Decemvirate Helm using the scaling magic item rules from unchained...but I'm not really sure what is the most efficient way to go about it ???
Aura strong abjuration; CL 20th
Slot head; Weight 3 lbs.
The members of the Pathfinder Society’s administrative body, the Decemvirate, retain their anonymity by wearing close-faced, magically empowered helmets while fulfilling their official roles. The helms not only mask the wearers’ faces, but also function as helms of telepathy* combined with amulets of proof against detection and location**. The wearer of a Decemvirate helm can use disguise self at will and benefits from discern lies and true seeing at all times. The helm provides 100% protection from all gaze attacks and all forms of magical control. Specific Decemvirate helms may have additional powers and all are said to be unique in physical appearance.
Whatever their original purpose, Decemvirate helms seem designed to function as mantles of office. If one of these helms is worn by five or more individuals in one 24-hour period, it ceases to function for 1 day. If it is again worn by
five or more individuals within 24 hours of regaining its properties, the helm permanently loses its magic properties.
*The wearer can use detect thoughts at will. Furthermore, he can send a telepathic message to anyone whose surface thoughts he is reading (allowing two-way communication). Once per day, the wearer of the helm can implant a suggestion (as the spell, Will DC 14 negates) along with his telepathic message.
**protects the wearer from scrying and magical location just as a nondetection spell does.
If a divination spell is attempted against the wearer, the caster of the divination must succeed on a caster level check (1d20 + caster level) against a DC of 19 (as if the wearer had cast nondetection on herself).
Helm of telepathy: 27,000 gp, cl 5, cost to create 13,500 gp.
So I am going to attempt a Card Caster Magus build...and I'm already finding myself confused on a few points....
So you gain "Deadly dealer" as a bonus feat without having to meet the prerequisite "Arcane strike"...
Any ideas ???
I didn't realize there was more than one ?....but I was referring to the Mindlblade...wanted to make sure the standard Arcana work with the mindblades.....
What's the other one ?
Joe Hex wrote:
It was my understanding that street date is the same as when it's available for purchase as PDF...so in this case....July 29th.
Mark Seifter wrote:
Ah...I was hoping it was something like the reincarnated Druid archetype...only with resurrection...:(
Mark Seifter wrote:
You're not undead. You're more like one of the mythological and legendary figures that came back after dying as part of their tale, the most famous of which these days probably being from Christianity. You can continue to keep your body as long as you want, but if you overtax yourself, you risk slipping away for a while, leaving the body in a coma.
So that implies, you can't be killed ?I believe someone mentioned up thread that the class abilities made it "easier" to return from the dead....but do you actually gain some form of resurrection ability yourself ?
Mark Seifter wrote:
Soooo....your in the same body that "died"....but have reanimated it by your spirit refusing to leave ?But your not "undead" (a dead body, animated by it's former spirit)?
Can you continue to do this ?
Robert Brookes wrote:
The reanimated medium isn't still dead, but was once dead and now channels his own ghost! It's one of my favorite medium archetypes, just for the flavor of it. A samsaran reanimated medium would be a great character concept.
OK, so I'm having a REALLY hard time getting the fluff behind this...could someone explain in more detail just what the concept behind this archetype is ?
So you died....and then what exactly happened ?
If that's how it works...it is indeed an interesting twist...one I fully approve of ;)
I'm working on a rather rough idea...
So I'm looking for ways to maximize Arcane pool points, or things that reduce Arcana costs....so far I have found a trait "malleable magic" that allows me to convert spell slots to arcane pool points, but it seems like a really steep price for one pool point...
The feat Extra Arcana (net's 2 points) but that becomes a pretty heavy feat cost to take multiple times...
Favored class bonus for the Tiefling gives me 1 point every 4 levels...again, pretty slow going...
Has anyone run into something else that may help out with this (feat, trait, magic item, etc...)
And another stretch....If I had a Wyroot blade, could I "confirm a crit" on myself with it ?
chad hale 637 wrote:
Ditto...this covers just about every question I was thinking of ;)
in round 2 there is a talent that gives you failure free casting in light, and later on medium armour
Only problem is the Warlock is talent starved as is....So far, I have not actually gotten around to playtesting, because every concept/build I try, ends up falling flat compared to using another base class :(