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Personally, i think the manifestations are a good thing.

Ive played the uber wizard with Improved Invisibility and Fly cast and its actually not much fun just easily blowing everything up after a few times. Ive also been the DM on the other end of that. What i saw from both perspectives is the rest of the players at the table bored ore annoyed.

To me its more an issue of making casters have to think a bit tactically. With manifestations still being visible even if the caster is not makes the caster have to think about positioning and what spells they will cast.

Rules wise the Invisibility spell says it makes the 'caster' non visible which it does. The manifestations are not the caster. An invisible caster holding a torch would still leave visible light and smoke once it left the torch. Even spells that the caster does not 'wield' would still be visible. Blade Barrier is a good example of this. Casting that spell would handily identify which square the caster is in while still leaving the caster defended by Invisibility.

Id just use the rules of the Clever Caster feat as a base for diminishing the manifestations. Never mind with making anyone take the feat and just make it something any caster can try.

But again, just by base rules only the caster themselves is made invisible.


You would just use the general Monster Advancement Rules in the Bestiary to increase size. Theres a table for doing just that.

Going from Medium to Large would mean: +8STR, -2DEX, +4CON +2Natural AC, -1 AC due to size increase.

The Con boost won't do a Necrocraft any good but the STR buff is pretty big. And natural attack die size goes up as well of course.


Unfortunately you can't combine natural weapon attacks with Unarmed Strikes as part of a flurry of blows. This is stated at the very end of the description of Flurry of Blows. There is, however, the Feral Combat Training feat (Ultimate Combat) that lets you use a natural weapon as part of a flurry of blows. Still, this just means that you can make the natural weapon one of the attacks you are entitled to as part of a flurry of blows NOT in addition to those attacks. Basically, it makes a natural attack a 'monk' weapon in that it can be used as part of a flurry


Chaotic Neutral, i agree, is often a problem alignment and is often hard to tell apart from Chaotic Evil in practice and in outcome.

Relating to this thread though, i don't see why killing the sleeping NPC is necessarily an evil act.That's what good IS. All alignments are either thought-out philosophies and/or extremely consistent patterns of thought,feeling and behavior. Not having these strong convictions is what makes someone Neutral (which is why most of the game world populations are just that - Neutral). Consider the following:

Good characters (regardless of ethical alignment or personality) want to promote good and eliminate evil. Promote and eliminate being the operative concepts. How they do that is more personality than alignment. Good characters can be ruthless in their pursuit of these things. Look at Celestials (particularity Archons). They do not hesitate to oppose evil when they find it and can be terrifying in their pursuit of the elimination of evil.

Why would even a paladin not kill a sleeping creature he believed was an enemy involved in criminal/evil enterprise? Is waking the creature up to kill it better? More chivialric perhaps but the Pathfinder pally is NOT the straitjacketed, non-functionally good paladin of 2nd ed D&D.

Assuming the PCs take an NPC prisoner what are they to do with them afterward? Is letting an evil or dangerous NPC (monster or humanoid) go either wise (they are likely to hate the party and plot vengeance sooner or later) or even goodly? Releasing a known evil back into the world when you have the chance to end it sounds like moral cowardice.