The Fifth Archdaemon

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I did not find this stated anywhere else so I will post it here even though this is a minor necromantic ritual:

The Werecrocodile and Wereshark hybrid forms are incorrectly calculated as they list them as medium size. The lycanthrope template from bestiary one lists the following:

Quote:
"A lycanthrope’s hybrid form is the same size as the base animal or the base creature, whichever is larger."

I believe the attributes are correct as they are taken from the best of both animal and humanoid forms but the actual size itself including reach seems to be missing.


Hello Everyone,

I have had a case come up where a player wants to take a familiar but is aiming to play a very clockwork oriented wizard. Unfortunately, no clockwork familiars are available until 7th level which does not dovetail well with the characters background.

It has been suggested to take something like a raven and do the following:

1. Give it the construct type.
2. Remove it's Con score.
3. Give it the Construct Traits quality.
4. Give it the Weakness to Electricity quality.
5. Leave everything else as is...

The planed course is for him to take Improved Familiar and 'upgrade' the creature at 7th level into the standard clockwork familiar.

My question here is if anyone can see this as being unbalanced within the first seven levels. The construct traits grant a number of immunities but the low hit points and electrical weakness should keep that in check.

It was also suggested that the bonus granted be altered to match the later Improved familiar for flavor purposes. That would change it from a +3 to Appraise to a +2 on Sense Motive (matching the improved version).

Any thoughts?


Da'ath wrote:

I just noticed you were dumping the rogue talents - good call. They suck even for rogues (poor rogues).

I was thinking on the paralyze effect again with the immobilizing hair bit. It is not as bad as I originally thought and I'm not sure it's unbalancing, especially when compared to the sleep hex (and later all the save or die effects).

Edited to Add: I'd just slap a minimum level of 2nd or 3rd on the immobilize hair style if it counts as a hex, if it doesn't, then no need.

Yes, some of the hexes the witch gets are quite powerful, well beyond most of the options I think this Archetype has available. Even I think that this build is losing power over the base class in exchange for what could be effective melee capability.

I am still interested in other options for the Immobilize ability and will look into your earlier suggestions.


Alice Margatroid wrote:

Hair Styles. Hahahahaha.

Okay, now that's out of the way, some real comments...

* The hair can deliver touch spells at range as it is by RAW, I believe. It's a natural attack, so there's no reason why it couldn't.

* Harming/Healing seem really silly to me. Why, exactly, is her hair exuding positive/negative energy...?

* Immobilize seems really powerful to me offhand. You could take that at level 1 if you picked up Extra Hex.

* I think it'd be nice to see one that inflicts the entangle condition.

Hi Alice,

You may be right about the touch spells working as is, which works out even better.

The healing and harming effects were something I added in as the witch is one of the few arcane classes that can cast healing spells. They also seemed to devote a number of hexes to everything from healing to resurrection so it seemed to fit the class. I also had to weld on a lot more boiler plate to those that I wanted. As far as specifically calling out that they are channeling positive or negative energy, I would have really liked to have left that untyped. What I have found however is that it always draws a firestorm of questions and creates rules grey areas. Issues like "If I can heal someone does that let me use it like a healing spell to harm undead?" and vice versa. I decided to tie it to the channeling limitations to limit what it was capable of.

Immobilize was one I struggled with, however mechanically it is a Hold Person spell cut into one round increments. The there are benefits that if the target does resist it you can try again next round and that it can be used as a swift action, but I believed that was offset by the fact that it could only be used if grappled and while maintaining the grapple. That means the user is unable to take more offensive actions that a normal grapple would allow. I could see some issue where problems might crop up and am open to other concepts to fill the same niche.

I thought about an entangled condition, but as the hair gets the Grab ability (even in the original version of the archetype) entangled seemed a bit redundant to a full on grapple. I will take a closer look at that condition however.

Da'ath wrote:
Alice Margatroid wrote:

Hair Styles. Hahahahaha.

I'm getting hung up on the "hair styles" - I think I just hate the name, but have no particular problem with the mechanics, except the healing/harming bit. Healing should be the realm of conditioner and harm, perhaps peroxide or something (j/k). I just don't think they fit.

For immobilize, you could instead use a mechanic similar to the barbarian's rage power which allows the barbarian to limit a target's movement.

Alice Margatroid wrote:

* I think it'd be nice to see one that inflicts the entangle condition.

I suggest reviewing the Rusalka and Korred bestiary entries for further inspiration. The Rusalka's tresses use mechanics with combat maneuvers and the Korreds includes an entangling effect.

Hi Da'ath,

Trust me, the "Hair Styles" was very tongue-in-cheek and likely will be changed when I make a final draft, just like the individual ability names. To be honest I just giggled when I thought of it and it sounded like one of the cheesy power names that Pathfinder writers like to give their abilities.

I will look over the rage power you mentioned and the bestiary entries. If I can find a more fitting method of immobilizing a grappled target without resorting to a spell rip off I would like that.

Thank you both and if you have any other ideas or comment please let me know!


Aleron wrote:

Dot for great interest!

Have a player that really wanted one but it was a bit of a mess so I had said no. Will read through later and try provide some feedback.

Thank you kindly!


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Hello Everyone!

I have been wandering the material and attempting to create interesting an unusual characters when I ran into the White-Haired Witch Archetype for the Witch base class. Unfortunately, the archetype seemed like it wasn't completely thought through when in development. Missing rule specifics, lack of understanding on how the modified class would age over 20 levels against opponents and a an a number of other issues made it all but unplayable.

Worse yet to me was the fact that it went to 8th level as as an interesting idea, then seemed to run out of steam and tried to throw Rogue talents at you to fill the remaining void.

What I have done here is rewrite the original material with an eye to nailing down specific rules questions and conflicts that I could see popping up. I have endeavored to minimize the need for rules confusion and FAQ requirements out of the gate. At the same time I have expanded on the concepts presented in the first few levels of the base material and fleshed them out into a tiered system that I believe fits the feel of the archetype better than the original rogue talents.

Before reading, please keep in mind that I made several design decisions, such as not adding in too many advanced abilities that would duplicate feats centered around improving combat maneuvers. If the player wants to focus on getting bonuses to any of his maneuvers he can spend feats like anyone else. I did not want to remove feat selection from affecting the abilities if possible.

Also, I refrained from adding a "cast touch spells at range" ability as the class gets to use their familiars for that and I did not want to degrade that functionality.

The primary ability "White Hair" is now a combination of three sources: The original White-Haired Witch ability, the Prehensile Hair hex and the 3rd level spell Strangling Hair. Each covered different aspects of what should have been a cohesive unit.

Lastly, as to balance I have tried to keep a reign on power creep while still remembering that the class is giving up all of it's hexes that at the high end were doing things like instantly slaying enemies and causing massive storms and earthquakes. I have tried to replace that loss with interesting and useful abilities across all levels.

Please read over this and I would like any constructive criticism!

(P.S.: The naming of the abilities is rough draft only and left simple for clarity while editing. I can think up catchy Pathfindery names later.)

PATHFINDER WITCH ARCHETYPE White-Haired Witch (rewrite):

PATHFINDER WITCH ARCHETYPE White-Haired Witch (rewrite)
________________________________________
WHITE HAIR (SU)
At 1st level, a white-haired witch gains the ability to cause her hair to instantly grow up to 5 feet long or to shrink to its normal length, and can manipulate her hair as if it were a limb with a Strength score equal to her Intelligence score. Her hair can manipulate objects (but not weapons) as dexterously as a human hand. Using her hair does not harm the witch’s head or neck, even if she lifts something heavy with it.

The white-haired witch may use her hair as a primary natural attack with a reach of 5 feet, using her class level as her base attack bonus and her Intelligence modifier in place of her Strength modifier. The hair deals 1d4 points of bludgeoning damage (1d3 for a Small witch) plus the witch’s Intelligence modifier. With a successful attack the witch may also initiate a grapple as a free action, per the Grab ability, with her hair using her class level as her base attack bonus and her Intelligence modifier in place of her Strength modifier when making the combat maneuver check. A witch can use this ability on a creature up to one size category larger than she is. When a white-haired witch grapples a foe in this way, she does not gain the grappled condition but the hair cannot move or pin the foe. The hair’s CMD for the purposes of escaping the grapple, is equal to 10 + its CMB.

The hair cannot be sundered or attacked as a separate creature. Pieces cut from the witch’s elongated hair shrink away to nothing.

The hair cannot charge or perform any combat maneuvers other than grapple unless specifically stated in a hair style power below. The witch can use her hair to feint in preparation for one of her standard attacks, but this reduces it to a secondary natural attack for that round.

At 4th level and every four levels thereafter, a white-haired witch’s hair adds 5 feet to its reach, to a maximum of 30 feet at 20th level. Regardless of reach, the witch only threatens those squares immediately adjacent to her for the purposes of flanking and attacks of opportunity.

At 10th level, the hair’s damage increases to 1d6 (1d4 for a Small witch) and the size of creature the witch is able to use her hair’s grab ability on increases by one size increment.

This ability replaces the 1st level hex.

HAIR STYLES (SU)
At 2nd level and every two levels thereafter, the white-haired witch gains access to a hair style selected from the following list:

Climbing (Ex): The white-haired witch gains a climb speed equal to the current maximum reach of her hair. This climb speed and associated Climb skill bonus only apply when the witch is using her hair for climbing and only if suitable anchor points are available. When used this way the hair can take no other actions, including attacking, defending or manipulating objects.

Constrict (Ex): When the white-haired witch’s hair successfully grapples an opponent, it can begin constricting her victim as a swift action, dealing damage equal to that of its attack.

Defensive (Ex): As an immediate action the white-haired witch’s hair falls into a defensive posture granting her a +2 deflection bonus to AC, with an additional +1 to the bonus for every six class levels (maximum +5 deflection bonus at 18th level) until the beginning of her next turn. Any other actions the hair was performing are automatically ended and the hair may not act again until the start of the witch’s next turn. If the witch was using her hair to climb, she immediately loses the benefits of that ability and begins to fall. A white-haired witch may maintain the Defensive hair style a number of rounds per day equal to her class level.

Disarm (Ex): In place of an attack, a white-haired witch can attempt a combat maneuver check to disarm a creature using her class level as her base attack bonus and her Intelligence modifier in place of her Strength modifier. This maneuver does not provoke an attack of opportunity if the witch is outside of the targets threatened squares. The combat maneuver is at -5 to disarm weapons with the slashing (S) damage type.

Distraction (Ex): The white-haired witch’s hair lashes out in an attempt to distract a foe engaged in combat with an ally. This hair style allows the witch to use the Aid Another combat action on a target within the maximum reach of her hair, granting an engaged ally of her choice a +2 bonus on his next attack roll against that opponent or a +2 bonus to AC against that opponent’s next attack, as long as that attack comes before the beginning of the witch’s next turn.

Flanking (Ex): The white-haired witch may select one opponent within half the maximum reach of her hair (rounded up) and consider herself threatening this opponent for the purposes of flanking. Determine flanking from the closest unobstructed square to the witch that is still adjacent to the target. The creature remains threatened until it moves further away than half her hair’s reach, or she designates a new target. This ability is suspended if the witch’s hair begins Grappling or using the Climbing, Defensive, Gliding or Utility hair styles and upgrades.

Gliding (Ex): When falling, as an immediate action the white-haired witch’s hair fans out and begins to flutter in the breeze slowing her descent as if under the effect of a Feather Fall spell. Any other actions the hair was performing are automatically ended and the hair may not act again until the start of the witch’s next turn. A white-haired witch may maintain the Gliding hair style a number of rounds per day equal to her class level.

Harming (Ex): The white-haired witch gains a pool of dice each day that may be used to harm her enemies. The witch must succeed on a melee touch attack against a target within her hair’s maximum reach using her class level as her base attack bonus and her Intelligence modifier in place of her Strength modifier. If the touch attack hits the target the witch may expend any number of dice from her pool, harming the creature for the result of the roll. Creatures that take damage from the attack receive a Will save to halve the damage (DC 10 + 1/2 the white-haired witch’s class level + Intelligence modifier). The pool initially holds 1d4 and gains an additional die for every two class levels after 2nd (to a maximum of 10d4 at 20th level). This hair style may only affect a given creature once in a 24 hour period. This ability channels negative energy to harm the living and has no affect on undead. A white-haired witch may take either the Healing or Harming hair styles, not both.

Healing (Ex): The white-haired witch gains a pool of dice each day that may be used to heal herself or her allies. As a standard action she may touch a target within her hair’s maximum reach and expend any number of dice from her pool, healing the creature for the result of the roll. Creatures healed by this hair style cannot exceed their maximum hit point total—all excess healing is lost. The pool initially holds 1d4 and gains an additional die for every two class levels after 2nd (to a maximum of 10d4 at 20th level). No creature may benefit from this hair style more than once in a 24 hour period. This ability channels positive energy to heal the living and has no affect on undead. A white-haired witch may take either the Healing or Harming hair styles, not both.

Immobilize (Ex): When the white-haired witch’s hair controls a grapple with an opponent of the humanoid type she may, as a swift action, channel arcane energy into the target in an attempt to paralyze it. The target receives a Will saving throw (DC 10 + 1/2 the white-haired witch’s class level + Intelligence modifier) to resist. If the target fails its Will save it is paralyzed for one round as per the Hold Person spell. A white-haired witch may use the Immobilize hair style a number of rounds per day equal to her class level.

Pull (Ex): A white-haired witch who successfully strikes a foe with her hair can attempt a combat maneuver check to pull the creature 5 feet closer to her as a swift action, per the Pull ability, using her class level as her base attack bonus and her Intelligence modifier in place of her Strength modifier.

Steal (Ex): As a standard action, a white-haired witch can attempt a combat maneuver check to steal an item from a creature using her class level as her base attack bonus and her Intelligence modifier in place of her Strength modifier. This maneuver does not provoke an attack of opportunity if the witch is outside of the targets threatened squares. In addition to any other modifiers, the witch suffers a penalty of -1 to the roll per 10 feet of range to the target due to the fine nature of the work being performed.

Strangle (Ex): When the white-haired witch’s hair is grappling with an opponent, that creature is considered strangled, and cannot speak or cast spells with verbal components.

Trip (Ex): A white-haired witch who successfully strikes a foe with her hair can attempt a combat maneuver check to trip the creature as a swift action, per the Trip ability, using her class level as her base attack bonus and her Intelligence modifier in place of her Strength modifier.

Twin Tails (Ex): The white-haired witch learns to focus her White Hair natural attack on multiple points, effectively splitting it into two secondary natural attacks. These attacks replace the standard primary attack and follow all related rules with one exception: Any other hair style ability requiring a successful melee attack (such as Grab, Trip or Pull) now requires all secondary attacks to connect on a single target in order to trigger. The attack’s damage die remains the same but each roll to hit is at -5 and only half the witch’s Intelligence bonus is applied as a damage modifier.

Utility (Ex): The white-haired witch may use her hair for a range of utility options beyond serving as an appendage. With this hair style the witch may form her coif into a comfortable hammock or bedroll in which to sleep, a soft but supportive chair in which to sit, a firm worktable or eating surface, a basket to carry her familiar, a thick cloak or airy parasol to ward off extremes of heat or cold (+4 to survival rolls vs. nonlethal environmental heat or cold damage) or any number of mundane effects at the GM’s discretion. The witch may provide the effect of this hair style to another character (ie. Providing another character with shade in the desert sun), but loses the effect for herself. The witch’s hair may undertake no other activity while performing one of these utility tasks.

This ability replaces the hexes gained at 2nd, 4th, 6th, 8th, 12th, 14th, 16th, 18th, and 20th levels.

ADVANCED HAIR STYLES (SU)
At 10th level, and every two levels thereafter, a white-haired witch can choose one of the following advanced hair styles in place of a hair style:

Advanced Defensive (Ex): Once per round while under the effect of her Defensive hair style, when the white-haired witch would normally be hit with an attack from a ranged weapon, she may deflect it so that she takes no damage from it per the Deflect Arrows feat. She must be aware of the attack and not flat-footed. Attempting to deflect a ranged attack doesn't count as an action. Unusually massive ranged weapons (such as boulders or ballista bolts) and ranged attacks generated by natural attacks or spell effects can't be deflected. This is in addition to the bonus to AC provided by the lower level ability. The white-haired witch must have the Defensive hair style to select this one.

Advanced Flanking (Ex): The white-haired witch now threatens any opponent within half the maximum reach of her hair (rounded up) for the purposes of flanking. Determine flanking from the closest unobstructed square to the witch that is still adjacent to the target. The creature remains threatened until it moves further away than half her hair’s reach. This ability is suspended if the witch’s hair begins Grappling or using the Climbing, Defensive, Gliding or Utility hair styles and upgrades. The white-haired witch must have the Flanking hair style to select this one.

Advanced Gliding (Ex): When using her Gliding hair style a white-haired witch may maintain the ability a number minutes per day equal to her class level. In addition, the witch can move up to 5 feet in any horizontal direction for every 1 foot she falls, at a speed of 60 feet per round. The witch cannot use this hair style to actually gain height, merely coast in other directions as she falls. If subjected to a strong wind or any other effect that causes her to rise, the witch can take advantage of it in order to increase the distance she can glide. The white-haired witch must have the Gliding hair style to select this one.

Advanced Harming (Ex): The white-haired witch’s Harming hair style dice pool has its die type increased to d6. The white-haired witch must have the Harming hair style to select this one.

Advanced Healing (Ex): The white-haired witch’s Healing hair style dice pool has its die type increased to d6. The white-haired witch must have the Healing hair style to select this one.

Advanced Immobilize (Ex): When the white-haired witch uses her Immobilize hair style, it now functions as Hold Monster and is no longer limited to use on humanoids. The white-haired witch must have the Immobilize hair style to select this one.

Advanced Twin Tails (Ex): The white-haired witch improves her focus, effectively splitting her White Hair attack into three secondary natural attacks. In addition her hair gains the Multi-Attack feat, reducing the penalty to attack rolls to -2. In all other ways this functions as Twin Tails and the white-haired witch must have that hair style to select this one.

This ability replaces major hex.

MASTER HAIR STYLES (SU)
At 18th and again at 20th level, a white-haired witch can choose one of the following master hair styles in place of a hair style:

Master Defensive (Ex): Once per day, when the white-haired witch’s Advanced Defensive hair style deflects a projectile, she can redirect the attack to strike an alternate target as a free action. The creature targeted must be within the maximum reach of the witch’s hair, and the creature that made the attack against the witch must make a new attack roll against the new target. The white-haired witch must have the Advanced Defensive hair style to select this one.

Master Flanking (Ex): The white-haired witch now threatens any opponent within the maximum reach of her hair for the purposes of flanking. Determine flanking from the closest unobstructed square to the witch that is still adjacent to the target. The creature remains threatened until it moves further away than her hair’s maximum reach. This ability is suspended if the witch’s hair begins Grappling or using the Climbing, Defensive, Gliding or Utility hair styles and upgrades. The white-haired witch must have the Advanced Flanking hair style to select this one.

Master Gliding (Ex): When using her Gliding hair style a white-haired witch may maintain the ability a number of minutes per day equal to twice her class level. In addition, the witch can move up to 10 feet in any horizontal direction for every 1 foot she falls. The witch may choose to fall at a speed of 30 or 60 feet per round. In all other respects this hair style functions as Advanced Glide. The white-haired witch must have the Advanced Gliding hair style to select this one.

Master Harming (Ex): The white-haired witch’s Harming hair style dice pool has its die type increased to d8. The white-haired witch must have the Advanced Harming hair style to select this one.

Master Healing (Ex): The white-haired witch’s Healing hair style dice pool has its die type increased to d8. The white-haired witch must have the Advanced Healing hair style to select this one.

Master Immobilize (Ex): When the white-haired witch uses her Immobilize hair style, it now functions as the Paralysis universal monster ability and no longer allows the target a save each turn if it fails its initial resistance test. If the white-haired witch uses her Immobilize hairstyle in this way she must expend two uses of the power per round to maintain the effect. The white-haired witch must have the Advanced Immobilize hair style to select this one.

Master Twin Tails (Ex): The white-haired witch improves her focus, effectively splitting her White Hair attack into four secondary natural attacks. In addition her hair gains the Multiweapon Mastery ability, removing the penalty to attack rolls. In all other ways this functions as Advanced Twin Tails and the white-haired witch must have that hair style to select this one.

This ability replaces grand hex.


Got it!

Good catch on the wording of the Impromptu Armament ability. I will need to take that into account in my build. A minor change.

And yes I have read up on your mini-guide and based my build on it. I honestly can't wait to try it out. Thanks!


Hello everyone,

I am still working on Goblin Feral Gnasher build (Remember: Pacman wears green) and have two question on the design of the archetype that have sprung up.

First is the 2nd level modification:

Quote:

At 2nd level, a feral gnasher gains Throw Anything as a bonus feat and can pick up an unattended object that can be wielded in one hand as a free action. Additionally, the feral gnasher can take Catch Off-Guard in place of a rage power.

This ability replaces the rage power gained at second level.

I find this entry odd as it gives you a bonus feat, then Catch off Guard (another feat), all for the price of a single rage power. Looking at how this is worded and how the 5th level swap for Improvised Weapon Mastery is handled (losing Improved Uncanny Dodge) it makes me wonder if there was an editing error somewhere that was never corrected.

Usually Barbarian Archetypes replace both of the Dodges. Also the way it is written, You don't seem to have to take the swap for the rage power. It almost makes me think this was supposed to be:

This ability replaces Uncanny Dodge and the rage power gained at second level.

I know this is not RAW and no one has ever spoken up in an FAQ against it, it just seems off to me somehow.

Now for a more concrete issue, as you level up you replace Trap Sense 1, 2, 3, 4 and 5... this still leaves Trap Sense +6 hanging out there in the breeze with nothing supporting it.

I assume you do NOT just suddenly go from Trap Sense +0 to +6 when you hit level 18, so how should that be handled.

My take would be that it is simply removed along with all the lower level Trap Senses, but you then lose out on an even exchange for that bonus. Is it possible it was meant to be removed by Wicked Improvisation which increases in strength every two levels after 12th? That would seem a fair trade for something you have already lost do to swaps at lower levels.

The last option would be to just give the Gnasher Trap Sense +1 at level 18.

Anyone have any thoughts on this?

Thanks!


I was reviewing the Rage powers for a recent character build and had a question about the Energy Resistance line that I was not able to satisfy with a general search.

The primary ability states:

Quote:

Energy Resistance (Ex)

Benefit: While raging, the barbarian gains resistance to one energy type (acid, cold, electricity, fire, or sonic) equal to 1/2 her barbarian level (minimum 1). The energy type is chosen when this rage power is selected and it cannot be changed.

Special: This rage power can be selected more than once. Its effects do not stack. Each time is applies to a different energy type.

This leads to:

Quote:

Energy Resistance, Greater (Ex)

Prerequisite: Barbarian 8, energy resistance rage power

Benefit: Once per rage, a barbarian can reduce damage by half from a single attack against which she has energy resistance (halve the damage, then apply resistance).

My question starts here: Based on the wording of the Greater level of the power, is a Barbarian able to say, take all five types of Energy Resistance and then apply a single rage power slot of Greater Energy Resistance to all damage types?

The Greater power states that it "can reduce damage by half from a single attack against which she has energy resistance" which by the way it is written would seem to indicate that you can use it against any of the energy types you have on hand, although only once total per rage.

Depending on how this comes out it also raises questions about the two higher level abilities, but I am most interested in this for the moment.

Does anyone have any thoughts on that?

Thanks!


Ascalaphus, I think that scenario works just as well. Any in-character method of getting someone you have interacted with to not be looking when you draw the hidden weapon should do. In your example I doubt a GM would even call for initiative as long as the target went down to the first hit and no one made a perception check to notice the attack in the commotion of a crowd.


Sorry to bring back a dead thread but I was building a rogue and looking at the Underhanded rogue talent. I believe that I may have a way to use this ability as is.

The ability needs some out of combat interaction with the target, likely through the Bluff skill. Using Bluff I can see several ways that a GM could realistically allow the user to draw the concealed weapon before the beginning of combat without the target realizing it.

Please excuse the long-winded example:

Your character is attempting to infiltrate the lords manor under the guise of a household staff member. Your mission is to secure sensitive documents from the lords own office while he is out of the residence. After picking the lock on the servant's side entrance you make your way to the second floor and down the hallway, only to find the office door guarded by a man-at-arms.

GM: The guard takes note of you but his Perception test fails to penetrate your disguise.

Player: I approach the door and try to enter the room on the pretense of cleaning it.

GM: The guard blocks your path and reminds you that no one is allowed entry while the lord is out of the manor.

Player: "Of course, of course. I can clean elsewhere for now." I move on down the hall a bit. Is there anything breakable in the hall?

GM: There are vases and nick-knacks decorating the area.

Player: Once the guard loses interest in me again I will knock over a vase.

GM: A priceless art treasure shatters against the carpeted floor. The guard looks your way but does not leave his post.

Player: I curse loud enough for him to hear and approach him again. I attempt to bluff him into looking at the broken vase down the hall, taking his eyes off me. "The nine hells, I am going to get a whipping for sure! Would you LOOK at that mess?!"

GM: Roll a Bluff test. He has accepted your disguise so it's unmodified... Ok, good. You succeed on the attempt and the guard looks away from you, down the hallway to the broken remnants of the vase. He is momentarily distracted.

Player: While he is looking away I draw the sap I have concealed up my sleeve.

GM: OK, you draw your weapon and as the guard's eyes return to you they go wide. He begins reaching for his sword. Roll initiative. As he was distracted and unprepared for your attack so you have a surprise round. He is flat-footed.

Player: I strike him with my sap for sneak-attack damage using my Underhanded talent..."

Thoughts anyone?


I have another couple of questions after going through the book and seeing the alternate channel abilities that specifically deal with the 'Forge' version.

The Negative Energy 'Forge' option allows the cleric to channel against metal constructs and unattended metal objects (in case you need to piss off the local armory).

Now DR does not apply to the supernatural types of damage created by channeling and SR is useless so Constructs take it full in the face.

My first question is: Do items get their Hardness rating against channeled energy? As hardness is a measure of physical resiliency much like DR I would think not but I wanted to see if that could be confirmed.

Second and a bit more broad of a question: The rules state that the alternate channeling receives reduced healing or damage. They also state that the Will roll against the effect can only negate any additional penalties and not reduce the damage further.

So if like 'Forge' you get enhanced damage against metal constructs and unattended metal objects, is the enhanced damage considered the 'additional penalty'? Does the construct make a roll and if successful remove the enhanced effect or does it count as straight damage and fall under the inability to reduce damage further? Also, if the construct is able to make a roll to remove the enhanced portion, does the damage default to half damage or to regular full damage? I would assume half damage but again would like to see what others think.

Thanks for anyone who has thoughts or references on this.


My first scan of the forums and this thread came up negative on answers so I have a question on the Construct Armor modification.

The requirements are: Craft Construct, Craft Magic Arms and Armor, animate objects, the construct modified must be the same size as the creator

Everything looks good to me here until the size limitation. On reviewing the constructs in the various official bestiaries this limits the modification to Ice, wood and (God forbid) Carrion golems for medium sized creatures. This becomes even more of a problem when you bring in the kings of tinker, Gnomes.

My question is: Is this intended? Was this an oversight on sizing or is it expected that players will need to use the guidelines for making new constructs to 'downsize' the existing types?

Thanks!


Excellent, thank you!

Love the book. Unlike 3.5 which contained the magic item rules, I do not see it being a constant source of reference during a game session; however between game sessions and in preparation for a new campaign I can see it as a great boon.

Thanks again!


I have been going over my PDF copy and have a question that I have not found answered so far in the discussion. This actually has to do with the drugs in chapter 8 and specifically Shiver.

It appears that shiver is listed as 500gp a dose, however in the crimson throne path I believe it was listed at 50pg? Is this a type error or is it actual supposed to be a high end drug? Almost all of the rest run 15-50gp per dose.

If this is a type error it would also call into question the 500gp cost on the Elven Absinthe...but that sounds like it should be expensive!

Any official word on this?

Thank you.