B is the correct reading.
Option A would likely be written as, "...by 1 per favored enemy," "...by 1, and increases by 1 for each favored enemy chosen," or the ambiguous "...for each favored enemy."
Think others have covered this pretty well. Yes, it has to be fully opened to activate. Links for reference: Portable Hole
There's an item that describes a possible use, which is a good example of how it can work:Caravan Master's Wagon.
Andostre wrote: I don't know what "plinking" is. Google tells me it's a type of marksmanship... Certainly associated with marksmanship, but typically implies the use of smaller/weaker, and cheaper, rounds (i.e. .22LR or even air rifle pellets/BB's) rather than hunting or self-defense rounds. This allows someone to spend more time shooting at the range. So, the PC is underpowered for combat damage, and could be "plinking" at an enemy all day. :) I have certainly seen bards played this way, as well as the occasional druid (yes, very hippie vibes). Rogues have been known to play into the non-combat role (except when they can absolutely get the drop on an enemy), "You fight the monsters, and I'll fight the locks."
KarmicPlaneswalker wrote:
Your example is correct. However, your assumption is incorrect. Sorcerers simply add the bloodline spells to their pool of spells known, so at level 12 the sorcerer knows 25 spells (not counting 9 cantrips); 5 are the bloodline spells fixed by bloodline, and the other 20 are chosen from sorcerer spell list. The bloodline spells are NOT like the bonus spell slots of specialist wizards or cleric domains. Sorcerer spells known can be increased by bloodline adding spells, rings or pages of spell knowledge, the expanded arcana feat, or FCB.
Sorcerers do have the advantages you already noted, spells per day and full spells known always available, as well as access to sorcerer archetypes, arcana, and wild blooded bloodlines. Arcanists can steal some of these by multiclassing and the bloodline development exploit, but that is at the cost of delayed spell casting advancement. Sorcerers are awesome for their relative simplicity in playing, so it is a great class for first-time full caster players. Don't have to worry about preparing spells (decision paralysis or "wait everyone, I need time to prepare that"), no extra points resource to keep track of (except per day uses of powers), and only have a single key ability for spellcasting and powers. Arcanists have limited preparation without Quick Study, have to keep track of arcane reservoir points (along with the consume spells/magic items changes), and use INT for spellcasting and CHA for many exploits. Arcanists can also be more limited by campaign design. Like wizards, they require access to spells to make best use of their spellbooks. Consume magic items exploit requires the items to consume (wands, scrolls, potions, or staves). If these are of limited availability during the campaign, the class is weakened relative to a sorcerer. Arcanists can definitely step on the toes of sorcerers, especially once they clarified runestones to be usable by them to get more spell slots. Sorcerers can make good use of pages of spell knowledge, and can UMD very effectively (SAD focus on CHA), easily using scrolls and wands to expand their versatility. I wouldn't be surprised if someone has done a detailed cost analysis of sorcerers, wizards, and arcanists based on expected item usage over the course of a campaign. Regardless, it often comes down to preferred play style or flavor.
clocksmith wrote: The constructed familiar functions as a typical familiar of its type except as noted here. The construct familiar is always a construct with the clockwork subtype. A construct familiar grants only half of its typical bonus (minimum +1 bonus) from its special familiar ability to its master. So, the clocksmith follows the usual rules for regaining a familiar: If a familiar is dismissed, lost or dies, it can be replaced 1 week later through a specialized ritual that costs 200 gp per wizard level. The ritual takes 8 hours to complete.For completeness sake, here are the alternate rules for gaining a clockwork familiar by taking the improved familiar feat.
Construction
Morta1337y wrote: I cannot find the Inner Sea World Guide on the paizo site at all. I got to the hardback version with a direct link, but the search function doesn't seem to show them. Paizo's search function seems a little janky. Here's the pdf link.
As Mudfoot and Mysterious Stranger said, Warpriest is decent. Gives lots of bonuses to sacred weapon via damage increase, enhancements, and spells. Gets some bonus feats with fighter only feats accessable. And has the 0-6 level spells from cleric spell list which gives you options to help the party as well. Some of the blessings are nice, too. This is also one of the cheaper options for dual wielding, as you can eventually just buy a couple of +1's and enhance from there. Slayer! is good option for combat, full BAB, studied target + sneak attack, and can use ranger combat styles to either get some feats that are otherwise tricky or get two weapon fighting feats with a less Dex based build. Plenty of skill points for whatever utility you want. Inquisitors have good flexibility, and the spells, judgements, and bane to boost some damage. Good flavor and skills for utility and roleplay. Investigators are pretty good too. The studied strike is somewhat more reliable than sneak attack, but more limited in multiple uses per round (without specific talents). The Natural Philosopher archetype does get proficiency with kukris, if that is worth it for you. Vigilante gets either full BAB or hidden strike, and lots of useful social and vigilante talents so you have plenty of roleplay and utility options.
While hopefully everyone has cooled off, I will point out that the alchemist abilities refer to the crafting process, instant alchemy even refers to funding it. Instant Alchemy (Ex): At 18th level, an alchemist can create alchemical items with almost supernatural speed. He can create any alchemical item as a full-round action if he succeeds at the Craft (alchemy) check and has the appropriate resources at hand to fund the creation. He can apply poison to a weapon as an immediate action. These are also Extraordinary (Ex) features. The Create Spell Tattoo ability is a Supernatural (Su) ability. It exists apart from Inscribe Magic Tattoo; it does not require the Inscribe Magic Tattoo feat, a craft check, or payment, because the ability doesn't say it does. RAW (ignoring PFS clarification) it doesn't even require expending the spell slot. Another key aspect of this ability that informs us that we are not actually using the magic item creation rules (or by extension those costs) is that a tattooed sorcerer can do this twice a day at level 11 and thrice at level 15. Magic Item Creation RAW: "Regardless of the time needed for construction, a caster can create no more than one magic item per day." Interpretation: the reference to the spell tattoo page is so that players know what a spell tattoo is and how to activate it. The further limitations on both no expensive components/foci and only one instance existing at a time strongly imply that the writer anticipated an abuse using expensive component spells - which is NOT a limitation of normally crafted spell tattoos - and so likely indicate the ability was intended to be cost-free. I would also point out that many abilities reference feats, spells, and items for usage purposes. As this was the introduction of magical tattoos, they are unlikely to reprint spell tattoos twice in one book for the sake of the archetype; reading into the creation rules there is more akin to charging a magus the difference in creation cost of enhancing a weapon from using points from the magus's arcane pool. As stated by Toshy, I can see why some may overthink this because of the cost reference in spell tattoo. This was just another space saver reference so that the tattooed sorcerer would know how these spell tattoos work. Standard snark: : a GM is entitled to interpret the ability as useless, at least until the sorcerer takes the Inscribe Magic Tattoo feat (with its painful prerequisites for most sorcerers), pays the base cost of a scroll of that level x2, has a willing or helpless target, a quiet, comfortable, and well-lit space, makes the craft check, and can only ever make one per day - as per magic creation rules.
1) Seems intentional. Your Enlarge Person example is part of that; the companion classes don't have it on their spell lists, and Animal Growth is a 5th level spell.* Wizards already had a great spell list, so they maybe didn't see the point with familiars? 2) They are separate statements, and S2 stands on its own. Well, S3 is subordinate to S2 for the companion classes. *Only a few outliers like Construct Rider or Bloodrider have that available. The summoner/eidolon also has access to the spell, but eidolons can get crazy anyway. Of course, with the wide expansion of archetypes and (sub)domains, and the ability for anyone to gain a familiar or animal companion through feats arguably makes S3 pointless.
Oddly, looks like fabricate bullets should actually require 2 pounds of metal: 1 pound as material component and 1 pound as target. Obviously, that just illustrates how the lines blur with magic. Although I don't see a huge issue with the feat working with any mundane materials, I would personally probably rule along the lines of Mysterious Stranger's and just let players understand that the feat isn't compatible with ALL possible material components.
However, back to the original question with scrolls, I could see a GM asking if the player also had scribe scroll and the spell prepared or known, requesting a spellcraft roll (or craft(calligraphy)/profession(scribe)), and then saying the spell takes a day to cast. No one expects the Magic Item Creation Rules in the middle of combat!
Though this does recall other confusing spells like Storm of blades that expects an actual sword as material component, but lacks a cost or M notation indicating that it has an expensive component material - so by RAW is included in spell components pouch.
I'd see CN Pharamins being a "Sect of Uncertain Fate." They would remind all that one's soul's final rest may not be as one expects. Paladins fall. Evil can be redeemed. Gods die. Yet, fate can also be what one makes of it. They could actively try to aid some to change their perceived eternal destiny, if desired either by the future Petitioner or the Petitioner's friends/family/etc.
Can use the oracle curse as some inspiration for the bloodline powers: Deep One: (Horror Realms pg. 14): The lure of the ocean tugs at your soul. You reduce your base land speed by 5 feet. You gain a swim speed equal to your land speed, and if you already have a swim speed, you increase it by 10 feet. At 5th level, your natural armor bonus increases by 1 as your skin thickens. At 10th level, you gain a +1 bonus to your caster level when casting spells underwater and when casting spells with the water descriptor. At 15th level, you gain the benefits of freedom of movement while underwater.
Possible magic effects by school: Abjuration - normal, with thematic exceptions to taste Conjuration - [healing] spells less effective; conjured creatures start showing up with templates like Yog-Sothoth, fungal, hive, etc. rather than fiendish or celestial; [teleportation] generally fail if beyond visual range, or always returns creatures to a fixed point Divination - fails + require sanity check Enchantment - generally normal, maybe [fear] spells at CL+1 Evocation - normal, except spells with [light] are counted as CL-1 and have max light level of normal (or reduced by one step) Illusion - twisted results: see strange things while under the effects, or figments have unintentional deformities and behaviors Necromancy - possibly enhanced or sets off wild magic like results Transmutation - [polymorph] spells can cause random mutations or effects from other appropriate templates or roll of tiefling variant ability table
Have you seen John Carpenter's The Thing? Some set pieces from that can help guide and foreshadow the situation. The Norwegian camp destruction and helicopter pilot shooting at the "dog," could be adapted. Handing out little notes to players of what they "saw" another character do to ramp up suspicions and paranoia. Go Alien-esque (original movie) with finding "eggs" - except now are giant seed pods growing bodies that look like the PCs, and/or perhaps people the PCs know and care about: current or long-dead lovers, parents, siblings, heroes, etc. Have enough NPCs in the group (porters, academics, crew members) to be red shirts/suspense fodder/exposition dumpers. They can form factions that are trying to sway PCs to conflicting paths - be greedy, delve deeper, more study, run away, call for help, mutiny, sudden random romance, etc. Once afflicted, they can spread the taint to others, as you can show through NPCs or research. Final trick could be to make sure all PCs get afflicted, and see if they can fight it enough to destroy themselves before spreading it...
Frillfill wrote:
Inquisitor using destruction judgement gets 1+1 per 3 levels damage (max +6 and 5 combats at character level 20). Works on all hits during the combat. Bane starts at 2d6, goes to 4d6 (+2 from added enhancement bonus). One advantage with the bane ability is that the Bane baldric allows you have effectively full character level for the ability. Archetypes may be more campaign dependent as to whether they give you a boost or not. Couple of options worth noting: Preacher can actually be a decent replacement for teamwork feats if your party isn't using any. Solo tactics can be disappointing for ranged inquisitors. Sanctified Slayer gets studied target and sneak attack instead of judgements. Sneak attack only gets to 4d6 (5d6 with feat), but bane can give another 4d6. Inquisitors do also eventually get greater invisibility, if you want to go a sniper route. Gun chemist is probably easier of these two classes.
Melkiador wrote:
Several genres, honestly. One might even note a fair bit of "non-fiction" has this. Shouldn't we also be asking if androids prefer the term "artificial person"?
Elandyr wrote: Its seems my question wasnt clear. Can an alchemist wear armor and still use the Wings discovery since the wings are permamanet or in order to use armor it needs to be modified (have holes in the back to fit the wings). And also can he still use a cloack? Or since the wings are there he cant use a cloack also? Azothath linked the rules and noted that no limitations or pricing guidelines are provided. So the most basic answer is yes. An alchemist can still wear armor and cloaks and aprons. There is no additional cost nor any other limitations. There was some added commentary that your GM in a home game may add such restrictions, but the RAW game simplifies such things.
Azothath wrote:
If the plan is to go musket master 5/gun alchemist X, PC would still want greater INT for number of uses of alchemical ordnance and its splash DC (+ a bit of extra damage). INT 12 does cover minimum extract reqs until alchemist level 7, though. Siege gunner pairs better with gun chemist or INT-based casters, but I assume the musket master is still the preferred flavor. They do seem to be stackable archetypes, however.
Runs into the MAD issue Melkiador suggests avoiding, but the Gun Chemist adds some d6's to your damage and regains proficiency in other firearms. A warpriest is a decent choice. The Air Blessing is great, sacred weapon is nice, and has decent defenses (sacred heavy armor) and self-healing. Spellcasting using fervor allows you to cast a self-buff and still shoot.
All of these should work. However, RAW may permit it, but I would not allow an unchained summoner with a demon subtype eidolon to use summon eidolon and get a second eidolon using the Added Summons bloodline power. Probably would by consistent to not allow Mythic Mighty Summons: to apply to the eidolon either, but mythic is its own thing so that may make less of a difference. Mighty Summons (Su) (Mythic Adventures pg. 34): Each creature you conjure with any summon spell gains DR 5/epic for the duration of the summoning. If you cast a summon spell to summon more than one creature, you summon one additional creature of the same type. If you cast a summon spell to summon just one creature, you can expend one use of mythic power to give it the agile or savage mythic simple template (see page 224) for the duration of the summoning.
1) Just a simple question referencing a Martian word from "Stranger in a Strange Land" by Robert A. Heinlein.
Incorporeal is a higher level ability for some classes/bloodlines/ archetypes:
Spiritualist:
Incorporeal Bonded Manifestation: When a spiritualist uses this ability and chooses incorporeal form, she becomes shrouded in a haze of insubstantial mist, granting her concealment against ranged attacks. At 8th level, the spiritualist can better affect incorporeal creatures with melee attacks; her unarmed strikes and melee weapon attacks are treated as if they had the ghost touch magic weapon special ability. At 13th level, the spiritualist can take a standard action to become invisible (as the invisibility spell) until the start of her next turn. At 18th level, the spiritualist gains the incorporeal subtype and a fly speed of 30 feet (good) while using this form of bonded manifestation. Undead bloodline Sorcerer:
Incorporeal Form (Sp): At 15th level, you can become incorporeal for 1 round per sorcerer level. While in this form, you gain the incorporeal subtype. You only take half damage from corporeal sources as long as they are magic (you take no damage from non-magic weapons and objects). Likewise, your spells deal only half damage to corporeal creatures. Spells and other effects that do not deal damage function normally. You can use this ability once per day. Formless Adept Psychic:
Formless adept Formless Body: A formless adept gradually sheds his body, taking on increasingly nebulous forms. A formless adept can assume a formless body as a standard action. He can remain in each formless body type for a number of rounds per day equal to 3 + his Charisma modifier. The rounds don’t have to be used consecutively, but must be used in 1-round increments. Resuming his physical form takes another standard action; otherwise, the formless adept continues spending rounds of formless body until he runs out of them. The formless adept must return to his physical form before assuming a different formless body.
Blurred Body (Su): At 1st level, a formless adept can act under the effect of a blur spell. At 5th level, the formless adept can use this ability for a number of minutes per day instead of rounds per day. These minutes don’t have to be used consecutively, but must be used in 1-minute increments. Gaseous Body (Su): At 5th level, a formless adept can become gaseous as gaseous form. At 13th level, the formless adept can use this ability for a number of minutes per day instead of rounds per day. These minutes don’t have to be used consecutively, but must be used in 1-minute increments. Incorporeal Body (Su): At 13th level, a formless adept can become incorporeal (Pathfinder RPG Bestiary 301). This ability replaces the psychic discipline and discipline powers class features. Spells that could mimic the abilities you want:
Getting something like Earthglide from elemental shape or bloodline powers gives some 'pass through walls' capability. As already said, not really an ability set the game has early on, and rare for PCs.
Most items give bonuses to saves or other mechanics that don't apply to help. Countering bright light may be more useful to get the desired effect. Region trait Sharp eyes (tundra) Spells for wands or potions:
Brief entry under pit fiend. Infernal Dukes: The most powerful of pit fiends are lords in their own right—members of the elite caste of infernal politics and leadership known as the Dukes of Hell. While not all of the Dukes of Hell are pit fiends, the majority of them are. As a general rule, a pit fiend Duke of Hell has several levels of a particular character class, the advanced simple template, or in some cases unusual spell-like abilities or unique powers over and above those of most pit fiends. Listed here are three sample unique pit fiend duke abilities, but these examples are by no means the entirety of what strange powers an infernal duke might wield. Deathmastery (Su): The pit fiend duke’s ability to manipulate the souls of the damned extends beyond the standard devil shaping power. Whenever a pit fiend slays a humanoid, it can attempt to transform the slain creature’s soul into a ghost under the pit fiend’s control. The pit fiend may control a number of ghosts in this manner equal to its Charisma modifier. Master of Magic (Su): The pit fiend duke has additional spell-like abilities (20 spell levels’ worth of 1st–4th level spells usable at will and 20 spell levels’ worth of 5th–8th level spells usable 3 times a day). Hellfire Breath (Su): The pit fiend gains a devastating breath weapon that it can use once every 1d4 rounds. This breath weapon is a 60-foot cone of fire (10d10 fire damage and 10d10 unholy damage as per flame strike, successful Reflex save [DC 10 + 1/2 the pit fiend’s racial HD + the pit fiend’s Constitution modifier] half).
Sysryke wrote:
There are templates available for all the core classes.
I thought everyone knew a guitar is an axe. So take a level of swashbuckler and use dwarf favored class option: Dwarf (Advanced Class Guide pg. 69): Add 1/4 to the swashbuckler’s effective class level to determine the extra damage she deals because of the precise strike deed when wielding a light pick or a heavy pick. If the swashbuckler has the Slashing Grace feat or another similar effect, she can treat the battleaxe or handaxe as a one-handed piercing melee weapon, and she gains this benefit when wielding the appropriate weapon for the feat as well. Rock on!
Great, looks like the consensus is clear: expect table variation! Side note since Azothath brought it up, the Arrow Champion's Retaliation is worded as "a retaliatory attack of opportunity," yet can be done with a bow against a ranged attack within 30 feet. Which isn't evidence for OP&R of this discussion, per se, but does show that writers can have little regard to rules of AoO when they write abilities. I'm personally amused at the thought of a whip-using swashbuckler with combat reflexes parrying an attack by another creature with combat reflexes. Cr.: attacks swash
Mysterious Stranger wrote:
Not really a rules-related statement: Parrying an attack with a bow is pretty standard fare in action movies, so that's not really too crazy. We can see examples of parries with everything from bare hands to improvised weapons throughout literature and cinema.Rules-wise, we are back to the question of which feats, if any, are required before a PC can do so.
General suggestions for starting, in no particular order
Are there any current archetypes that are similar to what you want, but just needs a tweak to fit your goal, or have abilities that you find more fitting than the standard class features? For example, with the commander, use Strategist or Daring General instead of regular cavalier or Ringleader instead of basic bard. My thoughts on the theologian would be to adopt something similar to the shaman's wandering spirit, but each day they can explore a different domain. Perhaps add a favored deity (or pantheon) feature similar to the ranger's favored enemy that gives bonuses about followers or creatures associated with the deity. "Wandering domain" may be limited to those of the favored deities. Higher level may unlock some quick study ability that allows researching a new deity to have a limited form of favored deity and domain access.
Agreeing with the above, you're also right about the world making considerations for such things. Inheritance laws and succession lines probably incorporate some legalese about resurrections invalidate claims of the resurrected (specifying lengths of time, etc). Not that that won't stop potential conflicts if the GM wants, but it would be something the inhabitants of a world could expect. The major Golarian nod to this issue is the Red Mantis using magic to identify resurrected targets for reassassination.
You're right, I was focused on the second to last sentence about the enemy being in the threatened area. Also was thinking of other abilities that allow one to spend attacks of opportunity to do things other than attack rolls. Whip user would require improved whip mastery to do opportune parry and riposte.
Ignoring the suitability of whips discussion, I would say the PC could attempt the parry, but would not be able to riposte without improved whip mastery or similar ability. Opportune Parry and Riposte (Ex) (Advanced Class Guide pg. 57) wrote: : At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature’s result, the creature’s attack automatically misses. The swashbuckler must declare the use of this ability after the creature’s attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach. This deed's cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs. While I understand that the combination of the italicized and bolded statements sound like the swashbuckler is making an AoO, similar wording is used in Cut from the Air, which states, "As an attack of opportunity, make a melee attack roll at your highest bonus. If the result is greater than the attack roll total of the ranged attack, the attack is deflected." That feat has a situation where it is there is no "threatening," as there are no such rules for threatening projectiles or thrown weapons. Likewise, parrying a melee weapon should not require threatening the creature wielding the weapon. The riposte, however, would. I read the italicized and bolded as two separate parts: the cost in expending an AoO, and then the roll to make (the AoO phrasing here mostly important for which modifiers will be added). This interpretation allows a swashbuckler to parry reach weapons or attacks from large creatures using their natural reach, even if they are unable to riposte those attacks.
RAW, probably no. <Pedantically anyway> Luminous Font wrote:
The turn undead and its mythic counterpart add additional ways to use your channel energy ability which are specifically separate from regular channeling to harm or heal. From Turn Undead, "If you use channel energy in this way, it has no other effect (it does not heal or harm nearby creatures)" The ability is explicitly only for when channeling to harm. Panicking or destroying sound like they are to harm, but the terminology is more specific in this case. Would need a broader phrase along the lines of "whenever the blossoming light uses channel energy, she treats chaotic evil outsiders, worshipers of chaotic evil deities, and evil creatures with light sensitivity or light blindness as if they were undead," or have a "for all purposes relating to channel energy." Likewise, alignment channel has no effect on turn undead.
Could add items similar to existing items that provide benefits, like Android Trail Rations (1 lb, 2gp): small green cubes with the consistency of dense bread, but with a jelly-like center of a blue substance. An android that consumes only these rations for at least one week receives a +2 bonus when using their nanite surge ability (or +4 hit points if they have the repairing nanite ability). But I'd be hesitant about shuffling too much around where there is potentially major gameplay rules issues as per the other replies. Easier to just have an android be a little weird about eating. Always combines all food together (dumps bread and ale into the stew), ingests the rinds of gourds or stems of grapes, drinks any potable liquid without reaction to taste - water, wine, vinegar, or soured milk, etc. As for trying to come up with an entire android-specific cuisine that differs significantly from other humanoids, along with appropriate rules to align with getting drunk or possible food poisoning could be interesting, but may cause some issues.
I grok do u wrote:
From Bestiary entry, Androids have type humanoid (android), so they do breathe, eat, and sleep. Constructed (Ex): For the purposes of effects targeting creatures by type (such as a ranger’s favored enemy and bane weapons), androids count both as humanoids and as constructs. Androids gain a +4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects. They are not subject to fatigue or exhaustion, and are immune to disease and sleep effects. Bolded part is the only aspect for which they count as constructs. Other bonuses and immunities are just unique to their subtype. Roleplay wise, eating and drinking would still be organic, and their specialized organs convert the nutrients to nanites. GM could certainly allow the player to eat and drink some substances that might not be typical (eg. drinking lantern oil). Gameplay-wise, they shouldn't find it any more difficult to find food as other races. Classes that require rest like spellcasters would still require that for androids, however not being subject to fatigue or exhaustion would allow other classes to basically go without sleep.
Northern Spotted Owl wrote: If a Cartomancer takes the prehensile hair hex they have hair with a strength matching their intelligence. If you throw your cards with your hair I would think you would get the corresponding str bonus to damage. You're only doing perhaps 10 damage, but I suppose that's better than 5. "Her hair can manipulate objects (but not weapons) as dexterously as a human hand." No throwing cards with your eyebrows, unfortunately.Parentheses getting everyone in the thread.
In general, as soon as either party (PCs or NPCs) is aware of and decides to take hostile action, combat is initiated - roll perception checks for surprise (with +10 DC for sleeping characters) and for initiative. Sleeping creatures get another perception check every round, until they are awake and aware of the enemies. Key question about the scenario, as others have touched on, are what goals do you have as GM? Is this a story beat? Make sure you're clear to the players that this is narrative encounter - like a cutscene.
For the threatening villain in the night trope: PCs get a perception check. If they fail, one is awoken by the knife to the throat with a breathily whispered command to "remain silent and still or they and their allies will die now." I would then tell the player that their PC can clearly recognize that disobedience will likely be fatal, but that it is equally clear that listening will likely result in no conflict. Then the player can decide whether to play along peacefully (monologue begins) or try to fight (initiative rolls). PCs that succeed on the initial perception roll, get to wake up to the realization they are surrounded and outnumbered, with the same threat a bit more gruffily delivered.
Wizard school and domain powers have been very much left out of advancing. Strongest feat would probably either mimic monastic legacy and add 1/2 levels to effective cleric level or divine expression to allow a similar divine caster class's levels to stack. Alternatively could be an X/day activation feat that allows a character to treat their character level for some limited time (the lesser of WIS mod rounds or normal duration, for example) as their cleric level for purposes of a single domain power. Possibly allowing for the feat to be taken additional times for additional domain or additional uses per day. Based on other domain-sharing classes, any feat should NOT provide access to domain spells or the additional spell slots. Couple of lists for multiclass aids I have, not exhaustive, nor linked, sorry. Feats:
:
Boon companion - +4 animal companion/familiar Phantom Ally - +4 levels phantom (spiritualist) Monastic legacy - + 1/2 non-monk levels for unarmed strike Divine expression - + oracle/cleric levels for bardic performance Channeling scourge - Inquisitor levels count as cleric levels for channel damage Shaping focus - +4 levels druid for wild shape (to max of character level) Huntmaster (human) - limited +1 level animal companion abilities Magical enigma (story feat) - +1 level or +2 mental score for certain class abilities (can choose only one, and must already have it) Extra rage/talent/revelation/etc - boost number of uses or gain additional feat-like abilities Multitalented mastery (half-elf) - treat all classes as favored class Eclectic (human) - choose 2nd favored class Items: Rod of Beguiling: +5 levels some bard performances Monk Robes: +5 levels monk for unarmed strike damage and AC Bane baldric: +5 levels Inquisitor bane feature Sash of war champion: +4 levels bravery and armor training Band of Stalwart Warrior: +4 levels bravery Animal Totem Tattoo: +5 levels druid shaman totem transformation Necklace of Ki Serenity: +4 level for ki pool size and abilities Druid vestment: +1 use of wild shape Robe of Arcane Heritage: +4 levels for bloodline powers and abilities Vestments of War: +1 use channel energy or +2 uses lay on hands or fervor Vambraces of the Tactician: +2 levels cavalier challenge Amulet of Spirits: +2 for matching mystery or spirit powers Gloves of dueling: +2 weapon training Bracers of the Merciful Knight: +4 levels paladin lay on hands Merciful Vambraces: add an unselected mercy 1/day to lay on hands Bracelet of Mercy: the wearer has the lay on hands class feature, she can use it one additional time per day and is always treated as if she has the diseased mercy. If the wearer already has that mercy, her effective caster level for removing diseases increases by +4. Dervish sikke: +5 levels bard for bardic knowledge, +1 bonus to inspire competence and courage, can take 10 on perform checks Headband of Deathless Devotion: +2 levels of samurai for resolve Headband of Havoc: +4 levels for rage power (chosen at start of each rage) Tea of Transference (ki power multi-class): spend 1 ki point to gain some other point pool (grit, rage rounds, arcane point, etc)
Agreed, life bubble doesn't help RAW. Melkiador wrote: It is a bit odd that there are contact spores though. The vast majority of spores you encounter probably would be prevented. Based on the description of the spore explosion ability, perhaps the soporific spores are also somewhat ethereal so they don't require inhalation or even exposed skin for absorption. That could leave the possibility of home-brewing (i.e. not RAW) that things that affect ethereal things could have some effect against the spores. Interestingly, although most of the other abilities are (Su) - and thus subject to an antimagic field - the soporific spores are (Ex), so even elves are affected by the sleep effect.
More 'ediction' than addiction, but can always take up worshipping The Gray Polychrome; the daily obedience is gambling. One key issue is how much role- vs roll- play the player wants or will be allowed for this. As Taja notes this can be a very disruptive issue. Some good ideas from others; I would add the option of reflavoring drawback traits.
Good news is, this PC will be an excellent mark for parting items from the party or fobbing a story-hook Macguffin onto them.
thorin001 wrote:
Depending on class/play style of the new character, it usually helps to either integrate as "an old friend/relative" to surviving PCs or as an "expert" brought in to help, then RP the rise in trust and authority.
Kingmaker is practically the 4X AP, so random encounters are expected. I second, (or third, fourth, whatever, I didn't count) the "roll new PCs." Learning that actions have consequences is important for Kingmaker, as those stakes rise greatly as PCs establish themselves as rulers. The encounter was fair from the perspective that they had every opportunity to avoid it. Players will learn to scout and retreat, and how to help their PCs live to fight another day.
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