One thing that i noticed on the spells list already:
Pathfinder 1 listed not only the name and level, but also the class availability in the header.
I would like to see this return, to reduce flipping back and forth between pages.
Example: magic missile, Spell 1: Arcane; Occult
This means that when i see an interesting spell, i do not have to flip (or scroll) back to my traditions' list to see if i can cast it as well (this is also something that D&D 5th missed)
For a truly evil AP, i would be most interested in Kingmaker (or a derived custom setting); indeed becouse it is set up to have the players as the prime movers (and becouse i have been interested in that AP for a while as well).
In Mid-to-high levels, perhaps some templates would be an option as well.
Since both the Druid and the Ranger are allowed classes, would it be possible for me to grab the Hunter hybrid class from the ACG?.
Specifically, i was looking at the 'feral hunter', which can use the animal aspects more often on itself; probably using a savage culture, an abandoned mazanian for example
Unfortunaltely, that class or archetype doesn't fit the game. There's no wild shape or Polimorphy on this setting.
Fair enough; then i will look at a different class instead; it didn't hurt to try.
Since both the Druid and the Ranger are allowed classes, would it be possible for me to grab the Hunter hybrid class from the ACG?.
Specifically, i was looking at the 'feral hunter', which can use the animal aspects more often on itself; probarbly using a savage culture, an abandoned mazanian for example
For added fun; get the full chain of eldritch heritagr (abyssal) and superior summoning (the second is obvious)
Summon 3 nalfeshnees, 3 more each round (1,+1 from the abyssal bloodline,1 more from superior summons), and buff them yourself.
This sounds interesting.
I think i will write up a part of the mayors' entourage, either a guard or an advisor, but i will see if there is another idea i get
Sounds like a creative concept.
I immediately see a dungeon floor as a full-on cartoon style, filled with fake traps (a styrofoam boulder, an 'acid' pit filled with lemonade) with a few real ones in between to keep the adventures guessing.
I'm not sure what class would fit, but the race screems gnome, perhaps tinker ?
you can not make scrolls above your own caster level, but you can make them of any level in between the two; there is nothing stopping a 20th level wizard from making a 20th level scroll of mage armor (although i'd scribe an extended CL12 myself), except for the gold cost.
remember, the cost of a scroll is based on the CL of the spell you write, not on the spell level; a CL5 mage armor is the same cost as a minimum level fireball (also CL5 for a wizard)
you first roll the 20% concealment miss to see of you "hit" the correct location in the square.
if you succeed this check, you will then roll the 50% chance to see if your target "was there" when you hit there.
this indeed combines into a 60% miss chance, combining the effects, but this should be a 20% and a 50% check, not a single 60%
You have to chose which class a level of DD advances; you can choose a different one every level, but that level of DD goes on all points.
If you choose your first level of DD in a sorc/bard/bloodrager combo to advance sorc, then it will not d anything for the bard or the bloodrager (on that level)
wielding large weapons is not a matter of strength, but a matter of limb size
a skeletal centaur still has human-sized hands, and therefor will use medium sized weapons; the "undersized weapons" should still apply.
Indeed, RAW implies that he doesn't, but RAI is quite clear in this case.
Remember, programs like Herolab are not rule references; there are so many possible iterations that errors are expected; this is one specific corner-case.
this can get a lot cazier, if you wish to go for multi-attacks.
consider the summoners eidolon (regular or even synthesist); by level 5, they can have 4 natural attacks, any might have up to 5 *pairs* of arms.
let's go a bit less, an arm+claws combo costs 3 evolution points, and bipeds get one for free.
4 arms with claws; 3 points, bonus damage to it (1) and 4 more arms (4)
now put sawtooth sabres in those arms, take proficiency in them, and take 'multiattack'
now you have +7/5/5/5 on your swords for 1d8+3, as well as +5/5/5/5 for 1d6+1 each.
at level 20, this can get crazier still
get the large evolution, 3 strength evolutions, a gore attack, 6 slam attacks and 4 of the prior-mentioned swords (with the same proficiency and multiattack), and pounce for good measure
40 strength, 15 BAB (-1 for large)
now you have 29/27/25 on one sword, for 1d10+15
next up is 3 more swords at +27 each, 1d10+15
then, we get the 6 slams, +27 each, 2d6+7
and finally, a gore, +27 for 1d8+7
a full attack would be +29/27/27/27/27/27/27/27/27/27/27/27/25
damage+ 1d10+15/1d10+15/1d10+15/1d10+15/1d10+15/2d6+7/2d6+7/2d6+7/2d6+7/2d6+7/2d6+7 /1d8+7/1d10+15
13 attacks, all at at least +25 attack for no less than 8 damage per hit.
It took longer than expected (tri-stalting is complicated, especially when matching the fluff), but here is
Tikklaxis.
I crunched him for level 3, and i took the liberty of adding just under 1k of items, but those are easily undone (the beauty of automated character sheets)
I might throw my hat in as well, i got a few concepts i am deciding between.
Small question though; if i take a class that uses spellbooks (or equivalent), do we get that item (like we start with our familiars/animal companions), does that hook become our special item, or do we not get one
Race: Elf
Origin: Elven sanctuary
First Class Path: Arcanist 12
Second Class Path: Alchemist 12
Third Class Path: Summoner (master summoner) 12
Mythic Path: Archmage
Secondary Mythic Path: none
Main Role: knowledges/utility casting
Secondary Roles: Flanking, disposable HP and healing
Terriary Roles: DPS
Campaign Trait: Shards of Someone Else
One small question:
Do eidolons/animal companions/familiars benefit from the inherent bonusses as well? (so: do they get the ability increases for higher hit-dice and the bound armor/weapons, assuming the "regular" version could use armor/weapons?)
I buying a bit of equipment for my eidolon, and i'm unsure if he would need a flat "+X" weapon and a "belt of +X" or if i won't need to.
either way is fine; as would be the situation where neither the inherent or the "+X" are allowed, but i'd like to know.
Since we are level 9, there has been some time in which we could have had crafting feats.
In that vein: is precrafting allowed? (A few k extra gold to spend on full price, anything we could have crafted, not allowed period...)
I am unsure if this was asked already, but how do you rule pre-crafting of magic (wondrous) items?
As i start at level 3, i can have had the feat for some time (weeks/months/years, depending on my progression speed
45. Adventurers' Rule (Rule #21, or was it #12: 4th wall? what 4th wall?) Once per 30 minutes in real life, an adventurer knowing this rule can ask the DM a question (as per the "augury" spell). This question requires payment either in- or out of character (losing hitpoints or mountain dew previlleges, for example)
An adventurer can take this at any level, but this rule takes up 2 'rule' slots to know (meaning taking this at level 1 excludes you from taking the 3rd level rule)