The Fifth Wanderer wrote:
1- The only requirement I can see for enchanting an item with magic is that it is masterwork. All of those items above are considered masterwork. They are also nonmagical, as described on the aura line on the description. If you want to make other items out of things like Adamantium, mithril, dragonhide, etc, the rules for crafting such an item are near the end of chapter 6. After made they could be enchanted. 2- maybe because that is how much the bag + the nondimensional space inside of it weighs? You don't ever feel the weight of what is inside the bag... you just feel the weight of the bag and the magic that was used to enchant it. *shrug* It's a bit like asking why putting a bag of holding inside a portable hole opens up a dimensional rift to the astral plane. It just does. Probably something Gary or Dave made up, and they aren't around anymore to explain it. =p 3- According to energy drain, Energy Drain happens automatically on a successful melee or ranged attack hits. Simply being in contact with a Wight does not incur energy drain. If a wight is being grappled, and it makes a successful grapple check, it can make an attack against you, provided that attack only requires the use of one hand. Their normal attack is a slam attack, and as near as I can tell that's a one handed attack... but then I'm not positive about that. Slam seems to be a really vague description of an attack, but whatever.
1)As far as I can tell, nowhere in the RAW does it suggest that you get the reach of the animal you shift into. It would make -sense- that you would; after all if you turn into a Gorilla, it isn't as though you aren't proficient in his slam attacks, and your arms are still long... or to take to the extreme, i think few dm's could argue that it makes sense that an elasmosaurus, with it's long neck that normally offered 20 foot reach, would be reduced to 5 feet. The only RAW argument I can come up with is that space and reach come on the same line in the Bestiary, which suggests that they come hand-in-hand, but that's a pretty weak argument. 2) How exactly to multiple attacks from a higher BAB work when you shape change into an animal that gets multiple attacks? For instance, my 8th level druid transforms into a deinonychus. My druid has a Str 16, BAB of +6/+1. A deinonychus gets 2 claws at +5 (1d8+2), a bite at +5 (1d6+2) and a talons attack at +0 (1d4+1). so what bonus to attack should I have, and damage, and what happens to my +1 iterative attack? 3) Has anyone worked out a wild shaping "cheat sheet" for PF? A sheet that could autofill stat changes from wild shaping would be helpful, as well as a reference for the available shapes and the abilities they offer, attacks, etc.
I believe I found something missed in the errata. Perhaps it just hasn't made it into the 1st printing errata PDF that I looked at. According to the Plant Shape I spell, (pp. 322-323) Changing into a small plant creature gives a +2 *size* bonus to Constitution. Changing into a medium plant creature offers a +2 *size* bonus to Strength, and a +2 *Enhancement* bonus to constitution. I am assuming that the mention of changing into a medium plant creature offering an enhancement bonus to constitution is an error. Looking ahead to Plant Shape II, changing into a large plant offers a +2 *size* bonus to constitution, and changing into a Huge plant with Plant Shape III offers a +4 *size* bonus to constitution.
I like the charisma damage. It feels like the alchemist is actually doing damage by drinking this stuff. One problem I have is that if you built a mutagen junkie character, focusing all your discoveries on them, only to hit level 20 and take the grand mutagen ability... which requires none of the other mutagen discoveries up to that point. which means some of their discoveries end up in the proverbial can. Doesn't seem fair for a character whose mutagens only did +2 to one ability score for his entire career to suddenly break out with an OMG SUPER MUTAGEN RAAAR! at 20th.
Abraham spalding wrote:
Yes. We are getting started in a low-level game and my animal companion (a bear) is no slacker. He doesn't do much damage with an individual attack, but taken all together he gets three attacks at a decent bonus. Plus, and correct me if this was already true in 3.5, Animal Companions get feats now. Feats!
mrbobvilla wrote:
I think sarcasm will probably be your best bet. Give him honorifics he doesn't have/deserve. "your lordship" followed by an overextended bow will probably irritate him to no end. You could always go with "sparkles" as a nickname. One angle you might consider is that you are good friends in spite of every reason you have not to be, while still having this need for constant one-upsmanship over each other. Or, you know, bitterness and dislike works too.
The OP mentioned that he only has a party of four, and in a party that small it is difficult to justify sacrificing one of the four classic roles (fighter, cleric, wizard, rogue) for a bard. He does make an excellent 5th character, however, filling in any gaps that the other players have left. Bards are extremely useful characters to have. He can heal when the cleric is busy, he can confound opponents alongside the wizard, he can be a rogue's buddy by performing distractions, accompanying him in stealth, and he can fight alongside the fighter. One thing that I think the bard does better than any other class is when it comes to knowledge and information, there is no beating the bard. The wizard has all knowledge skills as class skills, but not gather info. The rogue has gather info, but not all of the knowledge skills. The bard has both, AND he has bardic knowledge, that adds half his bard level to knowledge skills, and also allows him to make knowledge checks untrained. Eventually he can make any skill check untrained. ANY. |