Razmir the man known as the living god is making his move expanding into neighboring nations. It seems nobody can stop him as his power truly seems to be that of a god. A select few know the secret of his power and are taking steps to end his rule with the help of another who wields the same power as Razmir. Sazed Khaim a member of the old order of the keepers.
Houserules:
Houserules:
Casting: When casting a spell defensivly if you fail you do not automaticly lose the spell, rather you provoke an attack as you normally would for not casting defensive. If you are hit you must make a concentration check dc 10+damage taken if you fail this check you lose the spell.
Rolls:
Many rolls will be handled by the GM in secret.(don't worry, I don't fudge.)
Any result that can influence the character behavior will not be rolled open.
Rolls that will be handled by the GM:
Perception
Sense Motive.
if you make the check I will send you a pm or make a post and put it in a spoiler depending on the situation.
Sometimes I will roll Initiative others I will ask you to roll depending on the situation. In some situation (rarely) I will bypass init entirely and have you all go first and enemies second or have enemies go first and you all go after.
Combat rules:
I'm a fair GM, I dont roll combat in secret, I don't change results, I don't ignore bad calls from the characters.
Sometimes, character dies, but I'm not a player killer, if I think that an encounter will be easy handled, when it should be more challenging, I will make it a more challenging, if the party it's not prepared to face something, I will drop hints, if they insist... well killing one or two players never made me lack sleep...
Actions:
I'm a GM that do not punish the character for trying something new or cool, or even strange. Visual appealing actions are encouraged, the dc will of course depend on what are you trying, but you can try! If what you want to do is wicked cool, I can even bend the game mechanics to allow it! The most importat part is: Everyone have fun.
Posting Rate
If it could be done, I expect 1/day posting, if you can post more, it will really good.
During weekend, this rule does not apply. If you are able to post, great! But dont stress over this, everyone need some time to rest (In my case, I need time to play and DM :D on my tabletop games).
Level up
Aside from character creation, when you level up, if you want something not from core rulebook, you'll need to search it inside the game. basicly what you need to do is just show in game your character is searching for that knowledge. This rule is not meant to prohibit anything, I just don't like something like this: "Character always as a full caster, never picked up a sword in his entire life, and then he gain a new level and says: Master, I'll level up as a fighter now..."
Male Human Inquisitor of Pharasma 11 l AC 24 T 13 FF 21 l HP 54/69 l F +9* R +7* W +12* l Init +5 l Perc +17
It's poorly worded.
The flavor text implies that the witch guard swears an oath to defend a specific spellcaster, and they would apply that ability to that caster.
The mechanics text states "an adjacent spellcaster" which implies any adjacent caster.
What's worse, one of the later powers states that the ranger gains a patron, like the witch he protects, except the previous abilities in no way state that the caster he swears to defend must be a witch, specifically.
DireMerc's going to have to rule on this as he sees fit. I tend to favor the spirit of the rules, and if it were my decision, I would say that he has to swear his oath to a specific caster.
However, taken to its logical conclusion, that would also mean that the caster he would swear loyalty to would have to be a witch.
hp 61/75 AC 28, T22, FF28, fort +10 refl +12, will +16, bab 7/2 melee 11/6, ranged 9/4, cmb 11 cmd 29, init +4, perc +18, move 60, 8/10 chgs elem fist (+3d6), 9/11 ki pts, SR 15 oni-spawn Tiefling monk/10
skills:
acrobatics 19, climb 7(-4=3), escape artist 12, heal 7, perception 19, sense motive 7, stealth 15, swim 5(-4=1)
I'm going to be traveling - I'll be on the road Weds and Thurs, at a show Fri and Sat, then on the road again Sunday and MOnday - I'll be in hotels in the evening and have wifi in the room but unsure of their connection strength and speed. I will do my best to check in every day, but if I don't post in a reasonable amount of time, feel free to npc me please.
Male Tiefling (kyton-kin) Synthesist 10 HP 85+55/85+76 Init+8 AC29 (T17 FF26), F/R/W 9/11/13 CMD 23 PER+19
I don't think there's anything I can do from up above; I'm assuming that I can't even see Bleyz and Lysander, and as I have had a long day (went to see the Tour De France pass by), I'll call it quits tonight and think again tomorrow.
Male Tiefling (kyton-kin) Synthesist 10 HP 85+55/85+76 Init+8 AC29 (T17 FF26), F/R/W 9/11/13 CMD 23 PER+19
I am going on holiday on 19th July to 29th July. If necessary, feel free to DMPC Achren (try not to get him killed, I rather like him, lol). It's unlikely that I will be able to get online while I away.
For whats it's worth I hope Devyhn doesn't die since I kind of like him but it's not looking good.
Ok so Achren has spent 2 rounds climbing down he has gone down 60 feet.
After rechecking the layout from the bottom of the pool to the edge of the pit it's 120 feet. The water being 20 feet deep.
The rope most likely stop around 10 feet above the water so it can swing properly. So another round and Achren reaches the bottom, Lysander is still there however.
Relevant information:
Falling into Water
Falls into water are handled somewhat differently. If the water is at least 10 feet deep, the first 20 feet of falling do no damage. The next 20 feet do nonlethal damage (1d3 per 10-foot increment). Beyond that, falling damage is lethal damage (1d6 per additional 10-foot increment).
Characters who deliberately dive into water take no damage on a successful DC 15 Swim check or DC 15 Acrobatics check, so long as the water is at least 10 feet deep for every 30 feet fallen. However, the DC of the check increases by 5 for every 50 feet of the dive.
Male Human Inquisitor of Pharasma 11 l AC 24 T 13 FF 21 l HP 54/69 l F +9* R +7* W +12* l Init +5 l Perc +17
Helluva way to go. Reminds me of Little Shop of Horrors:
Stop and think it over, pal. The guy sure looks like plant food to me. The guy sure looks like plant food to me. The guy sure looks like plant food to meeeeeeeee!
All the same. He's a fun character to play, but the dice-roller is a cruel and fickle mistress. If this most recent roll is any indicator, there's still a chance that Pharasma won't be calling him home just yet.
Male Human (Chelaxian) Vigilante (Stalker) 7 | HP 70/70 | AC 22, touch 17, FF 16 | Fort +4, Ref +10, Will +5 | Init +5, Perception +10
All this is just my input, so it probably has no standing, but I'll offer my two copper.
The Synthesist Summoner is often quite a muddled thing when it comes to certain rulings--even more so than the base Summoner. Here's one of them: the claws aren't actually Achren's, they're the eidolons. But the eidolon can't take any feats, since it bonds with him. Unfortunately, this potentially means that Improved Natural Attack can't normally apply to any of its natural attacks, which is too bad.
However, there is a ruling that you can take feats whose prerequisites you only meet under certain conditions--like Rangers taking feats in their combat style's line, even though they only count as having, for example, Two-Weapon Fighting while in no, light, or medium armor. Should the ranger ever wear heavy armor, they lose their combat style feats and all the feats taken based on those, but as long as they don't, they're fine.
So personally, I think you could easily say that a Synthesist Summoner could take Improved Natural Attack for their eidolon's natural weapons, since they basically count as having those natural weapons themselves as long as the eidolon is summoned. Whenever the eidolon isn't around, the Summoner essentially doesn't have the feat.
Male Tiefling (kyton-kin) Synthesist 10 HP 85+55/85+76 Init+8 AC29 (T17 FF26), F/R/W 9/11/13 CMD 23 PER+19
DireMerc wrote:
I'm not sure would you be the one taking the feat? Because I do not think it would apply to your eidolon's claws.
According to the rules, these are the prerequisite:
Quote:
Prerequisite: Natural weapon, base attack bonus +4.
My Bab is +4, I have a Natural Weapon.
The only query in my mind is whether these are to be Monster only Feats or available to any PC that qualifies. Rangers can get it if they take the Naturals weapons Combat Style, and I know most DM's allow it, but not all, hence the question. Not sure if there is any official ruling (Probably Not - despite the errata on Synthesist summoners).
Personally, I'm not bothered either way; I'm sure I can find something else to use (there are plenty of Feats out there). It also begs the question of whether or not it stacks with the evolution of the same name, so it might be more of a headache to allow than to ban, but it's up to you.
hp 61/75 AC 28, T22, FF28, fort +10 refl +12, will +16, bab 7/2 melee 11/6, ranged 9/4, cmb 11 cmd 29, init +4, perc +18, move 60, 8/10 chgs elem fist (+3d6), 9/11 ki pts, SR 15 oni-spawn Tiefling monk/10
skills:
acrobatics 19, climb 7(-4=3), escape artist 12, heal 7, perception 19, sense motive 7, stealth 15, swim 5(-4=1)
So did anyone else get 'spam' in their inbox on Paizo from some reverend in the UK wanting private email response? My original reaction was 'oh hell no!' Just curious if anyone else got one of these messages?