Beltias Kreun

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Hey, this is kind of an obscure issue, but hopefully somebody else has run into it (or has more printer experience than I do). I'm trying to print off some spells from the PDF, and I'm doing 9 per sheet. My printer spits it out with 9 on there in the proper order, but they're insanely small, with tons of white space around them. Four per sheet produces similar results. Google hasn't been helpful yet. Anyone have a suggestion? I'm using a Canon LBP6000 and Windows 8, and I'm trying to print from my Google Drive. I'll try downloading Acrobat Reader and printing from there. Windows 8's default PDF app doesn't even provide the advanced printing options I need. Thanks for any advice!


Is there an implicit (or explicit) rule against having, say, a pair of bracers provide the mighty fists enchantment? I know for magic item creation, there's an additional cost for applying an enchantment to an out-of-the-ordinary slotted item, but I think it makes sense conceptually for bracers to provide a bonus like this without that. What do you guys think?


Due to players being unavailable, I've had to postpone my prepared game ideas, so I need some stuff for tomorrow evening. Tomorrow's party will be a LN Dwarven Drunken Master/Sacred Mountain Monk, a CG Halfling Skirmisher Ranger (using hand crossbows), and a CN Elven Cutpurse Rogue. All are level 7. The Rogue will be going to Shadowdancer soon, and she'll be learning her shadow skills from a Shae named Ashera. I plan on having Ashera show up this game and request something of the elf in return for a gift (some shadowed armor) and the promise of teaching down the road. The Shae has a grudge against the kingdom's Thieves' Guild, but that's going to be an issue a few games in the future. I think she might want to test the elf's mettle before sending her after the Thieves. What kinds of things might she require?


The ARG demo gives a "Change Shape" Magical Racial Ability that costs 6 RP. This functions as the Alter Self spell, allowing you to take the form of a Small or Medium humanoid. Do you think it's fair to have a Magical Racial Ability that instead grants Beast Shape I for 6 RP? If so, I assume it would be limited to one animal, but what would the duration be? Unlimited? If not, how many times per day could you use it, and how long would it last?


Can I get a quick critique? This is my first summoner build, and I'm really enjoying the options for it. I'm open to all suggestions for bettering this guy.

I also need some mechanical tips on how using an eidolon works. Do both the summoner and eidolon get actions, or does the summoner have to spend a standard or move action to order his eidolon around? When mounted on an eidolon, does the usual "either the mount or the rider may attack" thing apply due to the eidolon being sentient?

Alexander Spiros
LG male human summoner 8
Init +2; Sense Perception +0

Defense
AC 22, touch 14, flat-footed 20 (+8 armor, +2 Dex, +2 deflection)
HP 7d8+16 (59)
Fort +2, Ref +4, Will +6

Offense
Speed 30 ft, 120 ft run
Melee: Spear +8/+3, 1d8+3/x3
Ranged: Spear +8, 1d8+2/x3

Statistics
Abilities: Str 14, Dex 14, Con 10, Int 14, Wis 10, Cha 18
Base Atk: +6/+1; CMB +8; CMD 14
Feats: Combat Casting, Mounted Combat, Skill Focus: Ride, Spirited Charge, Toughness
Skills: Handle Animal 4 (+11), Knowledge: arcana 6 (+11), Knowledge: planes 6 (+11), Ride 8 (+16), Spellcraft 8 (+13), Use Magic Device 8 (+15)
Special: bond senses, cantrips, eidolon, life link, maker’s call, shield ally, summon monster IV, transposition
Languages: Celestial, Common, Draconic
Equipment: spear +2 (8302 gp), elven chain +2 (9150 gp), handy haversack (2500 gp), ring of protection +2 (8000 gp), miscellaneous adventuring gear
Description: Alexander wears white and gold clothing, and he has golden hair. He is strong, virtuous, and selfless.
Spells per day 1:5/2:5/3:3
Spells Known 0:6/1:5/2:4/3:3
0: arcane mark, detect magic, light, mage hand, mending, read magic
1: endure elements, expeditious retreat, jump, lesser rejuvenate eidolon, unfetter
2: bull’s strength, glide, lesser evolution surge, summon eidolon
3: evolution surge, rejuvenate eidolon, water breathing

Eidolon - Xanthus, the Golden Lion
LG large wolf-lion outsider

Init +2; Sense Perception +0

Defense
AC 21, touch 11, flat-footed 21 (+6 armor, +2 Dex, +4 natural armor, -1 Size)
HP 6d10 + 18
Fort +8, Ref +7, Will +2 (+4 vs enchantment spells and effects)

Offense
Speed 40 ft, 160 ft run
Combat Options Grab
Melee: bite +18, 2d6+18 plus grab; 2 claws +18, 1d8+13
Melee: 2 rakes +18, 1d8+13; received after successful grapple check against opponent

Statistics
Abilities: Str 26, Dex 15, Con 17, Int 7, Wis 10, Cha 11
Base Atk: +6; CMB +15 (+19 to grapple); CMD 25
Feats: Improved Natural Attack (claw), Improved Natural Attack (Bite), Improved Natural Attack (Rake)
Skills: Acrobatics +9, Intimidate +7, Knowledge: arcana +5, Knowledge: planes +5, Perception +6, Stealth +4, Survival +5
Base Form: Quadruped
Evolutions: bite(1), claws (1), grab: bite (2), large (4), mount(1), rake (2)
Special: Ability score increase (Str), darkvision, devotion, evasion, link, share spells
Languages: Celestial, Common, Draconic
Desciption: Wolfish head, white fur, gold mane, big cat-like paws, lion’s roar


I've started on a "wild barbarian," which loses rage but gains wild shape. I think it could probably benefit from some of the rage powers (or modded versions of them). Suggestions for balancing when wild shape is gained and any other additions are welcome.

Wild Barbarian

While most barbarians gain battle prowess from their fury, wild barbarians shapeshift into deadly beasts to slay their foes. A wild barbarian has the following class features.

Weapon Proficiency: Wild barbarians are proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below).

Wild Shape (Su): A wild barbarian gains the ability to turn himself into any Small or Medium animal and back again once per day. His options for new forms include all creatures with the animal type. This ability functions like the beast shape I spell, except as noted here. The effect lasts for 1 hour per barbarian level, or until he changes back. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity. The wild barbarian must choose a single animal form for each size. Once chosen, it is permanent.

A wild barbarian loses his ability to speak while in animal form because he is limited to the sounds that a normal, untrained animal can make, but he can communicate normally with other animals of the same general grouping as his new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)

A wild barbarian can use this ability an additional time per day at 3rd level and every two levels thereafter, for a total of ten times at 19th level. At 20th level, a wild barbarian can use wild shape at will. As a wild barbarian gains levels, this ability allows the wild barbarian to take on the form of larger and smaller animals. Each form expends one daily use of this ability, regardless of the form taken.

At 4th level, a wild barbarian can also use wild shape to change into a Large or Tiny animal. A wild barbarian's wild shape now functions as beast shape II.

At 7th level, a wild barbarian can also use wild shape to change into a Huge or Diminutive animal. A wild barbarian's wild shape now functions as beast shape III.

At 10th level, a wild barbarian’s wild shape now functions as beast shape IV.

This ability replaces rage, greater rage, tireless rage, and mighty rage.


Under core combat rules, readying a shield (which I am assuming means drawing and buckling it, so correct me if I'm wrong there), is a move action.

Then we get this addenudum:
If you have a base attack bonus of +1 or higher, you can combine one of these actions with a regular move. If you have the Two-Weapon Fighting feat, you can draw two light or one-handed weapons in the time it would normally take you to draw one.

This leads me to believe that I can pull my sword and heavy or light shield off my back during a regular move, provided I have TWF.

Now, the quickdraw shield states this:
If you have a base attack bonus of +1 or higher, you may don or put away a quickdraw shield as a swift action combined with a regular move. If you have the Two-Weapon Fighting feat, you can draw a light or one-handed weapon with one hand and a quickdraw shield with the other in the time it would normally take you to draw one weapon.

Isn't this behavior inherent to all shields? What makes the quickdraw shield special? It seems like the language here implicitly limits what you could do with regular shields.

Help me out, please!


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Holding two shields won't give you any extra shield bonus, but a fighter with the proper feats that wields enhanced/spiked/bashing shields is going to be dishing out solid damage while still getting an AC bonus from them. Is there a good reason not to do this? I put together a warrior NPC who fights like this with "razorshields" (functionally the same as spiked, but they have bladed edges and deal slashing instead of piercing), and I like him a lot.


I'm going to try out something a little different in my next game. I'm looking to slightly modify the chase rules to expand them into action rules. The players will be moving through an icy castle filled with zombies, and they'll be harassed by a frost giant along the way. I think I'll just add some combat options to the normal chase options, but I want to keep it all rather fast-paced and exciting. I'll also throw in some hidden saving throws along the way. For instance, the rogue will be dashing down a narrow hall when the giant's fist comes through the wall, and she'll have to make a Reflex save to slide under the attack and not get pummeled. What are your general thoughts on the idea itself, and how can I make it really action-packed and exciting?


I'm looking for a good end-game mount for my sword and shield fighter His end-game self will likely be in mithral full plate of speed and wielding a mithral frost longsword and mithral quickdraw shield, and I want a style-appropriate mount. I was originally thinking about getting a silver dragon with the Leadership feat, but my fighter would have to be really high level to get it (and we may cap out around 16), and I'm not sure if that's exactly what I want yet. Right now I'm looking at making a neutral or good variation of the frost drake, preferably with a level of fighter so I can give it medium mithral armor. What kinds of changes might make its cohort level more on par with, say, a griffon? I'm thinking less intelligence and possibly no speaking ability might make it feel more like a mount (albeit still a sentient one) and less like an NPC.

Alternately, I'm open to other mount suggestions from the bestiaries or mythologies.


In 3.5, flying mounts could only fly with a light load. Does this still hold in Pathfinder, or can a mount fly with a heavier load (or a light load and heavy armor)?


Is there anything keeping me from making a staff function as a broom of flying with Teleport 1/day?


If a character has both of these feats, I would assume it works this way:
The character makes a shield bash, which triggers a free bull rush. The attack is rolled normally, but to confirm the bull rush, add 2 to the result (from Improved Bull Rush). Then, the victim of the bull rush provokes an AoO (from Greater Bull Rush), allowing the attacker to get in another hit. Does that look right? I think my fighter will be headed for this feat mix, and that sounds pretty cool. Also, would the free bull rush from Shield Slam cause the attacker to provoke an AoO if he didn't have Improved Bull Rush? I'd assume not, but I just want to be clear.


When using Rapid Shot, you get an extra attack and take a -2 to all attacks that round. What's the base attack bonus to this extra attack (before applying the -2)? Is it your highest attack bonus -5? Lowest attack bonus -5?


I've got a loose idea going here - "civilized" races that aren't humanoid, similar to Giant Eagles or Worgs/Winter Wolves. These could be NPCs or possibly PCs if everyone involved is cool with the setbacks (like not having hands). This definitely wouldn't be for everyone, but I think it could be a fun addition for some. So to test this out, I need some help creating Lycans, which are simply wolves that are as intelligent as other races. To start, I ripped the evident stuff off of the basic wolf and applied it to these guys, and here's what I have so far:

Lycans

Lycans are magical beasts. They are wolves with the intelligence of men, making them dangerous indeed.
Physical Description: Lycans looks like, well... wolves. However, lycans tend to have strange, swirling markings throughout their coats.
Society: Loose affiliation of various packs.
Relations: Rarely interact with other races regularly - elves see them the most.
Alignment & Religion: Typically neutral, though neutral good and neutral evil are common as well.
Adventurers: Some lycans seek out adventure instead of starting their own packs. They may feel that their god has chosen them to protect the helpless, or perhaps they are bonded to other adventurers. Some lycans simply seek to protect their natural homes or to exact retribution on those who would defile them.

Lycan Racial Traits

+2 Dexterity, +2 Wisdom, –2 Charisma: Lycans are agile and have keen senses, but their fearsome mien offsets those not familiar with them.

Medium: Lycans are Medium creatures and have no bonuses or penalties due to their size.
Fast: Lycans have a base speed of 40 feet.
Handless: Lycans have no hands and cannot hold normal weapons and shields.
Keen Senses: Lycans receive a +2 racial bonus on Perception skill checks.
Low-Light Vision: Lycans can see twice as far as humans in conditions of dim light. See Additional Rules.
Maw: Lycans have fearsome jaws that grant them a natural bite attack, which deals 1d6+STR damage.
Quadripd: Lycans have four legs, granting them +4 to CMD against trip attacks.
Wild at Heart: Lycans receive Survival as a class skill, and they get +4 to Survival to track by scent.
Languages: Lycans begin play speaking Common and Sylvan. Lycans with high Intelligence scores can choose from the following: Draconic, Elven, Giant, Goblin, and Orc.

Obviously, they can't hold stuff. To help offset this, they could "wear" weapons like metal claws, and I'm contemplating divine weapons like Okami-style swords that could possibly be inherent to the race or to new archetypes. If you haven't seen Okami, it'd be a magic sword that stays on the lycan's back, and the lycan could command it to swing at nearby enemies. I'm not shooting for 100% balance, but I want it to be something that could be fun for some people. I need suggestions for balancing the racial abilities as well as how lycans would work as some of the classes. Also, if you have a better idea for their name, let me know.


The APG has Quickdraw version of light steel and light wooden shields. My fighter uses a heavy steel shield, but I'll be picking up a mithral one when possible. Since mithral effectively lessens armor categories (heavy to medium and medium to light), what do you think about constructing a Quickdraw mithral "heavy" shield? It'd only be a pound and a half heavier than the light steel shield, so I think it makes sense. I'd still have to drop some feats to be able to draw it and my sword together, though...


What's the action required to use Shadow Split? There's nothing listed on the PRD, so I'm assuming Standard.


So, this isn't a big issue for me right now, but creating high level magic items can take a while, even if you increase the DC to cut the time in half. Are there ways to speed this up, like with multiple wizards working together?


Once you recall a secret chest, do you have to cast the spell to send it back again, or can you send and recall as a standard action while the spell is in effect? By RAW, it looks like you can only recall it as a standard action, and it requires another casting to send it back, making it inefficient for storing things that you'd want to access regularly.


I'm looking to amp out an otyugh to be a good boss battle for five level 5 heroes. I think I want it to be Huge instead of Large. It definitely needs some more HP as well to last more than a couple rounds. What else should I do?


Is it legal to apply two or more archetypes to a class so long as they don't conflict? I'm looking at a Ranger built with Guide and Skirmisher. Guide would override his favored enemy and hunter's bond, and Skirmisher would override his divine spells.


I'm assuming that the fighter's weapon training doesn't make him automatically proficient in all of the weapons in that group, but I wanted to be sure. Does the fighter need explicit proficiencies in weapons that are a part of a chosen weapon group?