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Seems like they'd stack to me; both appear to be untyped bonuses.

Just, you know, only with your specific weapon chosen, and only while raging. Does Savage Technologist stack with Urban Barbarian? Nevermind, they both alter rage.


May be a little abstract, but it's reasonable that the kind of person who might provide a forged document regarding local lords might do it for a 'favor' instead of gold.


"Although they are thrown weapons, shuriken are treated as ammunition for the purposes of drawing them, crafting masterwork or otherwise special versions of them, and what happens to them after they are thrown."

Shuriken are enchanted as ammunition, and as such are 2000 gold to enchant 50 pieces, and only have a 50% chance to break after throwing them missing a target.

...ninja'd, but added a little information.

*edit* I can't read.


Permanency + Rage? The rival would only have to be 11th level, if you use Anthropomorphic Animal as a precedent.

I mean, you could have it fixed with a quick Dispel Magic, but it would make it so you'd be inclined to hit up the gym and be unable to cast spells.


We had a lot of fun with a t-rex ninja, and grizzly bears with chainsaws.

I went through an "everything's a sorcerer" phase, too, with a cult of kobolds worshiping a powerful draconic druid, who turned out to just be a dire black bear with the Verdant and Elemental (fire) bloodlines.

Troth of the Forgotten Pharaoh can make for some pretty funny situations, like a room full of desert-y goblins all killing each other after the first one goes down -- the tease of an overwhelming battle that ended itself in a round or two is one I still chuckle about.

I had a group of skeletons rise up in the area of a thirty-foot burst completely surrounding our two-man party, which terrified them until the cleric remembered he could channel energy.

So you know: things that shouldn't be, anachronism, things that aren't what the in-game world thinks they are, things that at first appear challenging and then immediately aren't or have very simple effective solutions.

...or an ale-emental and a deep-rock salt golem out 'tequila.' So puns, basically.


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You could probably use Troth of the Forgotten Pharaoh to decent effect on some low-level minions. It's not particularly powerful, but it can quite succinctly drive home the "the sun is hot and wants you dead" angle.


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Sure can!

Here are the rules for crafting magic items.

Check out the "Cooperative Crafting" section. Basically, he'll have to be there for the entire duration of the crafting, and when he provides it, the spell slot is consumed as though he had cast it in any other circumstance.


Kartooth, Kobold Bard 1 and herald to Asoth of the Dragon (a second Kobold PC).

He was captured by slavers he couldn't understand or communicate with (common was the tongue of the nonbelievers), forced to spend his days in the mines (when Asoth was clearly bound for better! He was the smartest Kobold in our village!). The one grace he was afforded was that Asoth was kept nearby him at all times (he spoke common; Kartooth did not).

One day, a group of new slaves got their crew in trouble; they all ended up in an arena, fighting for a Goblin (or, to Kartooth, a wretched tail-less Kobold). The Goblin, skeptical of the slaves' talents, walked onto the battlefield and called the slaver/arenamaster out. Demanded Kartooth attack him to prove his worth.

Kartooth growled in Draconic, howled at the sky, praising Asoth's name in a proud manner befitting the harbinger of the Kobold messiah--

and he dropped his shortsword, nearly cutting his own tail off. The Goblin then killed poor, poor Kartooth in one fell blow.

Also Asoth had never met Kartooth before arriving at the slave camp. Kartooth may have been a little delusional.


I'm curious -- if you somehow drain a Sorcerer's blood, does he have spellcasting abilities anymore? Perhaps an alchemist on-staff can rig something up akin to a blood transfusion. If the sorcerer's power is in his blood, and you take it away (replacing it to keep him alive), he'd need to bleed out nearly completely before his body would re-produce enough of his own blood to regain spellcasting. I'd assume. I could be completely wrong.

Most low-level Wizards (the kind that would still be getting into petty mischief), it seems, are rather easily handled by locking them up without their spellbooks (certain feats aside).


The closest I've seen is any number of the various "Roll twice and take the better result" and "Reroll before the results of the first roll are revealed" features (most in archetypes; I think the Unbreakable Fighter has one or two).

The ninth-level spell Wish (and possibly Miracle) can force reroll for one roll from the previous round, rewriting reality to accommodate the new results.

Personal Time is all I've seen that straight lets you take your turn, erase it, then take a completely different one.


Super Genius Games has the Time Thief, who does just that.

It is third-party material, but the Time Thief's Aevum power "Personal Time" does what you're looking for.


As far as I can tell (and I'm no expert), raising the DC of Magic Missile does nothing; it's got Saving Throw: None. The only benefit from Spell Focus or your Arcane Bloodline +1 DCs are in the chance you're using something like Dazing Spell. And the usefulness of Varisian Tattoo wanes at level 8.

I hear Toppling Spell is mostly good for Humanoid opponents and little else; most creatures you'd fight have better CMDs than you'll be able to match.

Because Magic Missile caps out at 9th level, you may consider the ubiquitous Wayang Spellhunter trait to replace Precocious Spellcaster (if your GM will allow it to stack with Magical Lineage). That lets you throw around Dazing or Maximized Magic Missiles with your 2nd-level slots, Empowered or Sickening Magic Missiles with your 1st-level slots, and possibly (though no DM I've ever played with would allow it) Stilled or Silent or Piercing Magic Missiles as cantrips.

In essence, this build is a damage-dealer with a moderate amount of utility, who isn't particularly good at dealing damage or providing much utility. At ninth level, you're looking at 37.5 dpr, which is all you'll do until you can maximize AND quicken your Magic Missiles, where you'll do 50 DPR until the end of your career. (I think; I'm bad with math). And you'll be burning through your spells per day rather quickly. Also, the spell Shield completely shuts your main trick down.

Obviously, you'd still be a Sorcerer, so there are always other spells available for you for whenever Magic Missile won't work. But not if you've used all of your 7-th level slots for pimped-out Magic Missiles.

But I could be wrong.


1) Spellsteal is a melee touch ability, so if you plan to use it offensively, you're going to need at least some focus on being in melee.

The Will save to resist it is a pain to get around -- any enemies you try to steal spells from are naturally going to have pretty high Will saves, being casters and all (Clerics and certain Sorcerers, particularly, with their intrinsic focus on Wisdom).

But there's an added level of flexibility in Spellsteal that makes it much more worth having, in my opinion. I prefer to use it on my allies (who can voluntarily fail their Will save) -- steal a useful spell from a different spell list, use it as many times as you can (the Lingering Performance has synergy here), give the spell back to your full-caster buddy.

At 15th level, though, you'll only have 5th level spell slots (which makes you, as an ally, a bit better than Quicken Spell; for the temporary loss of the spell, the spell can be cast several additional times by you, preserving the other caster's spell slots and action economy. Assuming you didn't have anything better to use your own for, that is). And not too many of them to spare, really.

Possibly unfortunately, this moves you into an almost purely support role while you're Spellstealing in this manner -- whatever the other caster *could* have been doing is now your focus, for a few rounds, while they go off and do whatever else they need to do.

In summation, Spellsteal is a useful, flexible ability that can be as useful as you can be creative, so long as you have other casters in your party or fight a slew of enemy casters and have a whole lot of uses of the performance. More spellcasting allies means more flexibility and power for you, so group composition can make or break it.

2) I'm not sure if Spellsteal counts as an attack for the purposes of adding Sneak Attack damage (my instinct says it is, since it requires an attack roll. I'm not entirely sure), but it most certainly is *not* a knife. So if you *can* add Sneak Attack to it, you'd be gimping it by taking Knife Master. Spellstealing is probably the most effective thing you can do with your time, even in melee (steal a Shocking Grasp or something, why not), so I'm not sure if an additional 1-or-so damage/5-ish levels with a dagger is worth the investment. As a Sandman, your Sneak Attack damage looks like it'll be 5d6 (3d6 from Sandman 15, 1d6 from Rogue 1, 1d6 from Arcane Trickster 2). It's 4d6 if you take more Bard levels instead of Arcane Trickster. I'm not particularly familiar with Rogue Archetypes, but you do want one that trades away Trapfinding (since you get it from being a Sandman). Chameleon looks pretty useful, though. You may look at not taking Rogue levels at all. What it gives you is, effectively, 1d4/6/8 Sneak Attack and/or a buff to stealth. You may be better off one more Sandman or Shadowdancer level.

3) You're netting two levels of spellcasting from Arcane Trickster, an extra 1d4/6/8 Sneak Attack, and the ability to Disable Devices from afar. You lose a point of DC on your Spellsteal (10+1/2 Bard level+CHA). As covered, Sneak Attack isn't super-incredibly useful for you, so I'd advise against Trickster in this instance. From two levels of bard, you'd keep your DC up and get your spellcasting, and whatever Favored Class Bonus you're getting, if any, but not the Disable Device or extra Sneak Attack.

I'd probably stick with Bard, personally, but the DC may prove to be a non-issue if you find yourself either never or always succeeding on your Spellsteals.

One level of Bard and one level of Shadowdancer could be good, as well -- you get the extra point of DC, one level of spellcasting, a Rogue Talent and some shadowy-stuff. Bard 16 is all you need for your highest-level spells, too. So there's that. If you don't take the Rogue level, you can get Sandman 16-18/Shadowdancer 2-4, depending on what Shadowdancer abilities you want. If you prefer Sneak Attack, the two levels of Arcane Trickster, probably taken as early as possible, looks to be the better option.


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Something like this, perhaps?