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![]() Just recently saw another viewing of 'The Crow' movie and I got inspired to make a character based on the main character. Wasn't there a prestige class or archetype like the crow character where you could place your soul in a crow and gain abilities or such? Or am I thinking of a kit or prestige class from 3.5 edition of long ago? Other than a beast-bond witch what other ways could you simulate this character? ![]()
![]() Is it possible to have a computer installed into one's brain if it was bought with enough Miniaturization and as an A.I. (to give it commands or orders). Or maybe into one's arm with tiny keys. Rules say that light or no bulk can easily be worn on the wrist or such but I have a player who wants his android to have one in his head or as part of his body. He is a mechanic with an Exocortex but also wants some added computer goodies. Thoughts? ![]()
![]() Does the Solar Armor from the Solarian ability provide any protection from the Environments? I assume it does not but the base armor rules say all armor provides environmental protection unless stated otherwise. I imagine being blown out of an airlock and activating my solar armor and being safe, that would be too cool! ![]()
![]() I been pouring through numerous books but thought I would ask the boards for some advice. Anyone know of a way for a player to have a broom as a familiar or possibly a bonded object? I know the bonded witch for half-elves allows limited objects for a witch familiar and was going to use that but the player wants someone akin to a witch's broom where it could grow little legs and feet and has an intelligence as he gains higher in character levels. ![]()
![]() What do you do if a character wants to be a magus/witch with the soul forger and bonded witch archetypes? Do they get two arcane bonds? One bond that can cast any one magus spell per day and one limited witch spell from a list once a day? The rules are not clear on multiple arcane bonds from different sources. ![]()
![]() Could someone explain or clairfy how the Clone Master (alchemist archetype) works in regards to their rebirth ability and multiple clones. The normal clone spell takes 2d4 months to grow and they decay if you make more. With the clone master their unused clones do not rot and are simply inert. Does this mean a clone master, given time and money, could have an army of clones awaiting his demise to be rebirthed? Or, would it mean that once a clone is active, in order to make an inert clone active (in case the alchemist dies again) it would require 3 weeks of maturity (since a week was already made to create the extra clone)? ![]()
![]() A question on Dhampir of which I could not find any assistance with. Are healing potions consider postive energy effects? I assume they would since they duplicate a cure light wounds spell. How would a Dhampir heal himself other than the limited negative energy based spells or a channel negative energy? ![]()
![]() Are golems immune to the light ray attacks of Lantern Archons? Golems are immune to spells and spell-like abilities except for a few that are listed for each specific golem. The lantern archons light rays are EX abilities, state they bypass damage reduction. There is no notion that they are magic-based attacks. ![]()
![]() With the changes in Bestiary 2-3 where the grab ability affects foes their size or smaller (instead of one size smaller or less) does this also work the same for the Eidilon evolution? As written the grab evolution only works on creatures 1 size smaller or less than the Eidolon. Which were how the grab abilities use to work prior to bestiary 2-3 changes. What say ye all? ![]()
![]() If you have an eidolon with the basic magic evolution would it then qualify for magic item creation feats? As written it says the caster level for the given spell is equal to its hit dice. For item creation feats the prereq is just a caster level. Would this fly at your gaming table? Granted the evolution would be severly limited to what items it could create with the 1 spell it gets per evolution but there is always the skilled evolution with the +8 to spellcraft to help bypass obstacles with having to use other spell items to assist in item creation.
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