I wouldn't normally suggest this, but here we go:
The best way I have experienced to DM reactive checks(if you want suspense rather than just a chill game) is to have all of your players numbers for reactive things(like perception, sense motive, etc.) and have them roll(and you roll) whenever something could be happening. Then they never feel like they aren't given a chance against problems. Also: establish a marching order for each situation, and have them be in that order 100% of the time when it would make sense and 0% of the time when it wouldn't(like if they are attacked while shopping or something). These two things will always make the players feel like they are in control(and if they meta their characters into never leaving the marching formation or etc. then it's a good idea to have NPC's treat them like the paranoid freaks they are.)
Very good for ambushes, and used often outside of combat(like ALL the time). I enjoy the aid another builds... especially when given to a mascot familiar, as they aren't too feat intensive(two traits, two feats and a teamwork feat that can be granted will allow it to spend a standard, move, and swift all to aid another as it rides on your shoulder)
If you want to craft alchemical items be an alchemist, investigator or VMC alchemist to add your level to craft(alchemy) and if you pick up swift alchemy half the time. If you were a 5th level alchemist with similar investment, adding in the master alchemist feat and fungal brewing trait(along with being an int focused class):
It requires:
You can ditch the magic item, and the extract if you don't mind it taking a bit longer though. Honestly, you should only be using craft for alchemy or traps if you are taking the specific feats and/or class abilities that make it good. Otherwise it 100% isn't worth your (or anyone other than your paid alchemist servants) time.
Just tell him that you'll allow the system for fighters only, and that if he wants it, to play a fighter. You won't have to balance around it almost at all, as fighters are very predictable in what they can do(which is the problem most people have with them). Simply expect him to turn misses into hits, and pull off a cool trick once or twice per encounter. That is all it really allows martial characters to do.
Str: It takes about 2.5 feats to equal a +2(unless two-handing in which case it take more like 3)
Int>Str=Dex>Con=Wis>Cha Of course you include what class you are playing and what the build requires a minimum, but mostly the above. For racial traits specifically in your case the +2 Cha is only worth it if you would already be putting the +2 a Half-Elf would get there anyway, and the weapon proficiency is worth it if your concept needs it(and isn't a huge loss if you happen to just want to use a cool weapon.)
I 2nd getting the weapon master's handbook when it comes out, and I would actually suggest Ninja with Forgotten Trick(combat trick, style, and weapon training are ninja tricks and thus you can pick up to any one combat feat, any one style feat, or weapon focus as a free action with 2 ki points spent[1 ki point with ring of ki mastery] to eventually switch kung-fu or the new weapon styles during combat, every combat.)
It is sense motive. CRB wrote: Hunch: This use of the skill involves making a gut assessment of the social situation. You can get the feeling from another's behavior that something is wrong, such as when you're talking to an impostor. Alternatively, you can get the feeling that someone is trustworthy.
@casual viking: Sorry, did not mean to come across as on a high horse. I just have problems with being questioned and etc. not gonna get into it right now. I agree that the clarification text is not RAW, but it has been stated officially by devs(both PF and 3.5) that they used clarification text a lot. By RAW it would still be okay for OP as I don't believe he cares that it wouldn't add Str. For my bloodrager it would suck if it didn't, but I do think the PF RAI is that the spell is really bad(as RAI for PF tends to go on the lower power side historically)
I can see that many people would disagree with how produce flame works, so I would expect table variation based on that fact. I was not asking anything. I was stating a fact. You are able to make iteratives with it as the relevant text you quoted does not apply[it is not a light or one-handed weapon, just a thrown weapon which would follow the rules for ammunition which you are allowed to make iteratives with], it is considered a thrown weapon[it states so in the text] so you would add strength to damage and other things that would apply to thrown weapons. Even though it says it does the same damage as the touch attack, that is just clarification text which Paizo does very often. The unofficial FAQ response is both unofficial and misleading as the spell does say it works as a thrown weapon when using the ranged version. RAI doesn't matter that much either as 95% of the spell was taken from the 3.5 rulebook.
I have a gnome bloodrager with the fire bloodline who uses the above combo as his main weapon(it counts as a thrown weapon so you add Str to damage and is a touch attack, thus can be full attacked with.) It's a pretty boss combo, and this works with a bunch of other races that get fey magic as well. Elves can get at-will erase, detect secret doors, and comprehend languages. By the way, I always select "urban" as the environment required as it is extremely easy to meet the requirements of that if you have a portable hole or something similar.
Be a Ninja
Xuldarinar wrote:
I would follow the witch VMC in this instance(as the abilities are the most similar) and probably give a 3rd level or lower utility wild talent at 15th and a 5th level or lower one at 19th.
Anti-Paladin with reflavoured sacred servant archetype and the crocodile domain with accomplished sneak-attacker will give you@11: 5d6 SA, Full BAB and you can cast the spell natively.(you eventually get up to 8d6 sneak attack, or if you choose to worship Shax at level 20 retrain accomplished sneak attacker to Daemonic Obedience(Shax) and you'll have 10d6) If you want a simpler build that gets what you want: Ranger with VMC Rogue and accomplished sneak-attacker to have 3d6 sneak-attack and full BAB@11th and end up with 5d6 sneak attack and full bab by 19th.
I'm pretty sure that it means anything that requires a ranged attack roll. The higher level ability allows you to turn any cone or line shaped spell into a ray, and rays require a ranged attack roll. There aren't a lot of spells that specifically mention a ranged attack, if you want your shocking grasp then check out snowball it will function exactly the same as shocking grasp except cold damage and have a stagger chance instead of to hit bonus vs certain enemies. Your concern is understandable, and if you want to use those touch attack spells, they thought of that and included reach spellstrike as an arcana for those that would like a larger range of spells.
Malwing wrote:
For ability score damage, get someone with heal and ask if you can use the unchained heal skill unlock. It won't really help until later levels, but it'll give each of your party a 1/day 1 hour session to full heal and remove a lot of ability damage. In occult adventures it has a blurb that says you can use holy water to damage haunts, so have everyone in your party carry some of those around. Look up dragon's blood if you want a way to heal some ability damage immediately as it is 60 GP for 1d4 cured(it will also boost your will save a little), and it even removes a negative level 1/week(for 3 of them so 180 GP). I would honestly check out alchemical drugs, and alcohol as those are going to be your only ways to buff yourselves very much.
If you got the knowledge to take the feat(and feats knowledge was hard to come by) it would be worth hundreds if not thousands of gold. To get a free feat slot spendable on anything, well then I look to the advanced rogue talents as that is the only way I know of to get an extra feat. So I would price one of those at 50,000(because a ring of evasion is esentially a rogue talent's worth) then multiply it by 2 because it doesn't have a slot. So 100,000 gold for a slotless feat that can be spent on anything. Now specific feats should range between 5000 gold(for something like toughness) to 95,000 gold(such as sacred geometry, etc)
Enhanced Diplomacy is a 0 level spell that gives +2 on diplomacy checks, so you could just have it cast that on him whenever he takes off his hat. I would still price it around 300 GP to buy, and 150 GP to make(as it is functioning kind of like a magical version of a masterwork diplomacy tool that applies to all diplomacy checks which is very good)
It's really good no matter how you read it, as it should apply not only to poison's(which +4 to DC is a HUGE boost), but also to any ability or spell you use that deals slashing damage. Dazing assault would have its DC raised by 4 which is awesome, and there are a large amount of other effects you can use weapons for(especially if you have a ki weapon to deal your stunning fist/etc with). For a Brawler I would say this feat is amazing as long as you don't make it do nothing(and by that I mean your GM isn't a butt).
I would most definitely allow it for that, and I know there are some 3pp that add 0th level spells that do something similar to what you're looking for(though their names escape me at the moment). If the game doesn't allow 3pp I tend to allow prestidigitation to do this. Although you will see if you look at magical items that many list spells that do something similar(or could do something similar in tandem if multiple) but don't actually do what the item does. I would say it would be a 300 GP item(but also count it as magical finery for blending in at a court, so he can wear whatever he wants but be considered fashionable for having such an awesome hat)
I ran a campaign where the bbeg was a merchant/wizard, and would bring his magical tent to the adventurer's whenever they completed one of his tasks so they could buy his wares and sell their loot. It worked out wonderfully as they didn't realize they were completing part of his evil plan, and even made friends with him along the way. Led to a pretty awesome finale.
I would have this be a god that is also a multi-dimensional trade city. The god(and thus city) would be a huge living construct that travels through dimensions at random. The residents would worship the city and trade technology to other cultures in return for resources to continue expanding the city. Kind of a symbiotic relationship between the city-god and the people. The city would most likely have an abundance of both technological items(a'la tech guide) and magical items. You could easily stage a series of campaigns in the god-city as well, being that it is constantly travelling from place to place. Chaos
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