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Ancestral Weapon: You have inherited a sacred tribal weapon wielded by your forebears since the days before the Rain of Stars, and you were trained in its use from a young age. Select either cold iron or silver.You begin play with a masterwork melee weapon made of the material of your choice. You must be proficient with this weapon, and its combined cost cannot exceed 500 gp. You gain a +1 trait bonus on attack rolls with weapons made of the selected material.
"Wizards who select a bonded object begin play with oneat no cost. Objects that are the subject of an arcane bond
must fall into one of the following categories: amulet,
ring, staff, wand, or weapon. These objects are always
masterwork quality. Weapons acquired at 1st level are not
made of any special material. If the object is an amulet or
ring, it must be worn to have effect, while staves, wands, and
weapons must be wielded."
Of course the Wizard has the option of switching to a different bonded item later....which the Battle Host does not.
My thinking, is that usually when a class ability gives you an item, it states specifically that it "can't" be of a special material (if that is the case)...that combined with the fact that your bonded to that item permanently (so no upgrading later when finances allow)....is why I was inclined to think it may be acceptable.....
After looking at those...none really seems to actually shorten the time needed to read something.
Character is an Investigator, so making checks to recall information is not really the issue. I'm looking more for something that for example allows me to read a book that is supposed to take an hour to read...in fifteen minutes (or less).
There are several feats that allow wizards to prepare/study spells in a much shorter period of time...so I was hoping there was a non-spell focused version....
But the Caligni are the MOST IMPORTANT ones! .....:P
Lord Gadigan wrote:
Just how does one gain access to these alternate keneticist abilities ?
Lord Gadigan wrote:
Caligni Darkfolk are seen as as positive omens / individuals with the potential for a great destiny by other Darkfolk, who see them as having aspects of their ancient past before the Owbs took control. The Owbs tend to dislike them for much the same reasons, leading to Darkfolk society ultimately being hostile towards them and tending towards their deaths before adulthood.
THANK YOU Lord...so far, they are sounding great....Can anyone share how they are physically described as looking ?
Any mention of where they fit in the hierarchy of the society ?Happy Dance that their medium.....
What is the physical description like ?
And THANK YOU for posting info on them ;)
Well at least I'm not the only one confused....:(
What seems logical to me (keeping in mind that I sometimes suffer from a lack of suspension of disbelief)...
Is that in the case above (Invisibility Alarm) you would drink the potion...and then you would act as the "point of origin" for the duration.
Drinking an extract/potion in order to "cast" a spell just seems kind of silly to me....
My Self wrote:
Invisibility Alarm....functions "as" alarm....which is normally a fixed point. At least to my mind, it seems logical that the alchemist counts as the point of origin of the effect for the duration. However, since the alchemist is mobile...does that make it an "aura" type effect ?
I love the idea of teamwork feats, I unfortunately think they really lack in their implimintation. Out of all the teamwork feats, only about 5 to 10% of them are worth bothering with in the end. IMO at least. Over all though, I like this book. Its not the best one in the line, but it is nice to have most of the flavor in one location. I'd give it a solid 3 of 5 myself.
I wish they had handled the idea differently. Although I like the idea of a group learning to do special things through teamwork...it's way to much of a feat tax to expect all the players to take the feat in order to do so. Most builds that we come up with can't spare the feat slots to all take them.
I would rather have seen them do a skill system....with ranks determining what characters can do.
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 ;)