In a lot of media, you'll have scene where a battle going on. The battle stops when The Rogue sneaks up behind an enemy and holds a dagger to their neck, forcing all of the victim's allies to surrender.
My instinct is that this is a readied coup de grace following a grapple, but there's no way I know about that lets you make an opponent helpless short of tying them up, which isn't what's going on in the scene above. Any ideas?
The eversmoking bottle doesn't reference the Environment rules in the core rulebook, nor does it mention the 'heavy smoke' that those rules simulate. It also gives a very specific definition of what the item does do, so there's no really compelling reason to go searching for other rules. Magic items generally define their own effects, and this one does. Smoke A is not necessarily Smoke B, and it's totally within the realm of reason for a magic item to create an opaque, breathable smoke.
So, the smoke from the item expands from a 50' spread to 100' radius and gives total concealment (against sighted enemies) to anyone in the cloud.
Water Sight (Su): The shaman sees through fog and mist without penalty as long as there is enough light to otherwise allow her to see normally. At 7th level, she can use can use scrying, using any calm pool of water that's at least 1 foot in diameter as the sole focus. At 15th level, this functions as greater scrying. She can use these abilities for a number of rounds per day equal to her shaman level, but these rounds do not need to be consecutive.
If I'm a level 8 shaman, can I only seriously only use this hex to scry on someone for 48 seconds per day? Does the 'casting' for that little peepshow still take an hour? If so, how is this better than or even as useful as standard scrying? As it stands, I'd rather burn the 1000 gp on a nice mirror and get the full minute/level. ;.;
Hell, you can look at art coming out of Korean churches and see Jesus and his followers represented as Asian people. Not to mention the most popular modern image of Jesus is as a fair-skinned fellow with blue eyes and light brown hair.
Tangentially, I imagine it takes a certain amount of artistic skill to churn out interesting-looking decorative torture devices.
There's a Kuthonite priest in a certain module who charges PCs in 'pain' for his healing spells (there's an exchange rate for spells vs. hours left sickened by pain). I imagine there's a similar theme all over- a Pharasman bishopess might demand help with a birth going on in a few hours before seeing to the gash in the fighter's forehead; a Shelynite might dispense healing and wine with the understanding that those healed will pose
I would guess that most small-town churches get by with a collection plate and judgmental looks before a mass healing. I imagine many faiths would expect a 'donation' that scales with the wealth of the recipient.
On the other hand, healing random passersby is probably common for well-off Good clergy: what better way to show your humility and your god's brilliance than demonstrating it as often as you can? You get to heal a lot more possible converts if you do it for free.
Make sure his stego has taken the feats for light and medium armor proficiency or else it'll be eating a -3 to every attack roll it makes. (On second thought, animal companions only have one feat at first level unless I'm missing something?) I don't know about a feat that would give a creature DR4/-, and if it exists I'd like to see it.
As far as balancing fights goes, "an animal will attack only humanoids, monstrous humanoids, giants, or other animals" unless the druid uses up a trick slot, so the stego will be mostly useless against undead, constructs, aberrations, etc until he does. Remember that you decide how his animal companion acts; the druid has to make his HA checks to influence his dinosaur pal's behavior and otherwise it acts like (maybe a particularly loyal) stegosaurus.
With MotFF, you can easily segue into a full campaign, since the module gives you a ton of options for why exactly the players' characters are checking out the tower. Notably, there's an invitation to the Pathfinder Society practically served up on a platter if your players want to go that route, so the module as a whole is very 'connectable'.
You might consider having each player pick a MtG card that looks like their character or something!
James Jacobs wrote:
Could someone be, for example, a cleric of Anubis and an inquisitor of Pharasma at the same time? If so, would they be accepted by their church(es)?
With none of 'your opponents' that the dolphins are spell-compelled (comspelled?) to attack, summoned dolphins might very well act based on their alignment (which matches yours, remember). If you're a drowning CE sorcerer or something, that almost certainly won't help, but the idea of some Good-aligned planar dolphins letting their boss drown while they do nothing has worrying implications.
This is very GM-discretion territory, though.
Ironbloom mushrooms are a setting-canon example of dwarf food.
These stunty fungi only grow in dark places thick with metal. The diets of Five Kings Mountains dwarves consist heavily of ironbloom mushrooms, mainly because the plants grow naturally in and around dwarven forges. Protein-rich ironbloom mushrooms bear a slight salty taste but otherwise contain no flavor of their own, making them excellent additions to many dwarven meals.
I'm looking to make a grippli spellcaster that focuses on using Agile Tongue to deliver a ton of magical touch attacks. I was thinking of doing a high-BAB caster like a shaman and picking up Weapon Finesse, but any alternatives or other advice would be appreciated. (Element of choice is electricity/air but that's not set in stone).
My questions basically being: Which spellcaster has the advantage with touch spells? And what are the best feats/traits/options if I wanna be using a lot of them?
It takes 10 rounds (one minute) to cast the spell. This makes it easy to disrupt or escape from unless the caster has you restrained in a mundane way already. Additionally, a wizard has to be level 15, and a summoner or sorcerer level 16, to cast this spell anyway, so it's not gonna come up much. It's also somewhat expensive to cast.
Push come to shove, Spell Resistance would save you.
'Water' and 'cold damage' get equated a lot, unfortunately. As far as actual watery spells go, a cursory look makes it seem like druids and sorcerers/wizards/arcanists get the most, at about the same rate.
A Water Elementalist wizard, an Elemental/Seaborn/Marid sorcerer bloodline, or an Arcanist with the Elemental Master archetype all do similar things with different bits and bobs.
You should probably keep away from 'aquatic' anything, though, unless you plan on campaigning mostly underwater.
(Racially, an undine is a good choice; they get bonuses if you choose the Elemental bloodline or the Water domain, and the domain bit synergizes well with their racial Wisdom bonus. You could also go with a merfolk or gillfolk, which is easier than normal as a water-focused spellcaster, but still has a lot of roadblocks.)
Unarmed fighting gets propped up by some of the brawler's class features: by level 10 you're doing more damage one-handed than you'd likely do with a weapon, and unlike TWF you get to apply your full strength to each punch/kick/knee/elbow! Maybe sub in a monk weapon or something to cover your damage reduction issues if you need to, but brawlers are very much effective at punching things.
If you can swing Weapon Specialization at level 4 you get some added punch damage, and I believe the go-to wondrous item for monks and brawlers is the Amulet of Mighty Fists. (Remember, your brawler is also a fighter and a monk for the purposes of getting feats and using magic items)
If you still end up dumping your unarmed, anything with full BAB (BAB = level) makes a pretty good melee-er.
There's always the Janni Style feat chain; it requires Perform (Dance) and Acrobatics ranks to take and the fighting you do with it looks like dancing. Other style feats could also potentially be reflavored as combat dancing.
Bards, of course, make great dancers, as do skalds. Bards (and maybe skalds? I dunno) get access to dance-related Bardic Masterpieces, if you want your dancing to be more directly related to your magic.
Or you could go really simple and just have dance-flavored somatic components for spells. This would probably fit a witch or a magus best, but at this point you could do basically anything you want.