It's nice enough. Getting rid of the silly oversized gauntlet on the left arm really makes it appeal to me more than the original did. I'm not a fan of the arrows/frostbitew here midsection, but it does look a bit less like a male gaze thing here, if only because Amiri looks younger and to be more of a runner's build than a stereotypical amazon. I do question the ne need to put little leather crosses or exes on the blue fabric, and the lack of any sort of pouch or rucksack. I always like it when characters are depicted as actually having space on their person to carry all of their listed gear.
Does chronicle sheets on standard play characters with boons that give all of yourr character access to an option give that access to your core campaign characters? Can you use boons, gotten by standard play characters, that allow you to pick another character you play (or have yet to start playing, with 0 XP) and give them access to soemthing, or some sort of bonus, on core campaign characters?
BigNorseWolf wrote:
Thank you.
Are all battle ribbons illegal, and are plasma ribbons legal? The weapons from the Starfinder Armory that are called out as not being allowed are All garrotes and vibrogarrotes; warclub; elite living staff; advanced core hammer; all vibrogarrotes; and battle ribbon. My assumption is that this means all battle ribbons, since it doesn't specify one, but as can be seen the writing here is a bit unclear (apparently vibrogarrotes are double banned). Since only specific models of the living staff and core hammer are banned, I thought it might be possible that some models of battle ribbons are legal. Even if all battle ribbons are illegal, I don't believe that would include plasma ribbons, or else it would say all ribbons, or all battle ribbons and all plasma ribbons. Is my understanding wrong?
While I would prefer Dancing Strings to not have a duration because that would be pretty fun to play with, otherwise identical includes limited use
Arden Oakwald wrote:
In this case, because it isn't referred to as a hex, I don't think it is. Any chance of getting clarification?
Indexoutofbounds wrote:
I'm dumb, thanks.
Magic Plants from Ultimate Wilderness are rather nifty, and I'm glad they were allowed to be purchased for PFS play (cool stuff is always good), but I would have liked a little more guidance. What I'm trying to figure out is how harvesting and seasons interacts with PFS between scenario downtime. For example, the Pawn of Decadent Feasts grows one fruit a year, and that fruit only ripens at the summer solstice. At that point there is one week in which the fruit can stay on the tree, before it smut be harvested or rot into sludge. When harvested, the fruit remains keeps it's magical effects for 24 hours. How exactly would this interact with Society Play? I can see two different interpretations in my head; one that makes Magic Plants still useful, and one that makes them basically worthless. Either the growing period and max amount of fruit on the tree is treated as the 1/scenario use of a magic item with less than daily uses, in which case you have 1 day from the start of a scenario to consume the fruit, or you can only harvest fruit if a scenario specifies you're in the right time-frame. Anyone have any insight or personal experience with these that they can share?
Small trick I noticed recently, Giant Form I specifies humanoid creatures with the giant subtype, but Giant Form II loses that distinction, merely specifying giant subtype. That might not seem like much, but RAW it lets you turn into a Gegenees with better stats than with Monstrous Physique III/IV (which you have noted in the guide), and it should also let you turn into Oni. Not sure how good they actually are, but it's something.
The title says all I really need to say. In PF1, you counted as your own ally. I swept through the Playtest Rulebook with Control+F, and could find no precise definition that would confirm or deny whether things work the same as before. There are a number of abilities, like a Paladin's Retributive strike, which would be much more powerful if they could proc for yourself instead of just other players.
to be honest, magical beast shape probably isn't worth it. it seems cool, but being a 7th level arcane only spell puts it out of reach of 3/4 or higher bab classes (without putting in some work and/or cheese) new abilities: see in darkness, blood drain, blood frenzy, fast healing 5, a bonus to resisting posion
going over the bestiaries quickly the pipefox is the only diminutive magical beast I could find
hydra has pounce, fast healing, and five bites
that's about it
draxar wrote:
it should still apply, because your original form doesn't have a bite attack, it goes away the moment you remove the ring. if you're in a form that can wear items, putting the ring on would give you a bite attack (assuming the form doesn't have one already), just like how you can use draconic sorcerer claws while polymorphed, but not, say, an alchemist tentacle
James Jacobs wrote: "Filling the holes in spells" isn't something that's really a goal for us in creating monsters, to be honest. Monsters are GM tools first and foremost, and when there are player-facing rules that use monsters, that's cool but it's not the primary purpose of them. I get it that this means that for some of the polymorph spells there are "holes," but with a creative and/or permissive GM, that's not an issue. And if you really want to be a diminutive creature and you can't do so as a monstrous humanoid... pick a spell that does allow that option, I guess. Or talk to your GM about being able to make up your own versions of them (it's possible to re-size any monster in the game, after all), have your GM make up options, or pull in options from 3rd party sources. OR check out the hundreds of monsters we've published in the bestiaries of the Adventure Paths (and we've still got over a year more of those to come). To be honest I hope in PF2 you go for something more like how summoning monsters works in Starfinder. The polymorph subschool already stops the caster from getting almost all unique monster abilities, which means all that matters is natural attacks and movement methods. The only spell which is an exception is the Fey Shape line from Ultimate Wilderness, which gives you a bunch of actually powerful unique abilities, but comes with the problem of being a much worse spell the less sourcebooks you have. I played a metamorph alchemist up to seeker levels in PFS, so I couldn't be creative or make new forms regardless of what the GM wanted. I went through every humanoid and monstrous humanoid in the bestiaries and adventure paths myself, and my master of shapeshifting used maybe about ten different forms total in their entire career (troglodyte, sasquatch, popobola, aquatic gargoyle, maenad, vouivre, tikabalang, gegeenes, thriae queen, and saurian) because almost all of them ended up being bite/claw/claw, with low light vision and/or darkvision. Regardless, greatly looking forward to this book. Any chance of an "Outsider Shape" spell showing up?
Nathanael Love wrote:
Paizo gives previews to try and get us excited for things, the same reason companies but out trailers for movies and video games. There isn't anything wrong with speculation, it just seems like a lot of speculation is assuming the worst of Paizo. ...it's quite odd to be playing defense for Paizo for once, but I think that a lot of people are assuming people that Paizo are going to be really really excessively dumb about how this. Why would they try and squish the PF1 classes into the PF2 action system in such a way as to make the classes not fun to play? Paizo knows that (most) players wouldn't play bards in PF1 if you had to spend moves or standards to maintain bardic music. So, why would Paizo not either improve bardic music such that it's worth spending actions on constantly, or find a way to make it not take up constant actions?
David knott 242 wrote:
Yes, thank you. For others interested, the thread David Knott linked to links to a google doc which suggest instead going to this post which is a post in the Pathfinder reddit page for the podcast, with a more full breakdown.
Evil could be fun. I'll see if I can come up with a character that would work in the next twelve hours or so. I want to straddle the fine line between insane mustache twirler and total downer boring edgelord, while also having someone who would make a decent team player. Hmmm. ProfPotts wrote: Tashewren: I see you've put down 'Maestro of the Society' as a trait. That's only available to members of the Pathfinder Society - and joining takes years of training as an 'initiate' (pretty much a slave) in the Grand Lodge in Absalom, or winning a coveted field commission. I guess a guy like Tashewren could have tricked his way in, stealing someone else's identity or something, if you want to add something like that to his background? Of course, then the Society has a reason to come after him... :) "Coveted" field commision. Heh. I think maybe one out of every ten people I've played PFS with has bothered to have their character actually be a proper member of the society, and not just someone good at killing things/warping reality/other useful skill here who the venture captains presumably though would make a good hired goon. I know only two (ish) of my more than a dozen character actually went through initiation.
I've been playing Pathfinder regularly for four or so years now, but aside from a shortlived r20 campaign, it's exclusively been PFS play, and a couple of the modules. As I can no longer make it to my local group frequently, and I've been losing interest in organized play, I'm looking at other options. I'd love to get a chance to paly a longer campaign, with a bit more emphasis on the role than on the roll. I'll play basically anything, and I don't really have any specific character in mind.
Zhakar is straight damage. A very capable party face, although with a deliberate lack of Sense Motive that may bite him (and the rest of the party) in the ass if people aren't paying attention. Divine spell selection will depend on the exact party make-up, if I make it in of course. Also, I did a rough drawing of my character. Not really showing off the Cha 14 as much as I'd like, but I don't want to put to much effort in just yet.
As mentioned, best of luck to all other applicants. I find it highly entertaining that every single submission I've been able to find, aside from the gunslinger, focuses on melee combat and some other thing. Most frequently divine casting, we've got a good range of combos but full-bab-damaging-class/oracle is the only one with any repetition.
Not a particularly original idea, but I like stories about ambiguously aligned characters with bad powers ending up as good people, and I've had this idea rolling around for a while in regards to WotR. Presenting Zhakar, barbarian and oracle, blacksmith's apprentice, and really grumpy tiefling. Concept Elements:
Tall, with broad shoulders, a strong chin, smooth tanned skin, and long black hair. Fine clothing, not necessarily opulent, but much nicer than what most would expect a blacksmith's apprentice to be wearing. A tattered scarf wrapped around the enck, almost but nto quite concealing the mouth. A mouth mostly hidden, but when you see it the teeth seem to large and sharp, the face always snarling in the corner of your eye. Blue eye's that briefly flash an inhuman green. A voice that is almost to smooth, with word's being pronounced slightly wrong. Heavy muscles from working the forge, holding the weight of heavy armor made at it. Long powerful limbs with joints that, when not covered, look wrong somehow, like they don't belong to a human. Zhakar hates. He hates the city of Kenabres and almost all the people in it, with very few exceptions. He hates Mendev, for not having done anything but slow down the demons, but he hates all the other natiosn fo the world even mroe, for not even trying. He hates demons, which rather goes without saying, but he also hates devils, because as far as he's concerned they're basically the same thing. He hates the gods because they didn't stop the Worldwound (and all the terrible things that have happened since) and he hates priests for telling him to pray to them regardless. He hates it when his master drinks, when his master rages, and when his master is disappointed in him. He hates himself, how easy he finds it to break things, how much eh enjoys breaking things, how hard it is for him to make things, and how hungry he always is. He hated the orphanage that raised him, the other children, and how the nuns just couldn't understand. He hates, and he hates, and he wishes he could stop. Zhakar has spent all his life in Mendev. He's never known a world not at war with the Abyss, never known a world free from the priests, the crusaders, the low templars, and the witch hunters. When he thinks of honor and glory, of the good and the righteous, he thinks of the brutish thugs and paranoid murderers who he has been surrounded by all his life. He deliberately puts on a facade, to appear more moral and charitable than he is, because that's how he thinks the world works; good people act like good because it benefits them. Zhakar is bad at reading faces. When he first moved to Kenabres, he was terrible at it, and as a child, he was almost of completely incapable of telling what emotions the people around him were feeling. Whether a birth defect, or some sick "gift" from whatever his father was, he doesn't know, but he had to work to learn how to emote, and to read the emotions of others. He's come a long ways, but he still isn't great with jokes or sarcasm, or telling if people are lying to him. Zhakar is always hungry. His jaws are built for latching onto things in a way that a humans aren't, and he can strip flesh from the bone with his teeth. He'll eat just about anything, but what he wants is meat. While how fresh the meat is doesn't matter, raw and bloody tastes, not divine, but right, and when Zhakar is to close to injuries he makes sure to pull up his scarf. As a child, the nuns at the orphanage were quite lucky to have capable healers among them, because a biting child can be deadly when their teeth were made to feast upon the flesh of mortals.
Goals:
Zhakar wants to find out who his mother was. He wants a culture to connect to, something beyond his fiendish heritage to connect to. All he has to go on is an old scarf covered in strange designs, which was once a blanket, and before that was hsi mother's tattered dress. He also, want may be to strong a word, but is idly curious about what precisely his father was, and if his father still lives. He isn't really certain what he would do with that information, but given his mother crossed the Worldwound to give birth to him away from the clutches of the abyss, he thinks he would be rather upset if his dark suspicions were confirmed. Zhakar wants to make armor that can stand up to the threats of the Worldwound. His skill at the forge is the one talent he has that is not influenced by his heritage, and while he's not as good as his mentor, he sometimes dreams that he might even be better. Instead of simply tearing threats from limb to limb like the savage he is, giving out shining swords that could pierce the flesh of demons, and armor that will turn their claws. I want Zhakar to end up being Good aligned, and a better person overall. Specifically, I want him to make friends, either with the party or with NPCs, who he can rely on and be honest with. I want him to understand that good people do exist, and that he doesn't have to be defined by his demonic heritage, or the tragedies of his past.
Secrets:
Zhakar isn't great at keeping what he is a secret, and he only really bothers to do so from the idiot masses, those who would try and kill him for it. He isn't proud of what he is, but he knows he can only hide so much. If you can get him to talk about it, he'll talk about what he is, and what should be known to travel safely with him. He knows how to control his urges, but he doesn't want those around him provoking him if he can't help it. What he does hide, however, is how far he once went, and his old name. His mother survived long enough to name him, and destroy herself with a great working of fire that left him untouched in the ashes of what was once a bed. As Ghanof, whispered to be the child of a demon and a witch, he was raised in an orphanage run by devotees of Iomadae, in a small village near Estrovian Forest. While the staff of the orphanage treated him fairly, the inhabitants of the village and most of his fellow orphans feared him, and as his oddities grew that fear increased. When that fear grew to hate in Ghanof "Demonspawn" twelfth year, the hate turned into violence, and it ended in blood. Ghanof healed quickly, but a fellow orphan and a local girl where both injured, and the girl's father, a hunter, ended up dead. The staff knew Ghanof was not to blame, but they also knew he couldn't stay, so the head of the orphanage called on a favor from an old friend, and Ghanof Demonspawn became Zhakar, smith's apprentice. Zhakar has not seen his old home in a decade, and he has tried his best to forget it, and how good the flesh of his friends tasted. Zhakar is not a tiefling, strictly speaking. Those who raised him have told him that his demonic ancestry is a couple of generatiosn back, that his father was likely a powerful half fiend of some sort at most, but they're wrong. He's half human, half demon, the son of a former riftwarden, and a powerful minion of Deskari. During the pregnancy, his mother, a powerful spellcaster in her own right, sealed away most of his abyssal heritage, half to spite the father, and half to make life easier for her child. She had been rather broken by that point, and, when she reached a place where she new her child could be raised in (relative) safety, she ended things on her own terms. When Zhakar uses his bloodrager powers, he isn't drawing power from a distant ancestor, but rather briefly weakening the hold his mother's spells have on him, and reclaiming what might have been his power at all times.
Related NPCS:
His master, Truddig Steelbeard, dwarven master smith and retired soldier. Truddig's wife was a paladin of abadar who served in the First Crusade. She survived the first two crusades, but she, and his children, died in the chaos and mismanagement of the third. Truddig is something of a walking stereotype. Think generic dwarf, gruff old man with the heart of gold, silent brawny smith, drinking problem (even by dwarven standards he drinks a lot), and survivor's guilt. He's done his best to teach Lumanita, the head of the orphanage he was raised at, a positively ancient cleric of Iomedae, who served as a squire in the first crusade after a paladin caught her trying to steal from his saddlebags. She was never the most devout, and hasn't reached the heights of magical power that most would expect a cleric to reach after surviving so long, but she is an expert healer and teacher, and is well respected throughout Mendev although not particularly famous. She's on her last legs, but is more than willing to die for what is right, and still ahs a good deal of fondness for every little demon, both literal and metaphorical, that she's had a part in raising. Della, a local girl who Zhakar was friend's with in his childhood, who he almost ate, and whose father he killed. While she still has the scars from her mauling, she has chosen to keep them as a reminder, of what ignorance and blaming chidlren for the sins of the father can cost. She doesn't blame Zhakar, and has in fact tried to help a number of tieflings come to grips with their heritage. She's joined the force of Mendev, and the Faithful of Sarenrae, and believes that all have the potential for good in their hearts. She tries to help those who have fallen under the sway of evil, or who were born with it in them, and proudly bears the Righteous Medal of Command for having redeemed enemy combatants. Jord, a friend and fellow orphan who Zhakar almost killed in their childhood days. The experience was rather traumatic, and every time Jord limps with his left leg, he remembers what the demonic can do to a child. While Jord does have good intentions, and tries his best, his superior's and teachers methods have rubbed off on him, and he has slowly begun to start seeing demons in every shadow. While Zhakar's mother managed to escape the clutches of his demonic father, she was not the only women to fall into them, and Zhakar has a large number of half siblings who still survive. The most prominent one is Rokta the Winged, a powerful half fiend who leads a number of demon blooded Kellids, some unrelated, some of whom are his siblings, and some of whom are his own children. Rokta worships Deskari, and seeks to gain the power and status that his father once held in Deskari's legions.
Quirks:
The shock on Della and Jord's faces, the scent of blood, the hate in Della's fathers eyes, the shuddering pain from a spear stuck in his shoulder, and the delicious taste of human flesh. To forget those things, he pulls his scarf up over his face, and lightly strokes the patterns. When his teeth must be bared, he doesn't look people who he says are friends, or people who say they're his friends, in the face. After every fight, he makes sure that his teeth are cleaned, and the taste of blood washed away. It wouldn't do to get used to the flavor. Zhakar acts saintly around strangers, selfishly among friends, and cautiously, hesitantly charitable when he's certain that nobody is watching. Children bring back memories bad and good, and so, if they cannot be avoided or foisted off onto others, he'll do everything he can to protect and entertain them. Zhakar might get powers from them, but he doesn't actually "talk" to his ancestors, at least not precisely. He feels only rage and pain when drawing upon his oracular powers (given that they're mostly from Sarkoris, it's understandable), and they've given him powers that have made his time as a smith's apprentice a lot more difficult and seem rather ominous, so he just swears and gnashes his teeth until they work properly. The more lucid ancestral spirits are rather amused by this.
Stats: Zhakar, N medium outsider (native) Tiefling (demonspawn) Dual Cursed Oracle (Ancestors)/Steelblood Bloodrager (Abyssal) 2 Str 18, Dex 12, Con 14, Int 8, Wis 7, Cha 14 while in a bloodrage Str 22 and Con 18 initiative +3, darkvision 60 AC 18; 11 touch; 17 flat-footed (+6 armor, +1 Dex, +1 natural) hp 28 (2d12+4), 4 temp hp in a bloodrage Fort +5 (3+2), Reflex +1 (+1), Will +3 (3-2+2), Bab +2 resist cold 5, resist electricity 5, and resist fire 5 Speed 25, 30 without armor Melee +6 bite (1d6+4) while bloodraging, +8 bite (1d6+6), +8 2 claws (1d4+6) Ranged +3 sling (1d4+4) while bloodraging, +3 sling (1d4+6) Feats: Iron Will Skills: Acrobatics +1, Climb +4, Diplomacy +7, Bluff +10, Intimidate +10, Perception +5, Swim +4 Background Skills: Craft (armor) +4, Craft (weapons) +3, Linguistics +3 Languages: Common, Abyssal, Dwarven Traits: Reactionary, Extremely Fashionable Soul Sear (deathwatch at will)
Mythic Rank 1; Mythic Path: Champion
David knott 242 wrote:
Well, Paizo might want to post some errata on the matter, as going by rules as written, the Ooze Form spells, which do no turn you into an animal, a dragon, an elemental, a magical beast, a plant, or a vermin, and don't mention your gear in their spell description, should also resize your gear so as too function with your new form. You won't have arms, so weapons and hand waving for spells would be a bit of an issue, but a few ooze types can speak naturally, and your armor and slotted magic items will still reform. It certainly wouldn't be the optimal choice, but the mental image of a gelatinous cube wizard is quite endearing.
I couldn't find anything in my copy of Ultimate Wilderness, so I figured I'd ask here.
Yep. I only really got heavy into Pathfinder, um, a bit after ACG, I think? I should note I'm a fan of wierd stuff, but not overly complicated things, and that I mostly play PFS
Occult Adventures:
Kineticists, Last Airbender styled 3.5 warlocks, burn is dumb and overly complicated
Medium, I have never seen anyone play a medium, and my feeble attempts at figuring out how I would play one amounted to nothing. A bit like the 3.5 chameleon prestige class, but spoopy and with another stupid point based mechanic. It isn't as good as the classes it imitates, and it's abilities are a huge hassle in organized play. Mesmerist, cool thematic abilities, but unlimited use (single target) no save -2 to will saves that builds up from there is a bit too good, I think. Occultist, pretty fun, a nice way to make a magic using gish type that isn't Dex based, another point based mechanic which the GM will have to hope you aren't lying to him about. Psychic, eh, basically a variant sorcerer, probably the best enchantment specialist in the game, another point based mechanic Spiritualist, spoopy ghost summoner, except it's an outsider because it can't be undead, not a whole lot of options, but not terrible, and certainly the simplest class in the book Ultimate Intrigue had the vigilante, which is pretty decent, and has the most options of any class in the game, but if you play PFS you have to ignore half of the class. The shifter sounded cool in theory, but so did the kineticist, the medium, the metamorph alchemist, and a bunch of things in player companions that ended up disappointing me. I came in expecting to be disappointed, and unfortunately my expectations were met. Play the shifter if you want to be better at melee than a druid who focuses on it, until they hit lv 6 (not taking into account the druid's easy access to buffs and a flanking buddy).
Any plans to update this for the crazy stuff available in book of the damned? The original boons for every demon lord are now exalted boons, and evangelist and sentinel boons have been added. Every single fighter willing to worship an evil god is going to worship Haagenti, and every single grappler willing to worship an evil god si going to worship Shivasta.....actually, tons of evil characters are going to worship shivasta, who's 3rd sentinel boon is arguably better than her original/exalted 3rd boon, which I remind you is 1/day time stop. Edit: sorry, didn't notice the new disclaimer in the guide.
It'sLyz wrote:
Seeing as you're in this thread, I have a few questions about the design of the archetype, if you don't mind answering (feel free not to): Why does the ex-paladin have limited duration solo tactics? Tactician or some variation thereof feels like it would make more sense to me.Is Gang Up supposed to work if you haven't already smote the target? Should you be able to have multiple uses of Gang Up simultaneously active? Is the vindictive bastard supposed to receive spellcasting?
There's what seems to be a minor typo on the mammoth rider prc, it lists dire polar bear as a steed option instead of normal polar bear. It also lists wolly rhinoceros, which isn't a creature, and I assume is just Paizo giving "permission" to say that your rhinoceros has fur on it, similar to how the mastodon and wooly mammoth are both just reskinned elephants?
Didn't really seem to be much for spells other than Monstrous Physique. A few new animals that might be okay (dinos and megafauna mostly), but the magical beasts aren't as good as already released creatures.viabel for use with the spell.
antisocialcade wrote: Deathsnatcher in B6 looks to be the new go-to for monstrous physique I and II. 6 attacks, big damage dice, flight and pounce (for MPII) are clear winners. Other than lack of dark vision, is there anything I'm missing? Well, it's poison is supernatural, so some more anal GM's might say you don't get it. In the same book, while lacking any other abilites that MP would give you, the Eurayle (serpentine bottom medusa) is really good for a melee focused character with a nice weapon, as it provides 6 natural attacks to use with your weapon (if only poison came online earlier).RAW you can use MPII to turn into Yig, a Large sized monstrous humanoid Great Old One. The natural attacks are ridiculously good; a 6d10 bite with poison (extraordinary, 1d6 con drain and nauseated), 2 4d8 claws with rend, a 4d10 tail slap with grab and 20 ft reach, and constrict.
Gorignak227 wrote: Any info on Abolisher (Inquisitor), Banishing Warden (Paladin), Defender of the True World (Druid), Disciple of the Pike (Cavalier), or Green Scourge (Druid)? Replying a tad late, but I'm mostly just venting here. Abolisher: Play a normal inquisitor instead, unless you're playing a campaign focusing exclusively on aberrations, Super niche bonuses, but doesn't really trade out any major features.Defender of the True World: You trade out some niche druid abilities for some anti fey abilities. Again, if you aren't playing a campaign in the Feywild or whatever we're calling it now, play a normal druid. Disciple of the Pike: You trade mount for an super small defensive bonuses against creatures bigger than you. Everything else is a sidegrade, (pike bonuses and on land charging bonuses instead of the normal mounted charge bonuses and banner) but the big trade is a terrible one. Don't play this archetype. Green Scourge: The usual minor powers are traded for anti abberation abilites, but there's a pretty interesting spontanteous spellcasting switcheroo. If you're fighting abberations, you could do worse.
BretI wrote:
As far as I know, the only way to get trapfinding (in PFS) is through class levels in one of the classes/archetypes that get it. Outside of PFS, I don't see any reason why your gm can't just give you a vigilante talent that gives you trapfinding.
Torbyne wrote: But even if you use a magical child, how do you get around stacking an archetype onto a creature that doesnt qualify? the closest way i see this working is the mauler applies to the social identity and the improved familar vigilante identity loses the archetype? Your familiar has that archetype and it's abilities, which you traded soem normal familair abilities for. It also has the ability to transform into an improved familiar. This ability is not a normal polymorph effect, but seems to be more akin to reincarnation, and is thus compatible with the mauler archetypes size change thing. That seems to me to be how people are interpreting it.
Well, this is pretty interesting. While reading it, I kept having to remind myself that Torch looks like this and that his burns are actually real life burns (not exactly pretty, and pretty visually distinct from a normal human's body shape), as opposed to the image that kept popping up in my head as I was reading of some sort of anime mob boss with that red patch that the tend to use for scars/burns.
Corruption takes place in Season 5 Scenario 12: Destiny of the Sands Part One.
Who's the crazy one, the person who writes fanfiction of an Undine alchemist's romance with Grandmaster Torch, or the person who reads that fanfic, and then spends a half hour figuring out the answers a trivia questions based off it?
Wrecking mysticism replaces your bonus spells from your mystery with the feat Mystical Tail, giving you a number of 2/day spell likes. However, you can only have the Mystical Tail feat eight times. You get nine bonus spells. What happens once you've gotten the feat eight times? Do you get the rest of your bonus spells?
xevious573 wrote:
Rysky wrote:
Thanksss.
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