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Sebastian wrote:
4 bards and a commoner.

I don't know. You probably want a little muscle in that group.

Better add a housecat.


VictorCrackus wrote:
HyrumOWC wrote:
Kthulhu wrote:

The Genius Guide to the Shadow Assassin

Looks rather ninja-ish. I haven't actually bought it, but it's gotten decent reviews.

I will admit that we got the idea for the class after watching Ninja Assassin. :)

Hyrum.
Super Genius Games
"We err on the side of awesome."

Hrm. What did you think of my version of the ninja?

Okay, first of all, it largely looks quite good. Doesn't look broken. Next...

1. Loved that you switched Sudden Strike for Sneak Attack. While I agree that a lone ninja doesn't always have someone to flank with, I don't see any reason why a Rogue can take advantage of an opponent's distraction but a Ninja can't...

2. I think there is some merit to offering alternative features to specialize, but I think that can also be done just as easily with a five level prestige class (Poison-focused Ninja, Spy-focused ninja, Combat focused Ninja, etc.). That said, some options, whether based on ki powers or not, would be nice. Maybe use a ki point to increase poison DC as was suggested, or use a point to give you feather fall for one round (great for leaping off a really tall wall), to give you the ability to water walk for several rounds/minutes (also works for running on light tree branches or not leaving tracks in the snow), etc.

Personally, I used to recommend customizing ninja (before the 3.5 class was introduced) by starting with a Rogue (or another OGL base class / occassionally making tweaks to certain powers), then adding levels in the Assassin prestige class - their death attack fit wonderfully, and their list of spells they can cast was obviously lifted right from ninja mythology).

Basically, I think things are fine, but more options are always good.

3. Death Attack - I personally think the Ninja should have it, probably at high levels.

4. I liked the suggestion of giving Ninja a bonus to poison save DCs, but I think it should be more of talent option or a five level prestige class thing.

5. The Orb - this seems to run right out of traditional ninja myth and right into an episode of DragonBall Z. If that's you're cup of tea, great. Personally, I really don't care for it at all. I don't think ninja should be "blasters." I think the slot would be far better used for the Death Attack option, or other traditional options for ninja's, such as shapeshifting into a cat or bird, or any of the other options I listed in point number 2 or any of the spells from the Assassin prestige class.

6. Weapons - I think your list is good - simple weapons, short sword, hand or light crossbows, short bow, and monk weapons. I would also make it a point to include OGL materials, materials from previous 3.5 eastern-themed supplements, etc. that include more traditional ninja weapons.

Also, you might, in addition to Poison Use, include a notation that the ninja might be better at implementing or creating alchemical objects, such as tanglefoot bags, or "black eggs" (you'd have to write up what those did, but they're certainly appropriate).

7. "At level 5, she gains a +10 bonus to her movement speed.
At level 10, she gains Slippery mind. If affected by an enchantment spell or effect and fails her saving throw. She may attempt it again one round later at the same DC. She gets only this one extra chance to succeed on her saving throw.
At level 20, she can act as if hasted for ten rounds per day. These rounds need not be consecutive, and the haste can be activated as a free action."

Were these options dependent upon you having ki points left? Do they require spending ki points?

All I have for now...


Shar Tahl wrote:
I am going to sort through them soon. Haven't had much time this week to work on it

I've been taking a look at the class every now and then.

In addition to some of the stuff I previously mentioned, I was considering including a couple other things. One, I think a good 20th level capstone would be the Eldritch Knight's 10th level ability. So in addition to or instead of casting multiple spell strikes in a full attack, you get to spell strike on a critical as well.

Also, I was looking at the Abjurant Champion PC. The whole Mage Armor ability the "Phantom Blade" has is already rather reminiscent of the class. However, I noticed one of the AC's class abilities (swift abjuration casting) and realized that most fights don't take place with the PCs having the element of surprise. Either they get ambushed or both parties notice each other at the same time (though individual DMs may run things differently). Also, fights rarely last more than 4 to 6 rounds. So, if casting protective spells, using enhance weapon abilities, etc. is a key part of this melee class, being able to do so in less than 2 or 3 rounds would be good.

So, I was thiking something like... a number of times per day equal to the number of uses of Spellstrike the Phantom Blade has, he may cast a spell that has the PB as the target as a swift action without increasing the casting time. (Maybe have this ability count as a use of Spellstrike, I don't know.) This way, if the group rounds a corner and is facing a drow patrol, the PB can take a full round and cast Mage Armor, Blur, and enhance his blade, then move and attack on round 2, instead of round 3 or 4.

Opinions?


Quote:

The DC of the save will increase, but not the damage dice.

There's no rules on harvesting poisons AFAIK, so RAW you can't harvest poisons at all. However, I'd say you have to kill the creature to harvest from it.

Actually, AFAIK IRL, venom produced by an animal tends to break down rapidly after the animal dies (or it's exposed to air). You could certainly harvest the venom more easilly and safely when the critter's dead, but long term, it's probbly more profitable to keep the animal alive (assuming the cost of feeding/housing/etc. it is not more than the cost of buying the poison in question), so you can continue milking it for venom. Works IRL for those guys who keep thousands of black widow spiders and dozens of rattlesnakes a in garden shed to milk in order to develop antivenom.

Of course, your average purple worm will not easilly fit into your typical garden shed...


Daniel Moyer wrote:
KaeYoss wrote:
CaptainTed wrote:
Mystery solved. Thanks for the help.
That's great. Now post a link already! ;-P

Serisouly, talk about being left hanging... now we want to see the picture! :D

EDIT: Holy cow! The last link on the motivational poster page is basically an RPG.net wiki index... so much for looking based on clues.

Whoopsie!

Go to "Mage Blades" page

There we go.


Mikaze wrote:

The closest Pathfinder art I can think of off hand with canine-like humanoids would be the covers to Beyond the Vault of Souls and the first Legacy of Fire cover, and neither of them match up.

How long ago did you see it? It was probably in the Store Blog, which means it could be from any number of product lines, but having a general idea of when you saw it will make finding it much easier.

Actually, I just found the image on the RPG.net motivational poster page wiki.

Mystery solved. Thanks for the help.


Hello all, I was wanting to show a specific piece of art I believe I've seen on this site (you know when you first get onto the site, and at the top of the page they have a random piece of art load up). It's a close up of two warrior-mages standing back to back. One is a human? female, and one is a anthropomorphic wolf-like creature with lightning flashing in one hand. They are completely surrounded by many foes, in the desert, I believe.

I haven't seen it in a while. If you know the picture, could you please let me know...

1) who the artist is

2) what supplement it appears in

3) where I could find a link to the image

Thanks.


Any new thoughts per our comments from Shar Tahl?


Ellington wrote:

I posted a Beastmaster PRC which didn't get any notice a while ago, but it specifically deals with what you're looking for.

Linky!

Thanks


Skylancer4 wrote:
IIRC - If I remember correctly.

Thanks.

That one has been driving me crazy for weeks...


Mabven the OP healer wrote:
This is funny, because I have always wanted to play this sort of druid myself, and have actually specced out the character, but unfortunately, there is at least one player in my group who has a real problem with characters who do lots of summoning. I do not agree with his reasons, but I do sympathize with the emotion behind them, so I have tried to be chill about it with the summoner characters I have played. His reasons are basically that it causes that character's turn to take too long, that player ends up with many more actions than the other players, thus making other players feel sidelined, and in the case of high-level summons, such as those brought into play by the planar ally and gate spells, he feels that he becomes no more than the cohort of the summoned creature. Even playing a druid and doing something fairly standard like summoning 1d3 arrowhawks with a Summon Nature's Ally V spell visibly disturbs him.

Well, it does add a LITTLE more time to combat. However, it's a core feature of the class. So, I'd say if the guy doesn't want some summoned animals around, fine. If he's playing a fighter, ask him if he'd like to switch hit point totals with you... :)

Mabven the OP healer wrote:


But, in a different playing group this is the sort of druid I would play:
main stat: CHA
leadership feat as early as possible
Use Wild Empathy class ability and Handle Animal skill to gather large numbers of wolves around me.
When I get to high enough level to cast Awakening, use it on the best of my wolf-pack and turn him into my super-intelligent wolf (or Dire Wolf) cohort.
Spend as much time as possible in dire wolf form.
Use Dominate Animal to recruit any particularly fearsome dire wolves I find in the wilderness for short periods of time.
Of course Summon Nature's ally spells enhance the size of the wolf-pack nicely for short periods of time.

All hail the Wolf King.

Cool idea, but I really don't want to have to Awaken the wolves to get them into the pack...

Louis IX wrote:


IIRC, there's also a feat called Wild Cohort, but it's not made to gather followers like Leadership does.

What does IIRC mean?...


Caineach wrote:
Well, buff spells could be cast by performing a kata, kinda like the warblade recharging maneuvers :)

Cool flavor, but I'm with Shar Tahl. I think of a MageBlade as half warrior/half spell slinger/all ass-kicker (I can't believe I just said "all ass-kicker"... sigh).

A fighter who channels arcane spells through their sword feels more like a prestige class, or even just a well enchanted blade.


Quote:


4 - For the augment additions, I was thinking of adding new things to the table like -5 Fire resist 1 rounds at a cost of +1, -2 SR 1 round at a cost of +3, -2 AC 1 round at a cost of +2. Allow it to go to 1d3 rounds on a critical.

The concept is good, but this would need to be powered up significantly to make it worthwhile to even consider. The fire (or cold/electricity/acid/sonic/force/etc.) one is pretty fair, with a -5 to the resistance for every +1 given up.

I haven't had to deal with spell resistance in too many cases, but -2 to SR to give up a +3 weapon bonus (that you only get a limited number of times) seems pretty pitiful. Better to take flaming, frost, and shocking and get a +3d6 to weapon damage for one round and just hit the critter.

-2 AC for a +2 bonus (for a sec there I thought we could put the enhancement bonuses into +X on the weapons instead of just the abilities, which would make this abiity pointless... I'm better now) is okay, I guess. But, if you're going to trade bonus damage potential or weapon abilities for making your enemy easier to hit for one round, you may as well just let the Gish use the augment weapon ability to give a straight +X bonus to their weapon...

When I mentioned the ability I was thinking of, I was seeing it as something that was always active. The Gish learns to follow up a successful strike with a spell while the enemy is focused on the wound he just received (giving him a -1 or 2 to his next spell save); or, the Gish learns to follow up a successful spell cast against his enemy with a melee strike, taking advantage of his enemy's momentary distraction (giving him a -1 or 2 to AC). I think it's a good description of how the Gish begins to successfully blend his spells and his martial prowess together in combat. Maybe a -1 at 10th level, -2 at 20th? Or maybe just stick with the -1 and stick it in a higher dead level?

Quote:


I could alter it so you could get fighter or wizard bonus feats, depending on which way you want to go. Maybe make it paths like ranger's archery and two weapon.

On the mage armor, may do that ranger type thing with that too. Have the class have Mage Armor as a bonus spell that doesn't count against the spells known, then have the player choose a path, maybe have the feat and the armor tied together, like an arcane path giving mage armor boost and wizards feats or a martial path which gives armor augmentation and fighter feats. (Way of the Warrior/Way of the Mage ? )

I don't know. Concept's interesting, but I think tying the feats and armor selection together would hamper the options for a PC who wanted, say the augment armor ability, but didn't want to load up on the fighter feats.

I like the idea of having mage armor be a free spell that doesn't count as one of your spells known. Or did you mean mean you can cast it for free whenever, cause that might be a bit unbalancing (not sure). Maybe have it as a single spell that can be swapped out like a druid's summon animal spells?

Also, I've been thinking about what someone else on the board said about what happens if you choose the hour per level once a day boosted mage armor option, and an hour after your party gets up, you run into a magic user that casts dispel on you? Once per day, so the ability is basically useless now (and if that's your primary armor, you're screwed for any other encounters)...

How about this -

1) All members of this class have Mage Armor as an extra spell known (doesn't count against other spells known), that they may swap out for another spell like a druid's Summon Animal spells or a cleric's Cure Wounds spells. If the Gish swaps out (or casts Mage Armor normally) a 1st level spell, the armor bonus he gets is +5. If he casts or swaps Mage Armor as a 2nd level spell, the armor bonus is +6... all the way up to +10 armor bonus at 20th level by casting it as a 6th level spell. These bonuses would have to correspond to the levels where you would get the appropriate Augment Armor (so, no +10 until 20th level). In addition, Mage Armor lasts 10 min/level x the spell level you cast it at.

2) All members of the class get the Augment Armor options, which last one hour per level, but are not a once a day casting (time does not need to be consecutive). Activating or deactivating the armor bonuses is a standard action.

As the Mage Armor costs spell slots and doesn't stack with normal armor, I don't think this should be unbalancing. It also prevents one of the core abilities of the class from being made completely useless in the first round of the Gish's first fight of the day. He'll be hampered, as he should be, for a round or two (like a normal caster), but won't have his combat survivability trashed completely for the rest of the day.

3) All members of the class must choose at 1st level whether their bonus feats are to be taken from the fighter or wizard bonus feat lists. (not sure on this)

Quote:


Someone in annother thread mentioned that they wanted to force a F/M to cast all their attacks through weapon strikes. While I do not agree with this, they had a good idea for allowing the character to focus a spell into the blade and have it only affect the target. So a fireball could be channeled to only hit 1 person. I could see giving them an ability to do it with AoE and change the reflex for 1/2 to a fort for 1/2.

I like this idea. Cool flavor. Maybe give it as a general class option? Or possibly a Augment Weapon option?


I was recently talking to a druid player about how there used to be a 3.0 spell that gave a druid multiple companion. Now, I prefer the animal companion rules for Pathfinder. However, flavor-wise, I like the idea of a druid being accepted as the alpha of, say, a pack of wolves. Question is, how to give the druid multiple companions while maintaining game balance...

I was think that if a druid took, say, four animal companions, each would advance as the companion of a druid of 1/4 the PC's actual Druid level. Maybe with each companion after the first taking further penalties to level.

What do you guys think? I know dividing their class levels makes them less combat effective. I'm just wondering how to make the companions survivable without giving the "pack" druid an advantage over the traditional, single-companion one.

Maybe look at leadership for ideas?...


Shar Tahl wrote:

1- I was going to have the armor augment be set at the beginning of each day.

2- I was going to give them a new name of "Augment Bonus" so it would not be effected by the +5/+10 cap. I am unsure how that would effect balance, but I can't see +5 for up to 2 minutes breaking a game.

I agree.

Shar Tahl wrote:


3- I think I named it wrong. I will be changing the name to Spellstrike. This will more accurately show what it is doing.

So the weapon doesn't contain the spell like a spell storing weapon? You just make an attack and cast a spell simultaneously, occassionally using the weapon as a conduit?

Shar Tahl wrote:


For hitting, I would say the spell goes off regardless. If the spell is a touch attack, you would have to have at least made the touch AC to have it take effect. If you made the touch but failed the AC, you only get the spell's effect and not the weapon hit.

Did you feel that area spells were appropriate for the ability, and if so, should they be altered to target only one creature?

I'm sorry to keep rehashing previous questions, but I'm not really clear on some of the answers.

Shar Tahl wrote:


4- I was thinking about that yesterday. I could maybe add some elements to the augment table to augment with some very short duration debuffs of certain defenses, like fire, SR, poison.

Sorry, I'm not sure what you mean here...


Other issues:

1) Augment Armor ability - Is the enhancement bonus always on, or just the reduced spell failure chance?

2) Does Augment Armor and Augment Weapon enhancement bonuses allow you to go over the top of the normal +5/+10 limits for weapons and armor? At least for weapons, I believe they should, as you only get the benefit for a maximum of 2 minutes per day at 20th level.

3) Going back to the question I had about the Charged Blade ability, it seems to me there are two major ways to interpret the ability...

A) The ability works by imbuing your weapon with the spell, as in the Spell Storing weapon enhancement, which then delivers the spell by striking the subject (in this case, I might include a line whereby, even if the attack missed, if it would have hit the character's touch AC, the spell is still delivered - this makes sense to me, not sure if anyone thinks it would be overpowered for an ability that you only get 7 times per day). This "spell put in the weapon" style gives the class a particular feel, one that seems to say that the PC is mostly using magic to boost his gear, rather than being able to sling spells in close combat as easilly as a sword. This is a fine flavor for some.

B) The term "Charged Blade" is something of a misnomer, and the ability simply allows the PC to prepare himself and cast a spell at the same time as he is delivering an attack, or perhaps as a reaction to a successful hit (somewhat like the Duskblade's capstone ability, only X times per day). This "spell as a weapon" style gives the flavor of a combatant that wields a blade in one hand and a spell in the other, and who can occassionally set himself up to hit an opponent with both spell and strike (or to take advantage of an opponent's distraction from taking a sword blow to cast a spell). This is also a fine flavor for some.

These two flavors come into play for this next question... I think, as the Charged Blade ability maxes out at 7/day, you should be able to cast any spell when using it, not just those that specifically target "one creature" or require an attack roll. If you find this reasonable, let's look at an example using Lightning Bolt and Fireball...

If we are using the 'A - spell in blade' flavor, it seems like a Fireball or Lightning Bolt cast as part of the CB ability should probably only affect the creature or object you strike, no matter what the spell's area is. Well, I suppose it could work fine for the Lightning Bolt to arc out from the blade into the opponent and continue in a resonable direction (likely following the position of the blade when the spell was released), or for the Fireball to detonate normally right on top of the opponent (which would likely be bad for you unless you and possibly you're party unless you're al immune to fire - hitting with the attack and then having the Fireball shoot out and detonate 400 feet away doesn't seem very thematically reasonable). Maybe give the character the option of channeling the Lightning Bolt into the opponent exclusively (which maybe gives him a penalty to his save) or have it go off normally...

If we use the 'B - spell as weapon' flavor, it feels like the Lightning Bolt or Fireball should go off normally. Truthfully, the options using style A could also probably be used with this style, but style B seems to indicate a stronger lean toward area spells going off normally. Maybe give the PC the option to target the Lightning Bolt on the opponent exclusively, but the opponent gets a bonus to his save?

4) You might also include some kind of mechanic in the class whereby an opponent who takes melee damage from you receives a penalty to their saves versus your spells delivered before the end of your next round, and opponents who fail a save versus one of your spells receives a penalty to their AC against attacks you make before the end of your next turn. These penalties would not stack if they were hit by multiple attacks or failed multiple saves.


Shar Tahl wrote:

How is this?

Augment Armor:Starting at level 4, the Phantom Blade gains a +1 augment bonus to his armor. This ability can either increase the enhancement bonus or allow him to choose an armor ability from the Armor Augment table. This bonus is selected at the beginning of the day. In addition, the arcane spell failure chance is reduced by 5%. Every 4 levels beyond, the bonus increases +1 and the arcane spell failure decreases 5%( +1 augment bonus, -25% arcane spell failure at 20). This ability can be combined with Arcane Armor Proficiency and Arcane Armor Mastery.

This sounds promising. I might suggest giving the class the option of either this Augment Armor ability or the Improved Mage Armor ability you designed previously. I just like the idea of different warrior-mages focusing on different styles of combat (the mage armor one being more helpful for one who focuses on deception (I'm not a warrior!), who doesn't want to take the armor check penalties to climb, stealth, etc., who deals with lots of incorporeal threats, who may be multiclassing to druid, etc...).


Other questions related to my earlier suggestions:

1) I understand that we're largely equating this class to Bard in terms of spell selection (as well as know/per day). However, Bard, as well as most other spellcasting classes with limited spell lists (Beguiler, Warmage, Assassin(3.5), Suel Arcanamach, etc.) have an overall theme of the spells in their lists (Beguiler is all Enchantment and Illusion, with a few other spells based on a trickster theme - Suel Arcanamach allowed the PC to chose their limited spells known from spells of 4 specific arcane schools). These other classes have gotten new spells added to their lists in books like spell Compendium. If a player comes to me and asks to learn a spell from one of these other books (or their PF equivalents), it would be helpful to understand what the theme of the class is. As it is, there doesn't seem to be a really clearly defined one. That's not necessarily a bad thing, but I think it would be useful to understand why certain spells were chosen, or why certain spells were not. For example, why no Invisibility/Greater Invisibility, but Blur and Displacement are in? Why no Fly/Levitate, but Feather Fall and Telekinesis are in? Why no Minor/Major/Programmed Images, but Mirror Image is included?

2) Forgive my somewhat hazy understanding of this part of spell rules, but could you tell me what spells can NOT be used with the Channel Blade ability? It says target. Does that mean no area, ranged attack, ranged touch attack, melee touch attack spells? Also, you don't state specifically, but it seems from the description and flavor of this ability that the spell is channeled through the Gish's weapon. Does casting the spell require you to succeed on a melee attack? Do you need to do damage?


Quote:


- I will be removing the medium armor prof. The light should suffice for early levels between the spell ability duration.

- That's a good idea for a capstone. The class could use Charged blade on each attack of a full round action, essentially giving 3 attacks and 3 spells per round at level 20. It sounds powerful, but you really have only 2 rounds a day that you could do that.

I think medium armor proficiency is still a good idea. The mage armor ability (until you get close to 20th level) isn't going to last all day, so most of the day you'll still relying on you're normal armor. Considering the martial nature of the class, I think medium armor is a perfect match. You might consider giving the gish a choice between the improved mage armor ability and an ability to imbue armor with enhancement and special ability bonuses (like the the weapon imbueing ability) and/or arcane armor training.

Incidentally, do you consider imbueing weapons to still follow the +5/+10 rule? If so, the ability will lose much of it's effectiveness if the gish enhances their weapon normally. Personally, I would allow the imbuing to function like a temporary boost over and above normal enhancements. Maybe have the imbued abilities override the normal enhancements.

Sounds like a decent capstone. Maybe include the ability to hold the charges for much longer, and decide which spells go off when, and in what order. So, if I charge my blade with Poison, Lightning Bolt, and Hold Person when I'm fighting a BBE Blackguard and about to hit him, when suddenly his elven druid (immune to poison) riding a large dragon (no paralysis) jump me. I could allow the Lightning Bolt to go off, and hold the charge on the the other two spells until I've finished with the lieutenants and am once again facing the BBEG. Maybe hold the charge for class level in rounds or minutes, after that, you can either discharge spells or let them dissipate.

A 20th level Gish should be able to supremely blend what magic he has with his fighting style until both are totally natural and effortless for him.


Wow, this class looks REALLY good. Also has a much better, less clunky feel to a conversion of duskblade.

For Cantrips, do you think you might want to include Dancing Lights, Prestidigitation, and Read Magic? If not, what is the general criteria you're using for spell selection?

Also, I assume you're just interested in spells currently in published Pathfinder products. The general guidelines for your spell selection would also probably help DMs who want to include spells from the 3.5 Spell Compendium (or new spells in upcoming PF products)...


Eben TheQuiet wrote:
Since this creature also has Grab, however, he has a third option. if the creature already has his victim grabbed, he can take a -20 to his CMB to maintain the grapple, and if he succeeds, his opponent is grappled as normal, but he is not. So he can give up whichever attack is being used to "grapple", but otherwise acts as normal. in this case, I believe the interpretation would be that they get a full attack (minus one appendage that "holds" the victim), and they do not gain the grappled condition themselves.

This was pretty close to what I was thinking. The only thing is, as near as I can tell, even taking the -20 CMB option, maintaining the grapply is still a standard action, which would seem to indicate he would get NO attacks, save the rake (assuming it is an automatic attack whenever a grapple is maintained). If so, it seems the -20 CMB is a pretty lousy option, as all you have left is a move action. Not being grappled is okay, but not that great.


azhrei_fje wrote:

Sorry, I'm no rules lawyer. :(

But from what I've read, many creatures with grab are much more effective if they use a free action to release the grapple and attack again. This certainly seems to be the case with the cloaker. I had a few of them in an encounter recently and having them attack, grab, and then hang on until the beginning of the next round, and then (free action) release and start it all again was quite good. (Well, for the cloakers, not the PCs. ;))

That may be true for many, but the dire tiger only gets to rake if it is graplling...

What I've been thinking thus far is that if tiger druid hits with all 3 attacks (bite and two claws) and gets a grapple established with a bite and claw, then in the next round (assuming he wins a grapple check and chooses the damage option), he should be able to automatically do bite, one claw, and rake damage (I'm not sure whether the damage is supposed to be full damage, or rolled normally).

Sorry for the run-on sentence. Is does anyone agree/disagree?...


Okay, I've read the grappling rules in the core rulebook (199-200), as well as the rules for grab (301) and rake (303) in the Bestiary.

Here's my question: One of my players is a druid that can wildshape into a dire tiger (which has grab and rake). Now, if we assume that he hits and makes a successful grab with, say, the bite, I'm not sure what attacks he can make in subsequent rounds. Grab says that he can either perform the grapple normally (standard action, and both gain the grappled condition). This seems to indicate that he has the option of doing normal bite damage (or other grapple options), but not get any claw attacks or the rake. Grab also gives the option of taking a -20 on the grapple check to avoid having the grappled condition (which seems to indicate to me that he can make a full attack, or at least a rake).

Can anyone clarify the rules in this situation? It's a little confusing.


Okay, if I have a sorcerer with the Draconic bloodline, and I go into Dragon Disciple as soon as I can, what things from the sorcerer continue to develop. I mean, you still get spells known and spells per day (except for those three empty level). What else comes along? I think you're still supposed to get all the bloodline powers, but you don't get any bloodline feats or extra bloodline spells at odd levels, correct?


The PostMonster General wrote:
A 2-foot-long blazing beam of force springs forth from your hand. It produces light as if it were a torch. You wield this magical beam as if it were a club. Attacks with a club of mercy are melee touch attacks, and the club deals 1d4 points of nonlethal bludgeoning damage plus 1 point per caster level (to a maximum of +10). Unlike normal clubs or melee touch spells, club of mercy has a critical threat range of 18-20/x2 and stuns opponents on any successful critical hit (no save) for 1 round. If an attacked creature has spell resistance, the resistance is checked the first time club of mercy strikes it. If club of mercy is successfully resisted, this spell is dispelled. If not, club of mercy has its full normal effect on that creature for the duration of this spell.

Ah... I see your Schwartz is as big as mine.

Can you get this light club twisted?... :)


82. Combat Teleport: 8th or 9th level spell, 1 round/level, target: You - can teleport as a free action as many times as you like in a round, up to a total distance of 50ft per level, can teleport between iterative attacks in a full attack, striking different targets, and can ready an action (standard action), to teleport away from an area - need to make a Will save after a certain number of teleports per round or become stunned

83. Wall of Hamsters
84. Sphere of Elephants
85. Summon City Bus
86. Swarm of Gerbils
87. Wall of Cheese
88. Polka-dot Pazzazz - turns one opponent's/level gear, clothes, etc. pink with cute yellow polka dots (or whatever fanciful design you think is cute) - note: you and everyone else may need to make a Will save or be affected as per Hideous Laughter - (too bad Star Wars doesn't have real magic, this would be a great spell to use on Vader!)
89. Summon Cart of Gophers - determines location of major plot point... and summons a cart of gophers - if will save is made, no location is determined, and a wagon of chinchillas is summoned instead - design attributed to Belkar Bitterleaf (go OOTS!)


cattoy wrote:
what happens if a housecat confirms a critical hit?

Somewhere in the world, a commoner dies.

Full Name

Frogette

Race

| HP: 9/9 | AC 14 (T13, FF 13) | CMB: -2 CMD: 9 | F:+1 R:+3 W:+2 (+2 vs. emotion) | Init +1 | Perc +0, SM +0, Social +2

Classes/Levels

| Speed 30 ft., Climb 20 ft., | Spells: 1st: 2/2 | Bardic Performance: 6/6 | Active Conditions: None

Languages

Common, Grippli, Sylvan

Strength 9
Dexterity 12
Constitution 12
Intelligence 12
Wisdom 10
Charisma 15

About Frogette

Frogette loves to sing (especially at night). She’s curious about people, but wary and shy of them. She’s the most sad and solemn of Hopwil’s children.

Statistics:

Frogette
Female Grippli Bard (silver balladeer) 1
NG Small Humanoid (grippli)
Init +1; Senses Darkvision 60 ft., Perception +0

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DEFENSE
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AC 14, touch 13, flat-footed 13 (+2 armour, +1 Dex, +1 size)
hp 9 (1d8+1)
Fort +1, Ref +3, Will +2
…+2 vs. Emotion

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OFFENSE
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Speed 30 ft., Climb 20 ft.
Melee silver dagger +0 (1d3-1/19-20)
Ranged shortbow +2 (1d4-1/x3)
…ear-piercing scream (1d6 plus dazed 1 round) (DC 13 Fort negates daze, halves damage)
Spells Known (CL 1st, Concentration +3)
1st—2/day—clarion call, ear-piercing scream
0—At Will—detect magic, dancing light, lullaby, read magic

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STATISTICS
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Str 9, Dex 12, Con 12, Int 12, Wis 10, Cha 15
Base Atk +0; CMB -2; CMD 9
Traits grief-filled
Feats prodigy
Skills Acrobatics +5 (1R), Climb +3 (1R), Knowledge (local) +6 (1R), Knowledge (Religion) +6 (1R), Knowledge (all other) +2 (0R), Perform (song) +8 (1R), Perform (woodwind) +8 (1R), Stealth +9 (+4 in marsh/forest) (1R)
(8 points; 6 class, 1 INT, 0 race, 1 favoured class)
Abilities camouflage, cantrips, bardic knowledge, bardic performance (6 rounds), bardic performances (countersong (sonic/language), distraction (figment/illusion), fascinate, inspire courage +1), swamp stride
Proficiencies light armour, shields, simple, longsword, rapier, sap, short sword, net, whip, shortbow
Languages Common, Grippli, Sylvan

Special Abilities:

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SPECIAL ABILITIES
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Bardic Knowledge (Ex): A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.

Bardic Performance: 6 rounds/day, standard to start, free to maintain
…A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.

Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time. At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.
…Each bardic performance has audible components, visual components, or both. If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and such performances are language dependent. A deaf bard has a 20% chance to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components. If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.

Performances
Countersong (Su): A bard learns to counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.
Distraction (Su): A bard can use his performance to counter magic effects that depend on sight. Each round of the distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use the bard's Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components.
Fascinate (Su): A bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. For every three levels the bard has attained beyond 1st, he can target one additional creature with this ability. Each creature within range receives a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier) to negate the effect. If a creature's saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.
Inspire Courage (Su): A bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard's performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.

Camouflage: Gripplis receive a +4 racial bonus on Stealth checks in marshes and forested areas.

Swamp Stride (Ex): A grippli can move through difficult terrain at its normal speed while within a swamp. Magically altered terrain affects a grippli normally.

Gear/Possessions:

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GEAR/POSSESSIONS
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Combat Gear silver dagger, shortbow, arrows (20)
Possessions leather armour, masterwork silver pipe
Money 0 GP 0 SP 0 CP