So, if something is extraplanar when it is not on its home plane, could you call say an angel from heaven? That is presumably its home plane and therefore not got the extraplanar tag then so couldn’t be gated in. You’d have to take an angel off travelling the planes, maybe fighting agents in hell to get it.
Or would it be you could gate in a creature from another plane so long as it would be considered extraplanar once it arrived, in which case gating in humans to the astral plane would be viable.
I’m running a game where all spells have wild magic happen on a 1 on a d20. For a 5% chance it hasn’t come up all that often and when it has its been actually pretty funny and in line with what what’s happening (ie cleric said he was going to cast freedom of movement, got a wild magic and cast grease instead).
I also played a 5e game using the wild magic sorcerer and used wild magic each time for great fun.
My reading there is that if you don’t already have some way to reduce the ER from other things (equipment, spells, etc) then you can reduce the ER by the set amount. I’m not sure if there are other things that can do that, but they might be future proofing for other options so they don’t stack.
Ie you get ER reduced by x amount each time, unless you have something else in your options which already reduce ER.
Multiattack would not be that useful as all it does is reduce secondary natural weapon penalty to -2 instead of -5, but your bite and claws (unless the way they are given differ) are both primary natural attacks.
I suppose if you plan on using a manufactured weapon and lose one of the claw attacks then it might be useful then, but as stated should not have any effect on your attacks.
Maybe they could have both worlds and have the various planetouched races be their own race as well as heritage feats to be applied to other races. It wouldn't be that much harder to do or take up that much more space since the racial feats take up the majority of the word count.
THen you could be a pure-blooded version or one where your outsider ancestry has been diluted more that others.
With regard to the corpse fleet attacking afterwards for clues, we just ran that part and our ship blasted both fighters into oblivion with one hit each (15HP or thereabouts vs 35 damage per shot) which meant no survivors or ships even to gather clues from. Dangers of having over optimised PC built ships I suppose.
I'm not sure the trick attack move action allows for actions other than simply moving (unless you have talents etc that specifically allow you to do such actions like the sniper one that allows you to aim during the trick attack). Therefore they cannot sub in the move action to activate the cloaking field, so the whole point is moot. Except I suppose for the first shot if they were already cloaked, in which case I don't see why not.
Having just read through the rules, it seems quite clear that unless you pick a specific creature to mimic you cannot take funky abilities that are not specifically called out under the rules. So pounce is only available when duplicating a creature that has pounce, but then you are limited to what that creature has and cannot take other abilities from elsewhere.
Bit disappointing as I was hoping to make some interesting combos, but alas, no.
So, communits have an option that they can be turned into a computer or have sensors added at additional cost. However, does this mean that sensors (such as motion detector, x-ray visor, shotgun microphone etc) can be added to computers normally? Technically the rules don't seem to allow this, but since communits can be turned into a computer and still have them added, seems like they should be allowed. Thoughts?
So when you move into an enemies square you provoke an AoO, that's fairly obvious. However, does the rider, who is not using their actions to move also provoke? Or does it count as forced movement and therefore not provoke?
Just something that I came across when having stirges ridden by sprites attack the party.