Mathus Mordrinacht

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Currently running an Elemental Shaman in a homebrew. Similar concept, slightly different changes. Based, in general, on the Ape/Bear/etc Shaman.

Elemental Shaman

Nature Bond

An elemental shaman must choose from the Air, Earth, Fire, and Water domains.

Wild Empathy (Ex)

A elemental shaman can use wild empathy with elementals as a full-round action with a +4 bonus.

Totem Transformation (Su)

At 2nd level, a elemntal shaman may adopt an aspect of the elemental while retaining her normal form. She gains one of the following bonuses:

movement (a movement bonus based on her domain, the druid must be 5th level to select this bonus)
Domain: Elemental Movement
Air: Fly 60 feet (average)
Earth: Burrow 30 feet
Fire: +30 feet base speed
Water: Swim 60 feet
senses (darkvision 60 ft)
toughness (+2 natural armor bonus to AC, energy resistance 5, based on domain )
natural weapons (slam [1d8+ 1d6 (acid, cold, electricty, or fire based on domain)] for a Medium shaman, +2 to CMB on grapple checks)

While using totem transformation, the elemental shaman may speak normally and can speak with elementals (as speak with animals) at will. Using this ability is a standard action at 2nd level, a move action at 7th level, and a swift action at 12th level. The elemental shaman can use this ability for a number of minutes per day equal to her druid level. These minutes do not need to be consecutive, but they must be used in 1-minute increments. This is a polymorph effect and cannot be used while the druid is using another polymorph effect, such as wild shape.

Totemic Summons (Su)

At 5th level, a elemental shaman may cast summon nature’s ally as a standard action when summoning elementals, and summoned elementals gain temporary hit points equal to her druid level. She can apply the young template to any elemental to reduce the level of the summoning spell required by one. She can also increase the level of summoning required by one in order to apply either the advanced or the giant template, or increase it by two to apply both the advanced and giant templates.

This ability replaces a thousand faces.

Wild Shape (Su)

At 6th level, a elemental shaman’s wild shape ability functions at her druid level – 2. If she takes on the form of a elemental, she instead uses her druid level + 2.

Bonus Feat

At 9th level and every 4 levels thereafter, a elemental shaman gains one of the following bonus feats: Skill Focus (planes), Lightning Reflexes, Improved Lightning Reflexes, Elemental Focus, Greater Elemental Focus. She must meet the prerequisites for these bonus feats.

This ability replaces venom immunity.


Are you considering adding races from Companion books? I ask, because I would love to see your review of Lashunta - particularly female Lashunta - and Androids.


I guess it all depends on the player and the campaign. Typically, I don't take it - the story is about the main characters and should remain focused on them.

But then, in my current campaign, due to the nature of the campaign, we weren't to know what other players were playing before the start of the campaign. It turns out we all made Charismatic characters (we have successfully talked our way out of about half our encounters) - each with a specific reason to have Leadership.

For example, my character is a nascent God - I need followers. Or another character is a burgeoning Pirate Lord, and Leadership is the loyal crew of his fleet.


Tiny Coffee Golem wrote:


In the Wheel of Time, the spell casters were basically all sorcerers. There was this one nation that didn't allow free spell casters. They were all effectively magically bound slaves to be used as tools in every sense of the word. It's one of the only ways I can think for a "non-magic" group to be able to compete in any way with magic weilders. It was just a thought.

I'm familiar with the Wheel of Time and the Seanchan‎, but, again, as some PCs may be spellcasters, I wouldn't go down that road. Rather, I'd go the route more like Shara from that setting, with the Church being the power behind the throne, rather than the spellcasters themselves.

With a'dam, your PCs wouldn't be able to do anything but what another PC or an NPC tells them they can do - or all 'spellcaster' PCs would have to be sul'dam. (Assuming Imperial)


If the prestige class grants spells each level, then your spells would be as a 16th level Sorcerer, but your Blood Line Powers and Blood Line Feats would be as a 6th Sorcerer.


Tiny Coffee Golem wrote:

Ooh! Those in power have wizards and sorcerers controlled by collars. Like the Domani using Idom from the wheel of time series.

Basically a braclet (controller) connected to a collar (controllee). The collared and their spellcasting is under complete control of the bracelet weared. The catch is not everyone can wear a braclet.

Not sure on the 'control collar' thing, particularly if PCs are going to play Sanctioned Wizards (in my mind, Sorcerers are never Sanctioned, because you can't control what spells they learn). But Sanctioned Wizards would have brands or tattoos which could not be concealed, even by magic, identifying themselves are Wizards - which would change color (from Blue to Red, for example) if the Wizard went rogue.


While I agree with others that say 'Magic is Illegal' isn't the same as 'Low Magic', by using 'Magic is Illegal' but still around, it gives the GM significant control over what magic and magic items are available. Which can effectively amount to the same thing, depending on how it's played.

It's also a HUGE story driver, if your players center around it. How long has it been outlawed? How much arcane lore has been lost through time? Are there great artifacts, lost and forgotten? Or possibly secreted away by corrupt governments?


Of course Divine casters are not outlawed. The Church was secretly (or not so secretly) behind outlawing of magic, and thus allowing them to control it. Except for the Clergy of the Gods/Goddesses of Magic, which have become underground cults, and form the core of the resistance.

Though, keep in mind, there are a limited number of allowed Arcane casters, registered and controlled by the governments - to assist in hunting down rogue casters, as well as maintaining the balance of power (Mutually Assured Destruction).

Witch Hunter Inquisitors form the core of the enforcement forces.

As for goal, it entirely depends on if your players want to play Imperials or Rebels.

For Imperials, ultimately defeat and destroy the Rebels, and perhaps (if going that far into the campaign) destroy the God/Goddess of Magic, and thus destroy Arcane Magic.

For Rebels, over throw the corrupt system, and eventually create a world accepting and encouraging Arcane Magic.


Depending on what you want to do, the Bloodrager may be the perfect option.

It's a Barbarian Sorcerer that can cast spells while raging. Granted, you cap out at 4th level spells, and don't get your first spell til 4th level, but you're getting melee combat related spells from Magus.

What were you looking to get from this combo?

*EDIT* Another possibility, though it requires a deep dip to get it, is Martial Artist Monk. At 5th level, you're immune to fatigue. Hence you can drop rage, cast, and re-rage. It would, however, give more Armor bonuses, Flurry, 2d6 Unarmed Strikes, and Weapon Specialization for Unarmed Strikes.


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Generally, I keep a list of feats/abilities/etc I want, but don't map out when to pick them up. I may also get something different if it seems more natural based on what's happening in the campaign.

I might be more inclined to plan it out in more detail if I played PFS, but as I don't and no intention to...


I haven't done it in PF, but...

I did have a GM allow me to use Craft Bows, Craft Alchemy, and Knowledge Engineering to make arrows that make use of alchemical items, as well as replicate 3rd level spells or less (with approval).

My caster level was my ranks in either Alchemy or Engineering (depending on the spell being replicated and what the GM felt most appropriate).


I would think, for a demigod, one of the important Mythic abilities is the general ability that allows you to grant spells to people who worship you.

Don't remember what it's called, I don't have my book readily available


HangarFlying wrote:
Elbedor wrote:

Something I stumbled upon in an earlier thread called Greater Trip Question which led me to post Can I "trip" him? But in a nutshell:

Let us assume the AoO lands between Roll and Prone. 3 PCs surround their target. All 3 have Greater Trip and loads of AoOs available per Round.

PC1 trips the target and all PCs get AoOs.
PC2 uses his AoO to "trip" the target. As the target is not prone yet, he is trip-able. The PCs get more AoOs.
PC3 uses this new AoO to "trip" the target. As the target is STILL not prone yet, he is technically trip-able. The PCs yet again get more AoOs.
PC1 uses his AoO to "trip" the target....

And so on until they run out of AoOs.

So what? If the PCs all waste their AoO making trip attempts, what is the end result: the target is still prone in the end and the PCs have wasted all of their AoO doing no damage to the target. Woopty Doo. And you're afraid that this is going to break the game? Bring it on, intelligent bad guys would love it if the PCs tried this tactic.

His point is more like this:

PC1 trips the target and all PCs get AoOs.
PC3 uses his AoO to do a damage attack.
PC2 uses his AoO to "trip" the target. As the target is not prone yet, he is trip-able. The PCs get more AoOs.
PC1 uses his AoO to do a damage attack.
PC3 uses this new AoO to "trip" the target. As the target is STILL not prone yet, he is technically trip-able. The PCs yet again get more AoOs.
PC2 uses his AoO to do a damage attack.
PC1 uses his AoO to "trip" the target....

So you're getting 2 AoOs with each trip, one of which deals damage, and the other triggers the sequence again.


I know the Gunfu comment was a joke, but I'd actually like to see something like that attempted. Certainly flavorful.

Definitely would love to see something that focuses on Shifting - and done in a way that Druids or Tranmuters could make use of it, allowing you to make even more effective use of multiple forms.

I'd also like to see an Elemental Lord PrC, similar to Dragon Disciple, but that would be reached by any Elemental Sor/Wiz/Cleric/Oracle


Also, speak with you GM. Your GM may allow you to learn a variant of the spell using Electricity rather than the existing element.
Elemental Spell means you can turn a Fireball into a Lightning Ball, and effectively have 2 spells with one Known slot - hence the spell level tax. If your GM lets your learn Lightning Ball directly, you lose the flexibility of more than one energy type available you, but you have an Electricity variant of the traditional Fireball.

This can accomplished with the Spell Research rules; however, I, and every GM I've talked with or played with, wouldn't even require that much work to just change an element type.


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TPK!! TPK!! TPK!!

Ok, just kidding... I've been GMing for almost 20 years, for home games, tournaments, and Living Campaigns.

My feeling, as a GM, is that - while it's ok to fudge a die roll a little bit if it's just a case of bad luck - a GM should not try to protect players from themselves. If a player made a bad decision, and it led to his/her death, then so be it.

There are multiple ways to resurrect a character, and they are there for a reason (and a lot easier to access in modern games than in the past, in my experience). And a player may also want to play something different instead.

Typically, the most I will do to fudge a roll is ignore a crit, or maybe goes as much as half the damage on the die less, but players should feel that there is a sense of danger, and death is a possibility -otherwise, what's the point?

To 'up the ante' as it were, my current GM has even ruled out the possibility of rez.


When you level up, select the class you want to level into - an existing class or a new one. Add the abilities you gain from the class to your sheet.

The only things you should need to erase would be your BAB, CMD, CMB, Saves, Skills, and total Hit Points - an only if they are effected by your new level. For example, if your new class/level doesn't increase your Base Attack Bonus (BAB), then your BAB won't change.


Basically, Elemental Fist - as we've always played it, since there is no specification, as you say - is that it's the same as a weapon enhancement, and can stack with other enhancements (Amulet of Mighty Fists).


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If it's an issue of you out shining other players, that the GM has to ask you to tone it down, then I think it may be an issue with the GM.

As a GM for **cough, cough** number of years, I find the best way to make a game enjoyable for everyone is to make various plots and story hooks that give an opportunity for each player to be the spot light.

If the general campaign is about the guy with the Swiss Army Knife of options, and all the Barbarian brought is a hammer - occasionally make the story about hitting the nail.

When I ran a story that was focused on a murder mystery and political intrigue, the player who made the 1 dimensional fighter was bored and felt left out. I adapted part of the story to include the Gladiatorial Arena, in such a way that the fighter would be the best suited to infiltrate the part of the plot. The group basically spent an entire session sitting around watching him roll dice, and they loved it, because they got to watch him get involved (and started a betting ring on the side in and out of character).

When I had an NPC tribal leader leading his tribe to battle along side the players, I gave control of the NPC to the Skill Monkey who was going to have to sit out of the fight, because his character was never meant for straight combat, and the party opted to go that route.

As a GM, having a player that might be better at playing - or just better suited to the situation - means that I should be stepping up my to ensure everyone has fun, not asking you to step your game down...


UMD is useful for non-Cleric items, such as Arcane Spell Completion, or other Class features (Battle Oracle with a Holy Avenger!! lol )


When referred to by a stage magician or similar, the act of palming can, and often does, include the act of stashing the object somewhere about your person.

So, in this case, the bonus applies as you are attempting to pick the object up, so long as you intend to stash it somewhere about your person. If you intend to keep the object within your hand, then I would say no it does not apply.


The street sharks joke isn't that far fetched. Unless they're rewriting how they traditionally look, this is typically what Samebito look like.

Samebito


Cheapy wrote:

If they worked that way, you'd also have the absolutely ridiculous thing that is monks requiring weapons to fight 'unarmed'.

When you think about it, it does make sense. Brass knuckles help with your punches, but that's for boxer.

Monks are martial artists. A martial artist doesn't just punch. It includes knife hand strikes, strikes with elbows and knees, torque attacks, and kicks. Brass knuckles don't help with any of those, and hinder some of them.


If your GM allows it, what about a werebear?


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I think one of the big pieces being missed here is, we're not just taking a Wizard/Cleric - we're talking a Mystic Theurge!

One of the class abilities is to cast a spell of one type (Divine or Arcane) as the other type at one spell slot higher.

So, while I agree you can't sacrifice a Magic Missile to cast Cure Light Wounds, using the MT's ability, you can sacrifice an Acid Arrow to cast Cure Light Wounds.


I homebrew a series of Lawful paladins - but I am not aware of actual classes


HangarFlying wrote:
I load all of my PDFs into iBooks and it works fine. I use the free version of iZip (I think that's what it's called) to unzip the downloads.

If you already have the PDF on your computer, open iTunes. Under Files. select Add File to Library, then open the PDF.

After you connect your iPad, in iTunes, select on the iPad, then select Books. You can either select Sync All or Sync Selected - under Selected, you can select which epubs, pdfs, and purchased books you want on the iPad.

This is also how you can download and install epub format books on your iPad.

To view them, open the iBooks app on your iPad.


http://www.d20pfsrd.com/magic-items/magic-weapons#TOC-Conductive

Conductive: A conductive weapon is able to channel the energy of a spell-like or supernatural ability that relies on a melee or ranged touch attack to hit its target (such as from a cleric’s domain granted power, sorcerer’s bloodline power, oracle’s mystery revelation, or wizard’s arcane school power). When the wielder makes a successful attack of the appropriate type, he may choose to expend two uses of his magical ability to channel it through the weapon to the struck opponent, who takes the effects of the weapon attack and the special ability. (If the wielder has unlimited uses of a special ability, he may channel through the weapon every round.) For example, a paladin who strikes an undead opponent with her conductive greatsword can expend two uses of lay on hands ability (a supernatural melee touch attack) to deal greatsword damage and damage from one use of her lay on hands. This weapon property can only be used once per round, and only works with magical abilities of the same type as the weapon (melee or ranged).
Moderate necromancy; CL 8th; Craft Magic Arms and
Armor, spectral hand; Price +1 bonus.


BigNorseWolf wrote:
Cid Ayrborn wrote:
would need to A) come within line of sight, or B) defeat My Stealth vs His Perception, in order to overcome my Stealth.

Nope.

It's impossible to use Stealth while attacking, running, or charging.

So unless you are sniping, once you attack someone you're no longer hiding from anyone. You're standing out there in the open, plain as day to anyone that comes around the corner.

That's the key comes around the corner.

If I successfully beat an opposed Stealth vs Perception check on 4 guards, guarding one wall each of a building, and I attack one of them, unless the other three come around the corner and have line of sight on me, I'm still Stealthed so far as they are concerned.

Now the attack itself may trigger a Perception check to hear the attack, and have reason to come around that corner, but if they don't hear it, and don't have reason to come around the corner, then the previous Stealth vs Perception roll still stands for them. I am not 'using Stealth while attacking', because I've already used Stealth, before I attack - and for them, nothing has broken that Stealth, or triggered another check.

And if one (or more) do come around the corner, there's nothing preventing me from using Stealth next round, either through Hide in Plain Sight or a Distraction, so long as I'm not attacking, running, or charging.

Quote:
An arrow sticking out of someone's but has a dc of 0 to spot. Even the dumbest adventurer is going to think 'sniper' when they see it, NOT "hey guys, watch out for that arrow tree over there"

Absolutely. But, again, you have to have the opportunity to even make the check. It doesn't matter that the DC is 0 to see your friend is shot, if you don't have line of sight on your friend to even see that he's been shot.

If you don't have the opportunity to even have that information (either seeing the action, seeing the results, or being told of it), then you don't get the benefit of a new opposed Stealth vs Perception roll.

Again, think of it like an Illusion. If you've failed your save initially, you have no reason to believe it's an illusion. Until you have new information to work from, you don't get to make a new save.


Ok, here's one of the things about Stealth and 'the first round of combat' I so very often see over looked - and not just in Pathfinder, but in practically every system.

Stealth is an opposed checked. My Stealth vs Your Perception.

But in a group setting, it's My Stealth vs Ya'll's Perception. Each person's perception.

So if I attack one member of the group, unless I am out in the open when I do so (assuming I don't have Hide in Plain Sight, or even simpler, perform a Distraction), and there is a direct line of sight to me from each and every person in the group, I may - and probably do - have Stealth against one or more members of that group, even though I have attacked.

Think of it like an Illusion. No one sees through it, it's still real. One person sees through and tells the others, they are now more likely to see through it - but there's no certainty that they will.

So when I attacked one member of the group, if I'm in line of sight of one or more of the other members, those individuals will see me (and even, then, that's a GM call, as their backs may be turned, etc). And if they call out to the rest, (or I failed to put the first guy down in one round), the others, individually, would need to A) come within line of sight, or B) defeat My Stealth vs His Perception, in order to overcome my Stealth.

The Sniping portion of the skill is in reference to the person I shot, and may or may not apply any others in the group. The person who got shot knows there's someone out there, and someone in the group may have seen him get shot, or have been looking where the shot originated. But until they are informed (or see a dead companion with an arrow through his throat), they do not know someone is in the area.


Gauss wrote:

Galahad2112: Once your invisibile ninja is using Greater Invisibility only 1 of those attacks has sneak attack.

Attack 1 (while invis): Target suffers sneak attack. This breaks invis.
Attack 2 (no longer invis): No sneak attack (unless other reasons are used).
Etc.

Stealth is the same way. You only benefit from the first attack.

- Gauss

Two things wrong with this.

1) Greater Invis doesn't break on attack.

2) If a character is flat-footed against your attacks, he's flat-footed until it's his initiative and has a chance to act.

So, if you're Stealthed, and on your initiative, you make 20 attacks as a full round action. Yes, you're no longer Stealthed with regards to that character (you may still have Stealth against other characters, however), but since it's still your initiative, and he has not had a chance to react, your other 19 attacks are also flat-footed attacks.


Basically, if Wisdom is a dump stat and Perception is not a class skill - AND YOU HAVE OTHER SKILLS OF EQUAL OR GREATER VALUE TO YOUR CHARACTER - then, no, it's not required or even recommended.

That said, you really need to have another skill worth putting the point into (Spellcraft for a caster, for example).

And, if you do not take it, I highly recommend being in the middle of the group, not taking a turn at watch, not going off on your own for any reason, etc...


I built a tanking Synthesist, basic premise was a Gnome with a battlesuit. By taking Master Tinker, I was automatically proficient with any weapon I made, so I would craft my own magical weapons. I took Large Size and extra arms, going with a Shiva-like design, using Armor and Natural Armor to provide my defense (my Touch AC blew chunks).

However, to give myself flexibility of movement and threat, I took the Dimensional Chain of feats, effectively making me Nightcrawler.

Also, while useful for any Summoner, this is practically mandatory for Synthesists, particularly Tanks.

Resilient Eidolon
Your link with your eidolon is strong enough that it can remain with you for a short time after you fall unconscious or are killed.
Prerequisite: Eidolon class feature.
Benefit: If you are knocked unconscious, fall asleep, or are killed, your eidolon remains for a number of rounds equal to your summoner level before it is banished. If you are brought back to consciousness before this duration expires, your eidolon is not banished. If the duration expires before you are brought back to consciousness, your eidolon is banished normally.
Normal: An eidolon is immediately banished when its summoner is unconscious, asleep, or killed.


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Sadly, I do not remember the name of the Module, but I believe it was for Forgotten Realms (it's been a long while, as this would either have been late 2E AD&D or 3E), but there is a module out there I had tons of fun with, which the basic premise is this...

The players are goblins, and are trying to prevent Adventurers from looting their horde.

Really great twist on the classic dungeon crawl.


Kahn Zordlon wrote:
What doe AOE stand for? Granted, I'll allow two jokes before correct answer. Gather information: 1d20 + 0

Area of Effect.


Veldebrand wrote:
Which is a better (AOE) damage dealer? Mind Chemist or Grenadier?

Just focusing on AOE? Probably the Mind Chemist; the added damage to your bombs from your mutagen wins out.

But I prefer the Grenadier, for the flexibility (combined with Strafe discovery) on how to use my bombs, to hit the most number of targets. Also, I happen to like being able to supplement my bombs with Alchemical Weapon. Particularly fun, when combined with Explosive Missile.


If guns are allowed, I would take two double barrel pistols. Almost all of your bomb feats apply to pistols, and when you're out of bombs, it'll give you a hefty opening salvo from the pistols, (two-weapon fighting - with or without the feat, since it's touch in close - and rapid shot, for a total of 3 shots on the opener) and a shot in the pistol the next round, in case you need to move and shoot.

Downside is, you have to spend your move action reloading. However, you're an Alchemist, so should be making Alchemical Cartridges anyways, and you can pickup Rapid Reload, making it a free action.

In addition, you can make bullets that allow you to do poisons on your shots too. You can also pick up Explosive Missile Discovery allowing you to add your Bombs to your shots as well (and this stacks with poison shots). It's a standard action to do, so it can slow your usage of bombs against a single target, while keeping your damage up - or if you have to shoot and scoot, and still need a bit more damage.


I think, what you're looking for, is called 'Bullet-proof Nudity'. But seeing as this is Pathfinder and not GURPS... :p

That said, you could go skyclad with a monk/kensai combo and have as good (maybe better) armor as a fighter. Their flavor is more eastern than celt, but just change the fluff slightly and it might still work.


Clearly this video shows that Druids do no lose their skills as a Monk while shapeshifted.

http://www.youtube.com/watch?v=Ghgg_fukbvU&feature=fvwrel


Gobo Horde wrote:

Ya that was the link I was using but if you click on the paper cartridge you get this;

Alchemical cartridge, paper wrote:
This simple mix of black powder and either pellets or a bullet increases the misfire value by 1.
Again nothing about reducing the load time. I just found this, is this what people are talking about?

Alchemical Cartridges: An alchemical cartridge is a prepared bundle of black powder with a bullet or pellets, sometimes with more exotic material added, which is then wrapped in paper or cloth and sealed with beeswax, lard, or tallow. There are many types of alchemical cartridges, the simplest being the paper cartridge—a simple mix of black powder and either pellets or a bullet. Alchemical cartridges make loading a firearm easier, reducing the time to load a firearm by one step (a full-round action becomes a standard action, a standard action becomes a move action, and a move action becomes a free action), but they tend to be unstable. The misfire value of a weapon firing an alchemical cartridge increases as listed in each entry. (emphasis mine)

Paper Cartridge: This simple mix of black powder and either pellets or a bullet increases the misfire value by 1.

So using a paper cartridge increases it's misfire value by 1, by dint of it being an alchemical cartridge, it also reduces the reload time.


KestlerGunner wrote:


I hate to say I told you so but...

I enlarge and rapid shot, multi-shot, deadly aim shot, clustered shot the enemy for 2d12 touch damage and paper cartridges!!! LOL!!! I WINZOR PFS!!! ikilld tarrasque in 1 rnd!

Let's examine this a moment.

Enlarge would cause using it more difficult within a confined space due to your, and it's, size - and that is it! Because as soon as the leave the muzzle, it's no longer effected by Enlarge. (Mind you, if there becomes some variant of Gravity Bow, then you can bring this discussion back up).

Multi-shot? I assume you mean Manyshot - which only effects bows (and not even crossbows, let alone firearms), because there is no feat or spell I can find for 'multi-shot'.

Deadly Aim doesn't apply in the first range increment - because it can't be used with Touch Attacks, which all firearms are in the first increment. So, yeah, it's still going to be hard to hit that Tarrasque with Deadly Aim.

Also, keep in mind that the misfire in that scenario is 1-3, which is pretty significant, all things considered.


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Some call me Tim wrote:
Garden Tool wrote:
Interesting. What does the author mean by "in my turnover?"

It a small pastry usually filled with fruit. :-P

I believe what he is talking about: "I gave the editors this beautiful work of art, representing my heart and soul, sweat and tears, and they ripped it from my bosom, stomped on it, sliced it up, removed any semblance of what I wrote and printed the final copy."

In other words, he wrote it to give a bonus when firing from prone. Logical if you ever fired a gun from a prone position. Somewhere in the editing process they removed the bonus and any reason for taking the feat.

"You have to leave the editor something to change. Once he pisses on it, he likes the flavor better, and buys it." ~ Robert Heinlein Stranger in a Strange Land


BYC wrote:

I think that at higher levels, gunslingers have a massive problem with AC since they only get light armor and need to stay close to get the touch attack.

Also, I bet fighters or rangers still do more damage with Manyshot.

Depends on what weapon the Slinger is using. And also, Distance doubles the range increment, meaning he doesn't even need to be all that close. Particularly if the campaign allows for advanced firearms.


gnomersy wrote:
Quatar wrote:
gnomersy wrote:
Reloading two weapons when twf is iffy but works as long as you don't rule they have a specific attack order for the off hand aka prim.1->sec.1->prim.2->sec.2 ... and instead he can go prim.1->prim.2->sec.1->sec.2 and has weapon straps. But even without twf they can put out a mean hurting with double pistols.

If he has quickdraw he should be able to holster/draw pistols as a free action too, so he can always holster one of them and reload the other.

It seems extremely silly though that that's possible from a realism standpoint.

Oooh that works too totally didn't think of that probably because for some reason I never take quickdraw.

I'd have to look at the rules for this works in the game, because I think there's already something like this for swords, but during the flintlock era, especially at sea, it was very common to use a weapon lanyard for your pistol.

Either a lanyard around the wrist, or more commonly on a baldric (for example, the baldric for your cutlass) so that you could easily switch weapons, either after firing a shot or if you needed to quickly draw your sword, without losing your pistol. Also, being on the lanyard meant it was quickly recoverable to switch back to in a hurry.


master arminas wrote:

Because the TWF feats don't stack with what they already have, Rkraus2. So, the monk would have to waste three feats (and meet the prerequisites) without being to use those feats, in order to pick up Two-Weapon Defense, Two-Weapon Rend, and the rest of the TWF chain.

Double-slice is a feat taken by nearly all TWF-fighters that allows them to get full STR bonus with bonus hands. Monks, on the other hand (pun intended), DON'T get 1.5xSTR when using a two-handed weapon in a flurry of blows.

First off, a Monk doesn't need Double Slide, because he gets his full strength with Flurry attacks, per Flurry.

A monk applies his full Strength bonus to his damage rolls for all successful attacks made with f lurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands.

And a dual-wielding fighter also doesn't get 1.5 Str, unless wielding a double-weapon. Which monks would receiving 1.5 Str for a double-weapon as well, but their choice is more limited.

As to TWF chain, Flurry specifically says it counts as TWF and Imp TWF, so you would already qualify for those, just not while wield non-monk weapons.

as if using the Two-Weapon Fighting feat (even if the monk does not meet the prerequisites for the feat)

Note the 'even if the monk does not meet the prerequisites for the feat', which is the same verbiage for all free feats, the previous portion of the sentence limiting the weapons for which this free feat can be applied.


Having played a Synth to 12th level, I can tell you that they are potent. However, they do have weaknesses. The ed is effected by dismiss, which means Summon Ed is essential, and hope you can cast more often than it can be dismissed. Despite my best tactics, while my AC was excellent, by Touch AC was lousy - with little defense, besides Blur. The stacked health pool means you can soak damage, but it's difficult to heal back up during combat, because (and this may be just my GM's ruling, but as a GM myself, I have to tend to agree) most heal spells cannot be used on me (inside the ed), so Rejuv is your only heal. And in combat, as a melee character, you're taking yourself out for as long as you need to heal yourself up (and likely taking damage that whole time, too).

And let's face it. While you have some spells you can use as a caster, the arch is built to be a variant melee caster. But you're also a melee character who's fairly feat starved.

It has versatility. It has strengths. But it also has weakness.

Of course, since my character was a Gnome Inventor, wearing a suit of battle armor, these strengths and weakness were uniquely suited to the character.


Ravingdork wrote:


How do tactile illusions (such as veil or mirage arcana) even function when illusions cannot support weight? What happens if my mirage arcana spell creates a tower, and people try walking up the steps to higher floors? How does a huge glabrezu disguised as a medium humanoid with its veil spell-like ability even enter a human dwelling without completely destroying the medium door frame, or sit in a chair sized for man without crushing it?

Let's examine these sequences from a neutral, outside observer. What one would likely see, is the people 'climbing' the tower, would just be walking around in a circle, as they 'climb the spiral staircase'. Those under the illusion aren't actually getting any higher, but they perceive that they are.

As for the Glabrezu, clearing it would take an effort for it to get through the door, but the magic of the illusion would make it seem a normal action, or disguise the movement altogether. Similarly for the chair; it would appear that he's sitting in the chair, when it's possibly been crushed, or merely being sat next to.


DeathMetal4tw wrote:
Funny, I usually see responses like yours (Shalafi) and yours (Wraithstrike) when I ask people about this. What I rarely see is an established list for the campaign being played. It's always "core only" or "anything goes".

Well, you would need to set specifics for the campaign world for 'something else'. Typically, I'm an 'anything goes' type for basic dungeon crawl campaigns.

However, for my homebrew, Gnomes are not allowed (because, so far as any non-Dwarf is concerned, Gnomes don't exist), and other races are restricted by starting location. For example, for my current group, they started in the Western Kingdoms (think Europe-esque), only Human, Dwarf, and Hobbit, along with a homebrew race, Lupins, with restrictions on using Goblins, Orcs, and Half-orcs. However, in the Jade Empire, races are restricted to Elves, Humans, and Half-elves, along with another homebrew race, Rakasta.

Other races that might be PC races, either don't exist or would not join the average adventuring party due to cultural differences.


Talonhawke wrote:

At this time check with your GM or if you are GM make a house call.

The book has several issues with things that may end up being clarified in the errata as time goes on so with luck it'll at least get explained.

I see no reason to disallow the ability this way as the overall damage isn't going up by much.

See, that's just it. I'm a GM who, one of my players was interested in a more bomb oriented Alchemist (which, frankly, I was surprised there isn't one). We were working on a couple of Archetypes, Grenadier and Mad Bomber.

The Grenadier is sort of a Gunslinger/Alchemist, focusing on bombs and guns. This discover seems perfect for this idea, but it seems odd it specifically excludes 2-hand firearms. Especially, with the idea of the rifled grenade from WWII.


I was hoping I would get a bit more feedback and/or input on this.

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