So this post has sat vacant for a while and rather than creating new,
I found the Love for summoning Small Ice elementals last night when fighting a Gelatinous Cube (Frost). Summoned 3 by using a Summon III.
My DM allows the variant critters from https://sites.google.com/site/pathfinderogc/magic/all-spells/s/summon-monst er
For crowd control (Trample), would I be better served by the Bison or by summoning 1-3 Aurochs?
Has anyone updated the 3.5 dread Pirate PrC?
If not, I might just use the 3.5 version as is? It's not bad...
What say you folks?
Rally the Crew (for those unfamiliar): starting at 3rd level a Dread Pirate can inspire his allies (including himself)in combat once per day. This inspiration grants them a +1 morale bonus on Saving throws vs charm and fear effects and a +1 moral bonus on attack rolls and weapon damage rolls. to be affected, an ally must be able to see or hear the dread pirate. the effect Last for 1 minute per class level, even if the dread pirate moves out of range or loses consciousness. This is a mind affecting ability.
Most characters when I GM get equivalent of Leadership by 7th level.
I'm good with a free trait like bonus (some of the examples are Bonuses to dungeoneering and survival in a certain dungeon, an additional language taught by an NPC that let's everyone participate in a certain region, Bonuses to Survival if in a particular environment after a period of alcclimation.., Etc.)
My Swashbuckling Pirate captain on entering a new town and confronted by the vizier's right hand man offering to host the players at the palace.
The young lad that has recently joined our crew "Sir, do the women need to be buxom?"
Captain: blink... pause... blink... open mouthed in wonder.
No you are correct. You either heal or harm. The opposite effect does not take place at the same time.
A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see spontaneous casting).
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.
A cleric must be able to present her holy symbol to use this ability.
This.Knowing when you are up next allows you to plan for your next round. You know who is about to go and can communicate with them as to your plans etc...
Adamantine Dragon wrote:
...I used index cards which I also wrote key char info on. Then I would just put them in initiative order and work my way through them. I just made quick cards for all the NPCs and monsters. Worked very well.
You can either keep them in a stack and call thru them or fold them and hang them, in order, over your screen so the players know who is coming up...I have also used a magnetic white board with names of players on flat magnets and monsters listed as Monster 1, monster 2, trap 1, NPC 1, etc...
This would be my call too.
It seems that you are looking at a stack of house rules based on reality based vs rules based.
Type up your list and submit under house rules.
Let's say you have a Medium humanoid prone opponent in front of me, standing, and ...
If they are prone, they are not standing? I'm confused...
But skip that. If you have a prone opponent you can GRAPPLE in the first round and skin it to say that you are using your trident (but will take a -4 to your check for not having both hands free). The next round, Assuming that you succeed on a second Grapple check (at a +5 if they didn't break the grapple)you can pin them.
I was thinking these from the title:
Improved Feint is nice at low levels or when you have no one to flank with to get your Sneak Attack.
As indicated, Two Weapon Feint is the trick to be able to do full attacks with a Feint using up only the first.
I'm a fan of low powered, low fantasy. I'd have a ball.
My current character isn't much above those stats at 8th level and he's fun as heck. he's just barely above mediocre but he became the default party leader and now (Kingmaker) he's the Duke.
Super stats don't make a more fun game, they just make a more mega Character.
Using the chain I outlined before, your critter can dive bomb in, with a good chance of hitting, and then be back in the air with out taking a hit.
Flyby attack CAN do the same but that AOO can take them out pretty quickly.
And that AOO prevention is the whole point with a fragile Animal Companion.
Flyby Attack (Monster)
This creature can make an attack before and after it moves while flying.
Prerequisite: Fly speed.
Benefit: When flying, the creature can take a move action and another standard action at any point during the move. The creature cannot take a second move action during a round when it makes a flyby attack.
Normal: Without this feat, the creature takes a standard action either before or after its move.
Looks like you have some free feats.. you need this chain:
You will need to use the 4th level stat increase to get Int up to 3 so you can go outside of the Animal only feats for Death from Above.
You shouldn't need to take Multi-attack since none of the attacks are listed as secondary? (oh you are adding in the free from 9th...)
How about instead of making up 40 traits, the GM just makes one per character based on the back story the player has provided?
Fits the character concept perfectly every time.
This has GOT to be the worst argument against traits. EVER.
Have you seen the list of Feats?
I am sorry you feel that way. Many of my players love hunting through the traits for something that not only fits their character concept but also provides that nice flavorful, and mechanical bonus for them. They treat it like a little treasure hunt. When you find the trait that works well with your concept it feels great. Also, I've seen players design entire character concepts off of a trait (meaning they saw a cool trait they designed their character knowing they wanted him/her to have it).
This. Generic is like picking a feat.Traits are designed to provide a background hook or story element as well as an in-game mechanic.
If a player really wants a trait for fluff but doesn't qualify, I'd be happy to bend but they need to explain why that is not "I want that bonus"...
Real world and Wiki have little bearing on Animal companions other than as suggestions to where you will want to put skill points. But YOUR animal Companion can be as different from a wild Animal as you can make him with feat and skill selections.
Animal Companions are not Bestiary entries. They have different stats and abilities as indicated under Animal Companions.