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Pretty much the question. The only natural attack I see is from the vesk racial ability and it says as the unarmed strike but not archaic. I'd guess venom spur is a simple weapon and that without the operative special it would use Str to hit and damage, but I'd like to add a venom spur to a high dex character. Did anyone see something I'm missing?
Warning: Not a serious question. A scholar who chooses Life Science must declare a specialization. Among the choices are biology and xenobiology. In a spacefaring, multi species universe, what makes bio into xeno? We are given bioengineering, botany, ecology, genetics, and zoology as other choices, but not xeno- versions of them. Secondary question: If I wanted the theme bonus in my Life Science specialty to apply to the craft food and drink aspect of the skill, what should I be specializing in?
Situation:
I am a kineticist 6 (void) and was planning on adding air at 7th. Being dex based (dex 18/str 11), my 5th level feat being weapon finesse, (and I wasn't planning to take 2 weapon fighting), I'm looking for a way to use this staff as something other than a blast booster. (Effortless lace only works on 1-handed slashing or piercing weapons.) GM is still deciding if it will empower blasts as well as the spells he intended it for(and that's fine either way he decides), but if I can use this, I'd like to be known for using it, not just carrying it. As a side question, is there any way to channel a blast through a staff?
I missed a couple of my Saturday games when they wrapped up the last campaign and started the new one we had been talking about.
TL/DR
Help!
I finished re-reading the three Borderlands books by Lorna Freeman. (for probably the fourth time)
Does anyone amongst y'all know what happened to the book or the author?
Does anyone know what range 0 means for a spell? The Whip of Ants, Whip of Spiders, Whip of Centipedes spells in the ACG have range: 0. It's a summoning spell that gives you a 'whip' made of the swarm and which lets you use it 'as a whip' doing touch attacks at 15' range. Personal would be wizard only and close would let you give the effect to someone with more hit points. Zero is odd.
Elemental Body I:
When you cast this spell, you can assume the form of a Small air, earth, fire, or water elemental. The abilities you gain depend upon the type of elemental into which you change. Elemental abilities based on size, such as burn, vortex, and whirlwind, use the size of the elemental you transform into to determine their effect. Air elemental: If the form you take is that of a Small air elemental, you gain a +2 size bonus to your Dexterity and a +2 natural armor bonus. You also gain fly 60 feet (perfect), darkvision 60 feet, and the ability to create a whirlwind. Earth elemental: If the form you take is that of a Small earth elemental, you gain a +2 size bonus to your Strength and a +4 natural armor bonus. You also gain darkvision 60 feet, and the ability to earth glide. Fire elemental: If the form you take is that of a Small fire elemental, you gain a +2 size bonus to your Dexterity and a +2 natural armor bonus. You gain darkvision 60 feet, resist fire 20, vulnerability to cold, and the burn ability. Water elemental: If the form you take is that of a Small water elemental, you gain a +2 size bonus to your Constitution and a +4 natural armor bonus. You also gain swim 60 feet, darkvision 60 feet, the ability to create a vortex, and the ability to breathe water. Elemental Body II:
This spell functions as elemental body I, except that it also allows you to assume the form of a Medium air, earth, fire, or water elemental. The abilities you gain depend upon the elemental. Air elemental: As elemental body I except that you gain a +4 size bonus to your Dexterity and a +3 natural armor bonus. Earth elemental: As elemental body I except that you gain a +4 size bonus to your Strength and a +5 natural armor bonus. Fire elemental: As elemental body I except that you gain a +4 size bonus to your Dexterity and a +3 natural armor bonus. Water elemental: As elemental body I except that you gain a +4 size bonus to your Constitution and a +5 natural armor bonus. Elemental Body III:
This spell functions as elemental body II, except that it also allows you to assume the form of a Large air, earth, fire, or water elemental. The abilities you gain depend upon the type of elemental into which you change. You are also immune to bleed damage, critical hits, and sneak attacks while in elemental form. Air elemental: As elemental body I except that you gain a +2 size bonus to your Strength, +4 size bonus to your Dexterity, and a +4 natural armor bonus. Earth elemental: As elemental body I except that you gain a +6 size bonus to your Strength, a –2 penalty on your Dexterity, a +2 size bonus to your Constitution, and a +6 natural armor bonus. Fire elemental: As elemental body I except that you gain a +4 size bonus to your Dexterity, a +2 size bonus to your Constitution, and a +4 natural armor bonus. Water elemental: As elemental body I except that you gain a +2 size bonus to your Strength, a –2 penalty on your Dexterity, a +6 size bonus to your Constitution, and a +6 natural armor bonus. Elemental Body IV:
This spell functions as elemental body III, except that it also allows you to assume the form of a Huge air, earth, fire, or water elemental. The abilities you gain depend upon the type of elemental into which you change. You are also immune to bleed damage, critical hits, and sneak attacks while in elemental form and gain DR 5/—. Air elemental: As elemental body I except that you gain a +4 size bonus to your Strength, +6 size bonus to your Dexterity, and a +4 natural armor bonus. You also gain fly 120 feet (perfect). Earth elemental: As elemental body I except that you gain a +8 size bonus to your Strength, a –2 penalty on your Dexterity, a +4 size bonus to your Constitution, and a +6 natural armor bonus. Fire elemental: As elemental body I except that you gain a +6 size bonus to your Dexterity, a +4 size bonus to your Constitution, and a +4 natural armor bonus. Water elemental: As elemental body I except that you gain a +4 size bonus to your Strength, a –2 penalty on your Dexterity, a +8 size bonus to your Constitution, and a +6 natural armor bonus. You also gain swim 120 feet. The language of the Elemental Body I spell states ‘The abilities you gain depend upon the type of elemental into which you change’. Elemental Body spells II, III, and IV say ‘As elemental body I except’. I’ve played my druids as once I have access to the higher level versions of the spell through wildshape, the first sentences of the higher level spells to apply to all sizes and the individual type descriptions are for the new sizes available. But I heard an argument this weekend that I can also apply the abilities of the individual elementals on any size of elemental. Example: a small air elemental with a fly speed of 120’ If I accept this interpretation of the ‘as elemental I except’ clause, does that mean I can become a medium earth elemental with a +8 size bonus to strength, a -2 penalty to dexterity, and a +4 size bonus to constitution? Or is only the huge air elemental shape capable of flying at a speed 120ft.?
The redcap has this ability:
Just to make sure I understand this, the choices are:
From the fluff description:
The redcap has a +19 stealth, but the fluff describes a clanging noise is heard when running, but says nothing about a noise during a normal move. (Note the normal move of a redcap is 60'.)
If you were writing up a style feat chain based upon the natural attack of elementals, what would the three feats contain? I'm a running a druid and recent events have caused me to look at adding monk to the mix. (became champion to a lost god whose preferred attack was the slam) I'm aware of the weapon focus (slam), feral combat (slam) chain needed to use the natural attack in elemental form with monk abilities, but I was looking to show the influence of the elementals' combat style on the monk. By the way, have you noticed a martial artist needs take weapon focus on unarmed combat only, but a natural weapons fighter must take it multiple times for different attacks?
As thought experiment, consider the druid.
Considering the feats available, natural spell, wild speech, and shaping focus for example, it is possible to make a wide variety of concepts. Consider the deinonychus rogue scout- 4 attacks with pounce and SA.
Electric eel has a touch attack.
As a challenge, what can you come up with?
I'm working on a build for a barbarian- a happy type, who likes smashing things and running around the battlefield. Here's what I've got::
Dwarf Barbarian STR: 18 (17 pts) DEX: 13 (3 pts) CON: 14 +2 racial (5 pts) INT: 10 (0 pts) WIS: 8 +2 racial (-2 pts) CHA: 12 -2 racial (2 pts) Traits: ?, ?
Gear: furious greatsword- hopefully adamantine, rhino hide, the obvious belt, ring of sustenance, potions of?
I haven't done a barbarian build since playtest and have been playing druid and cleric, so I'd welcome reviews and advise.
Anyone have any thoughts on an urban barbarian build for a party face character? Previous campaign was 17 point buy, one trait, Pathfinder only. And multi-classing must be roleplayed, so extra classes have to be part of the on-going story or explained at 1st level. This particular GM gives as much weight to our speech and tactics as our skill rolls, but I want to have back-up on the character sheet. He also likes evil NPC's who are helpful, sorcerers, and dislikes magic marts. (all of which I am fine with) Campaigns start from first level and head into the teens or early 20's. The next setting has not been fully chosen, but I'm expecting a fair amount of urban, as the present game has a shipwrecked-on-Jurasic park, survive-the-evil-civilizations theme. I'm seeing a well-dressed, handsome man-about-town, with connections/fame and a very forceful manner. I had no particular weapon in mind, but would want to be able to carry it openly in an urban area. Other than the obvious intimidate focus, does this generate any ideas?
If a caster (with waterbreathing and a necklace of adaptation) cast rope trick underwater, how would it work? 1) It fails either because the spell just doesn't work underwater or because it can't be cast while submerged. 2) It fills with water. 3)It works normally, staying filled with breathable air. 4)It works, but doesn't renew the air, so it would not provide breathable air for its duration. 5)Some other answer. If it matters, the hopeful party is lvl 7, and consistes of an air sorcerer, a dinosaur shaman druid, a cleric of Pharasma, 2 fighters (1 wearing armor of the deep), and a bard. Our GM asked me to see what the board felt was the right answer (though he reserves the right to ingore any and all responses if our on-going story requires it).
I'm doing this in a home-brew game I'm refering to as Castaways in Jurrasic Park.
I am a 6th level Saurian Shaman, so am able to Wildshape huge dinos.
Legal?
Situation:
Cast:
Stats (generous- 4d6, re-roll 1's and drop lowest, so I'll roll eight each time and take the first four non-1's))
Story line effects:
My basic problem is my characters tend to be niche players such as feinting fighter/thief, wild-shaping druid, or monk/mage.
What build do you recommend?
Help!! I'm not an experienced GM and I have been running Kingmaker.
Situation:
Party was returning from last adventure site, discovered town had been attacked.
How do I make this a memorable, or at least, challenging encounter with just the beast and a pit?
I was discussing an up-coming campaign with my GM last night, as we began talking about party roles.
Go to:
edited to say please, as per Tenser's request (though I cant't seem to find his post). Because he's right- There's no reason to be impolite on a thread.
Check out proflie for my quick test build of Igor. My early build impressions: -Under bloodline feats for undead: Skill Focus (K(religion)) sounded cool until I realized K(rel) wasn't a class skill; Spell Focus(Necro) sounded obvious until I went to choose spells, then Toughness sounded better for the early levels. -Skill choices: I wanted to get intimidate, but the size modifier kills the idea of my 'undeadness' frightening folks; Deception has been broken apart and only bluff is a class skill; So I went with the standards and taxidermy. -spell choice: I had forgotten that I would need 'read magic' to avoid rolls to use scrolls (Wizards get it free- why not sorcerers?), 1st level necro spells left me uninspired as chill touch overlaps the bloodline ability, ray of enfeeblement is a favorite- but not as the only attack spell, and cause fear is short duration. I went with mage armor for defense and found 'Backbiter' in spell comp.- which made spell focus more attractive. I like the idea of only attacking those who attack me. -I was disapointed to not get the arcane bond. I was looking forward to my 'one ring' after seeing it was possible to combine enchantments in one item. This left me feeling shorted. I was also disappointed not to have any undead polymorph spells. While I won't get any such spell for many levels, it sounded like it would fit my bloodline to turn into undead with a short-term spell. Early Impression: I came into this build excited with the bloodline, but it didn't last. I didn't get the feel I expected from the bloodline as it had limited effect on my spells. I guess I expected a bloodline to define a theme to my spellcasting, but it didn't seem too. Perhaps after I add some levels. My basic impression: I would definately take a few levels of Sorcerer, but, unlike the wizard class, I would definately multi-class and the sorcerer levels would be the add to the other class, not the reverse. Maybe monk/sorcerer or the obvious cleric/sorcerer. Barbarian/sorcerer would also be interesting, but I haven't gone into the Pathfinder barbarian yet
I read 'Inside Straight' yesterday. It is one of the best books in the series, and that's saying alot. As a shared novel, it was seamless, and as a story, it was wonderful. Also check out the American Hero website for background fluff. The downside- M&M's Wild Card setting book is not out yet- And I WANT TO MAKE A CHARACTER!!!
On the other side of the question, if a wizard can use the crafting rules at any level (as long as he has a high enough caster level for the intended item), why doesn't everyone take a level of mage so they can bond with, create, and re-create a magic weapon?
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