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My Monk/Alchemist is about to be 4/1, and I'm planning on taking Additional Traits for the feat. I know Accelerated Drinker doesn't work with extracts or mutagens, but the ability to start fights with enlarge (and later shield) for just a move action is really tempting. My question is what you would choose for the second trait. The character is a Duergar with the Grey Disciple, Flowing Monk and Vivisectionist archetypes. Stats (from die roll) are 16/16/17/14/18/10 and my current traits are Grounded and Outlander (for initiative). Current feats (with 2 bonus from flaws) are Improved SR (gained SR 5+HD from race guide), Improved Initiative, Improved Reposition (Monk bonus), Improved Unarmed Strike, Power Attack and Combat Reflexes. I also have MWP as a DM reward and have been using a lucerne hammer for 20' effective reach while enlarged. I'm leaning towards two choices: Fist of the Society for an extra Ki point, or Magical Knack so that the mutagen lasts half an hour. You can never have enough Ki points (especially since Gray Disciple precludes Monk Oaths), but a half hour of +4 Str should get you through all of a small dungeon... of course, that also gives the GM carte blanche to say, "Here's the BBEG, and wouldn't you know it, it's been 31 minutes..." Opinions on the trait? Or suggestions for the future of the character?
This is the goal of a character of mine, playing in a pathfinder game that will be using the 3.5 epic rules (although the GM redid epic spellcasting). It's also the kind of item I expect will cause my character to retire, assuming it actually gets made, so it's a campaign-long quest for him... I'm just wondering, bookwise, what the cost would be? Does the 50 diamonds of 25k or more trigger the "> 200k = epic and thus is 10x as expensive" from 3.5?Does that mean that each individual dimanod needs to be worth 250k?
So I'm playing a summoner that's based on the SLA ability, with the Master Summoner and Evolutionist archetypes from UM. My eidolon is basically a personal knowledge bank, with every evolution going towards Skilled: One Knowledge or Another. It's a nice change from my primary mounted summoner (long story). My question is feats. What feats would you suggest? Skill focus feats just seem like such a waste. Additional Traits has potential, but I'm getting lost in the vast quantity available. Anything from Paizo should be acceptable. The character is only existing for level 6, maybe 7. Thus, the eidolon will only have 3 hit dice for its existence.
"Each round of immersion in running water inflicts damage on a vampire equal to one-third of its maximum hit points—a vampire reduced to 0 hit points in this manner is destroyed." I had a sorcerer who was using quickened Hydraulic Pushes on himself for swift movement. If he becomes a vampire, is the spell enough to cause a third of his life go away every time he tries that?
I'm trying to figure out some way for my tiefling sorcerer to be able to get Grab. About the only way I've found is the Snatch feat from the bestiary. The problem with that is, how do I make my Tiefling huge? A permanent Enlarge Creature spell gets him halfway, of course, but... Then I remembered Powerful Build. I don't know if Paizo's done anything similar, but it was something in 3.5 that allowed creatures to act as large in certain ways (I'd like to be more detailed, but I'm not sure if Wizards ever released it as OGL). My questions are thus:
So I have a cleric that also has bardic performance (but the question works for sane character situations as well). He just reached level 9, getting access to both Summon Monster V and Inspire Greatness. After summoning a Bralani Azata, he decides to inspire greatness in the summoned creature. The creature decides the villain needs a lightning bolt in the face. Does the lightning bolt deal 7d6 or 9d6 damage? With spell-like abilities of creatures, the caster level was the HD, I thought.
So I have a character that doesn't want to be a halfling anymore, and would instead like to be, say, a half-orc. How exactly would he go about doing that? Would he be entering Wish/Miracle teritory, or is there a lesser spell that could do the trick? Something like Reincarnate that doesn't bring back the dead, but does target the species.
I was taught that the drawbacks of using an oversized weapon were -4 to hit. After getting back from a game in which my barbarian used a large greataxe to great effect, I was looking at the page for an unrelated character, and saw that I had both short-changed myself and completely broken the rules; the penalty should only have been -2, except for the fact that I couldn't even use it because the weapon was too big (for someone 800 pounds heavy, 7 feet tall, and with a 22 strength. Seems odd, that). So I went back and checked 3.5. Same thing. Please, tell me it was correct during 3.0. Or 2.0. Or was the guy who taught me D&D completely full of it on this point?
So a halfling cleric has a wolf animal companion via the Animal domain, and uses it as a mount. The cleric casts a touch spell (Let's say, FoD), and then has the animal companion attack an enemy. The wolf charges, hits, and succeeds on the followup trip attack. The cleric then delivers his spell as a free action on the now-tripped enemy. Which of the following apply to the attack roll? a) The cleric gets a +4 bonus for a melee attack against a prone enemy (I could see a GM discounting this because of the same timing issues that prevent a mounted PC from making a full attack after their mount moves). b) The cleric gets a +2 bonus from the charge (Again, I could see this being discounted since the touch happens after a trip, but the PRD seems to say otherwise). c) The cleric gets a +1 bonus due to higher ground because the mount is larger than an opponent (strictly RaW when facing a goblin, etc, but it seems like, if the prone opponent only reaches one or two feet off the ground, it would still apply). d) The cleric can't make the attack at all, because he can't reach the enemy.
I was just wondering if anyone had any pre-made follower forms? I'm just about to take leadership for the first time (at the GM's suggestion), and just wanted to know if anyone has a ready-made tool for creating/tracking them. Google searches towards that effect have landed me in psychology web courses and Christian theology papers, without any mention of a document like I seek. I've been impressed with the Excel character sheets I've seen on here. Hopefully, a similar item exists to help me solve my problem. If not, I'll try to make something with my non-existent access skills. I'll even happily post it, if you promise not to laugh.
So a PC is using a light-mace equivalent improvised weapon and becomes the recipient of an Enlarge Person spell. Does her Improvised Weapon Mastery feat no longer increase the damage of her weapons? (from the PRD:) Increase the amount of damage dealt by the improvised weapon by one step (for example, 1d4 becomes 1d6) to a maximum of 1d8 (2d6 if the improvised weapon is two-handed)
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