So I get that *drow* cant be used anymore, but why not reimagine them?
Call them Dark Elves etc. or make them a society of Nephilim Elves that worship demons. Change their look a bit if you must.
there are many ways to update drow to fit the move away from the OGL and D&D legacy without replacing them with lizards.
That's what we've been doing for the past several years, reimagining them, but we've come to the conclusion that they're SO D&D in theme that keeping the name and the roles and the looks that gamers have grown to love is so deeply a part of D&D that in order to revise them to a point we at Paizo would feel comfortable keeping the result in the game... it'd be so different that we might as well have just replaced them with something that already has a lot of lore built into the game already, like sekmin, than make up something brand new. If we were creating Golarion today, then a full reimagining might be more palatable to us, but that's not the case.
The only concepts related to Drow that are iconic to WotC is the worship of Lolth and the name.
The concept of subterranean black skinned elves comes straight from Norse mythology and I hate that it is just being ceded to WotC. They also can't claim to own the concept of a matriarchal government.
I think it would actually be cool to have a race of subterranean dark skinned Viking elves.
Somewhat related question. The spell says that the upper end is fastened but nothing about the bottom being attached to anything. Is there anything preventing those within the space from pulling up the lower part of the rope to prevent anyone else from climbing up?
Only an Alchemist with the Grenadier archetype can do this:
"Alchemical Weapon (Su): At 2nd level, a grenadier can infuse a weapon or piece of ammunition with a single harmful alchemical liquid or powder, such as alchemist’s fire or sneezing powder, as a move action. This action consumes the alchemical item, but transfers its effect to the weapon in question. The alchemical item takes full effect on the next creature struck by the weapon, but does not splash, spread, or otherwise affect additional targets. Any extra damage added is treated like bonus dice of damage, and is not doubled on a critical hit. The alchemical treatment causes no harm to the weapon treated, and wears off 1 minute after application if no blow is struck. At 6th level, a grenadier can use her alchemical weapon ability as a swift action. At 15th level, this ability becomes a free action. This ability replaces poison resistance. "
A golem is not a weapon, it is a creature. So none of your arguments there apply, Atarlost.
Creatures don't bypass DR unless it is specifically called out in their stat block. There are PLENTY of evil creatures. Not all of them bypass DR/Evil, despite being evil.
As I said...thematically, it's fine, although it makes them a castle crusher (because if you let them bypass DR because they are 'made of' adamantine, they should also bypass hardness, right?).
But, BY THE RULES, the answer is no, they do not, because it is not in their stat block as a creature. If they were meant to count as adamantine, it would be listed as such.
Soooo...just put adamantine gauntlets on your golem and solve the problem.
==Aelryinth
You keep using the example of creatures with the evil subtype not counting their natural attacks as evil unless it says it does. But that is comparing apples and oranges. Adamantine is not a type or subtype of the golem. It is the physical stuff that the golem is made of. Things are not made out of evil. Evil doesn't exist on the list of special materials. So in order to tell when something qualifies for the evil quality it has to be called out.
Adamantine is a special material. Unlike intangible qualities like evil and good where you must possess an unobservable aura or essence of some kind to bypass DR, special materials grant the ability to bypass DR to whatever is made from them.
you know, if we're talking about removing things. If we took out the bomb class feature then why is Throw Anything referencing something that isn't there to say that THAT ability already include this one?
In most rules arguments here you have two sides trying to argue that logic dictates a specific interpretation of the text. I've never before seen a discussion where the text explicitly said something and the entire opposing argument is "Well what if the text didn't explicitly say that?"
@OldSkoolRPG: Ponder removing the Throw Anything class feature from the Alchemist entierly, no mentioning of it what so ever. Would the Alchemist not gain Int to bombs' damage, eventhough it's mentioned in the Bomb class feature? How is it that one class feature can redefine another without explicitly stating "this ability changes X"? No other rules like this comes to mind.
I'm pretty sure that Throw Anything is only supposed to add damage to splash weapons. Coincidentally, bombs are splash weapons. But that doesn't mean that Throw Anything is the only source of Int to bomb damage within the class (just like how loosing Slashing Grace wouldn't exclude the Dex to damage gained by agile weapons).
Ok, so you want me to pretend like the text that explicitly says my argument is correct doesn't exist and then see if my argument holds up? "Your honor, yes there is a clause that explicitly states that if my client does not finish the work in the agreed time he will pay damages to the plaintiffs but we would like you to ponder if that clause didn't exist in the contract whatsoever would my client really have to pay them?"
The fact is that Throw Anything IS in the text and it DOES explicitly state, as ChessPwn has pointed out, that "This bonus damage is already included in the bomb class feature." Not just any bonus damage but THIS bonus damage, i.e. the bonus damage just mentioned.
thejeff wrote:
So click the FAQ button. It's clearly ambiguous.
It isn't at all ambiguous unless you erase an entire portion of text from the book.
I'm about 99% sure that line in the Throw Anything feature is just there to stop you from adding the bonus twice.
But you would be 100% wrong. It doesn't just say "this doesn't stack with the Bomb feature's bonus damage from Int". Instead it says explicitly in the Throw Anything (Ex) class feature that the feature's bonus, not a similar or separate bonus but the actual Throw Anything class feature's bonus, is included in the Bombs feature.
The mention of Int to damage in the Bombs feature, per the author's explicit explanation, is NOT some independent feature that Bombs have. The authors outright state they were applying Throw Anything when they mention it.
It is just mind boggling how people will try to ignore rules text and twist logic trying to get the rules to say what they want rather than what they actually say.
I can't find anything searching the message boards but is coup de grace a "death attack" under the glossary explanations?
Specifically from the PRD:
"In most cases, a death attack allows the victim a Fortitude save to avoid the effect, but if the save fails, the creature takes a large amount of damage, which might cause it to die instantly.
• Death attacks slay instantly. A victim cannot be made stable and thereby kept alive.
• In case it matters, a dead character, no matter how he died, has hit points equal to or less than his negative Constitution score.
It seems to fit the criteria, but under coup de grace it says nothing that it is.
No, it is not. First, as you point out coup de grace does not say it is a death attack. Second, a coup de grace deals a large amount of damage and then a Fortitude save not to die even if you survive the damage not the other way around like a death attack.
1) No, cannot target specific points on a creature. The cutting free can only be done from the inside unless the creature is dead.
2) There are no rules for how long it takes to free a swallowed creature from a dead creature's stomach but it shouldn't take more than a coup de grace so a full round action. So at most they should suffer one final rounds worth of damage if any.
You first need the Monstrous Companion feat to even qualify for a griffon. Then you need the Monstrous Mount Mastery feat for said griffon to be able to fly while you are mounted.
Isn't that feat for animal companions gained through a class feature? He's getting his as a cohort, so I don't think it's needed. Good source for stats though. I would use the 7th-level version from the get-go.
OP explicitly said the GM was allowing the Paladin to take the griffon as a bonded mount.
OP wrote:
He recently took the leadership feat and the DM allowed him to have a Griffon as his cohort and is willing to let him use it as his bonded mount.
Getting it as a cohort is one thing but getting it as a bonded mount has other requirements. If it is just a cohort than it just gets the stats of the griffon in the bestiary. If he wants it to be a bonded mount then uses the rules for such.
Source Inner Sea Combat pg. 14 (Amazon)
Monster Entry Link
Prerequisites Diplomacy, Intimidate, or Handle Animal 5 ranks; Ride 5 ranks
Starting Statistics: Size Large; Speed 30 ft., fly 40 ft. (average; unable to carry a rider while flying); AC +4 natural armor; Attack bite (1d6); Ability Scores Str 16, Dex 15, Con 16, Int 5, Wis 13, Cha 8; Special Qualities darkvision 60 ft., low-light vision, scent; Languages Common (cannot speak).
7th-Level Advancement: AC +2 natural armor; Attack bite (1d6), 2 talons (1d6); Speed 40 ft., fly 80 ft. (average; unable to carry a ride while flying); Ability Scores Str +2, Con +2; Special Attacks pounce, rake (1d6).
Mastery (7th Level) The griffon can carry a rider while flying, but reduces its fly speed by half while doing so.
You first need the Monstrous Companion feat to even qualify for a griffon. Then you need the Monstrous Mount Mastery feat for said griffon to be able to fly while you are mounted.
They eyes are a construct. The spell specifically states that they are.
Prying Eyes wrote:
Each eye is a Fine construct, about the size of a small apple
Per quoted rules: Constructs do not have a Con score and use a value of 10 for their constitution should a check be required.
Not having a constitution score is not equivalent to having a zero Con.
That is correct. If you were thinking I was arguing that point because in my earlier post I had stated their con would be 0 I'm not. I was wrong and now understand how constructs Con works.
The eyes don't have a Con (0), they simply don't have a Con score.
Like undead or constructs, they would not be required to make a Con check.
I was just looking that up and apparently that isn't how it works for undead and constructs. Undead use their charisma score in place of Con and constructs are treated as having a 10 Con for purpose of Con based effects.
Construct wrote:
No Constitution score. Any DCs or other statistics that rely on a Constitution score treat a construct as having a score of 10 (no bonus or penalty).
Undead wrote:
No Constitution score. Undead use their Charisma score in place of their Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution (such as when calculating a breath weapon's DC).
Then given the constitution rules
Quote:
A character with a Constitution score of 0 is dead.
We must do one of the following:
1. Treat the eyes as a construct
Quote:
•Constructs do not have a Constitution score. Any DCs or other Statistics that rely on a Constitution score treat a construct as having a score of 10 (no bonus or penalty).
2. Rule that the eyes instantly die upon being summoned.
3. Hand wave the concept of constitution rules applying to spells not otherwise stated.
They eyes are a construct. The spell specifically states that they are.
Prying Eyes wrote:
Each eye is a Fine construct, about the size of a small apple
The eyes don't have a Con (0), they simply don't have a Con score.
Like undead or constructs, they would not be required to make a Con check.
I was just looking that up and apparently that isn't how it works for undead and constructs. Undead use their charisma score in place of Con and constructs are treated as having a 10 Con for purpose of Con based effects.
Construct wrote:
No Constitution score. Any DCs or other statistics that rely on a Constitution score treat a construct as having a score of 10 (no bonus or penalty).
Undead wrote:
No Constitution score. Undead use their Charisma score in place of their Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution (such as when calculating a breath weapon's DC).
Edit: The spell says each eye is a "fine construct" so they would use the construct rules for running. So they are treated as having a 10 con meaning they can run for 10 rounds and then must make a con check using 10 as their con to continue running.
I don't think that a haunt gets one, only incorporeal creatures do, because haunts don't have saves.
The text is clear about haunts not getting will saves vs channeled energy. I think they should have written that as haunts just don't get saves period but they didn't really anticipate a lot of spells that could target a haunt directly.
No, a lance is in the Two-Handed Melee Weapon category. It just happens to have a special property that allows you to wield it single handed while mounted though you normally could not do so but it never becomes a one-handed weapon.
Immunity to magic sleep effects and paralysis effects.
Note that it does not say immune to Paralysis. It says it is immune to paralysis effects plural.
Also if your reading were correct then Remove Paralysis would only work against the Paralysis(Ex or Su).
Immunity to paralysis prevents the paralyzed condition from any source. That is perfectly clear and requires no clarification as TriOmegaZero points out.
Items that require no action are those that just the normal use of the item results in the effect. Like drinking a potion or putting on a ring of protection. Normal use of a robe is wearing it. Just putting on the robe does not automatically launch needles. It requires more effort than just using the robe as a robe to do so. Therefore, it is a standard action.
The reason I am questioning it is because of "The needle counts as a thrown weapon with a range increment of 10 feet."
Yes, so any feats that apply to thrown weapons, such as distance thrower, apply to the attack made with the needle.
It is still a standard action to activate the robe and activating the robe still launches one needle and that one needle counts as a thrown weapon with a 10' range increment.
So I stand by my position that he is coming here not looking for honest answers but to validate his position to try and force his GM to rule in his favor.
You misunderstand the situation. The session was played, the character blown to bits. I have no plans to try to 'force my GM' to do anything.
I presented what I feel is a straightforward scenario - if i put this contrived 'magical bondage device' on a PC, is there no option for removing it? Said device apparently prevents spellcasting and reflects all physical damage at the wearer.
Apparently there is a consensus about the scenario. That's fine, I simply don't agree with that consensus. I would think some use of disable device, escape artist, use magic device, or some skill I'm not not considering might be useful.
That's all.
Well then the straightforward answer is that. Yeah a GM can make such a plot device and it is reasonable to do so depending on the scenario.
The new information that said plot device somehow resulted in at least one character being blown to bits while unable to use magic having all physical damage being redirected sounds like it may not have been so reasonable but that would require further information.
Also tell your GM to stop ripping off his ideas from old Star Trek episodes! LoL
http://www.imdb.com/title/tt0708466/
Edit: Actually it sounds more like the A'dam from the Wheel of Time series by Robert Jordan.
Activating a magic item is a standard action that does not provoke AoOs unless specified otherwise. So it is a standard action to make the robe do whatever effect it says, in this case launch one needle.
I would, though, as a GM be inclined to houserule it so that you can throw multiple needles with the understanding that if any unintended consequences resulted, which I can't foresee happening with such a minor effect, then it would go back to the standard action for one needle.
Edit: Short answer is, normally a standard for one needle but ask your GM.
Everything in PF works as it does in the real world unless the rules specify or the GM decides otherwise. Sorry but the, "Yes I can squeeze through the keyhole of my cell with an escape artist check because this isn't the real world" answer is absurd.
Actually, according to the 3.5 epic level handbook, you can squeeze through a wall of force with an escape artist check of 100.
Heh.
OldSkoolRPG wrote:
You came here asking if your GM was justified in his ruling and just about everyone has given you the same answer, yes he is being reasonable. I know you are not satisfied with that answer because it does not get you what you want which you have now made obvious was your agenda for asking the question in the first place. You didn't accept your GMs reasoning and despite the fact that nearly everyone here has given you the same response you still refuse to accept that your position may be the wrong one.
Now come on, that's a little uncalled for. He's still disagreeing with us but that doesn't mean he's being unreasonable or a dick. He actually just posted how he's appreciating our responses. No need for the hostilities.
I did not say he was being a dick at all, or call him any names at all for that matter. I do believe he is being unreasonable and simply stated my opinion to that fact.
I believe that not because he simply disagrees but because his argument for his disagreement contains such an obvious logical absurdity that it cannot have been presented in good faith. Pointing that out isn't "being hostile".
So I stand by my position that he is coming here not looking for honest answers but to validate his position to try and force his GM to rule in his favor.
Thanks to everyone who replied. I appreciate your time. And while I disagree with nearly all of you, I appreciate the feedback. :)
All kinds of things in Pathfinder are 'hand-wavey'. *How* the rogue finds a gas trap or a pit trap, how she disables a magical rune trap, how he activates a magical device isn't always revealed. There isn't always a correlation between real-world logic and how it works in-game.
Just because the cell bars are only 6 inches apart doesn't mean the rogue can't make an escape artist check. We don't get out the medical dictionary to determine how much crushing force a human can actually survive - he's a character in a fantasy setting, he makes the check, and know he's stealthing to safety. That's why it's fun.
If not a DD check, maybe an escape artist check. If not an EA check, maybe a use magic device check. I find the 'completely impossible due to real world logic' response inconsistent with how most gaming works. If we fall back on that, then nothing is really possible.
Everything in PF works as it does in the real world unless the rules specify or the GM decides otherwise. Sorry but the, "Yes I can squeeze through the keyhole of my cell with an escape artist check because this isn't the real world" answer is absurd.
You came here asking if your GM was justified in his ruling and just about everyone has given you the same answer, yes he is being reasonable. I know you are not satisfied with that answer because it does not get you what you want which you have now made obvious was your agenda for asking the question in the first place. You didn't accept your GMs reasoning and despite the fact that nearly everyone here has given you the same response you still refuse to accept that your position may be the wrong one.
I realize this won't help your current predicament (unless you somehow level up and gain a feat while wearing the collar), but for future reference I believe Disable Dweomer is what you want.
Except then it might just become a normal seamless solid metal collar. There is no way to really slip out of that. So you are still stuck with the collar. If they are something like a shock collar that won't let you leave the area that only gives you 2d4 rounds to escape before they reactivate. If they are just trackers well 2d4 rounds won't get you very far ahead.
Exactly, a normal seamless solid metal collar. Break it. Masterwork Manacles (the closest example) have Hardness 10, 10 HP, and a Break DC of 28. Difficult but not impossible.
That would still require having a tool to break it. As a GM I would not let a character just grab a steel collar and tear it in two with their bare hands. If they are being forced to do some kind of labor, like mining, such tools, like picks and hammers, might be readily available so that might not be an issue.
I wouldn't let them work on their own collar either, or at least would give a major penalty to do so because they can't see it adequately.
If I had to choose, which would be it?
Felines
Great Cats
Cat Big
Tigers
Your quote gives you the answer. It says to choose a type and gives the examples of wolves, not canines, or apes, not primates. So apparently you have to pick a specific type of animal like wolves, tigers, etc... or a very narrow group like apes, big cats, etc... but can't choose broad groups like felines or canines.
I realize this won't help your current predicament (unless you somehow level up and gain a feat while wearing the collar), but for future reference I believe Disable Dweomer is what you want.
Except then it might just become a normal seamless solid metal collar. There is no way to really slip out of that. So you are still stuck with the collar. If they are something like a shock collar that won't let you leave the area that only gives you 2d4 rounds to escape before they reactivate. If they are just trackers well 2d4 rounds won't get you very far ahead.
If the GM says you can't remove the collar with a DD check, then you can't. You're just going to have to be really devious and come up with some other way of removing the collar.
You might be able to have it cut off if you agree that the process will damage your PC's neck, possibly with massive scars, and damage to the vocal chords reducing the character's voice to a harsh whisper, and taking 1d4 CHA damage in the process. As a GM, trust me: we love that kind of thing. :)
Or you could come up with something less drastic that still satisfies the "Rule of Cool".
Think of the collar as a challenge not for your character, but for you as a player.
Are the collars enchanted to magically resize? If not a reduce person might allow an escape.
A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)
So if a druid in the shape of a horse can speak horse, a horse thats been a horse all their life and then gotten a brain should be able to pull it off.
You are right! Had totally forgotten about that. Good catch.
A magical collar is not a trap and trapfinding only allows the disabling of magical traps not all magical devices of any kind. If the GM creates a door that is magically sealed and can't be opened without magic that is his call.
Also while PCs cannot create cursed items there is no rule against NPCs doing so.
Spoiler:
In fact there is a fey creature in the Reign of Winter that is baking cursed cookies.
So if the GM wants to create a society that has cursed collars for its prisoners again that is a reasonable GM call.
It occurs to me after discussing this topic, I wonder if GMs would allow an animal companion to communicate with other animals of its type if instructed to do so by someone using Speak with animals?
I've never tried it with my Rangers because I've never had the opportunity.
After this discussion I think I would allow very limited communication. For example, your bear companion could tell you that the bear confronting you is a mother warning you to stay away from her cubs but could not question said mother bear to find out if any "two-legs" had passed by recently.
It should certainly be no more limited than what the Familiar gets with other animals "approximately" of the same kind. Clearly Paizo intends for this Familiar ability to have some substantive impact on the game. So a Ranger's companion communicating with animals of its kind should have just as much bandwidth, if not more than the Familiar with animals only related to its kind.
Why should an animal companion get for free what it takes a familiar until level 7 to receive? Why should it get that ability at all since Paizo deliberately left that ability out for animal companions? Yes the familiar ability does have an impact but animal companions never get that ability. Allowing them to have any ability to communicate is beyond RAW but it seems to me giving them an ability on par with familiars would be wildly generous and unfair to those with familiars.
Also they don't get an upgrade to intelligence and they aren't magical beasts. They are still just animals.
I've accepted that it is reasonable for normal animals to be able to have some rudimentary communication but can't see any reason that communication should be anywhere nearly as useful as what a level 7 familiar can accomplish.
Ammunition gains all benefits of the spell . You just have to enchant the ammunition, not the weapon. Normally a bow grants it's enchantments to the ammunition. This clause is an exception to that rule.
Bless weapon enhances ammo normally.
Cast it on a bow? You get nothing unless you use it as an improvised weapon.
The issue is that the spell explicitly says it can be cast on "individual arrows and bolts", i.e. ammunition, meaning each casting only affects a single piece of ammunition. That is not enhancing ammo normally.
It occurs to me after discussing this topic, I wonder if GMs would allow an animal companion to communicate with other animals of its type if instructed to do so by someone using Speak with animals?
I've never tried it with my Rangers because I've never had the opportunity.
After this discussion I think I would allow very limited communication. For example, your bear companion could tell you that the bear confronting you is a mother warning you to stay away from her cubs but could not question said mother bear to find out if any "two-legs" had passed by recently.
PRD on Familiar's speak with animals ability wrote:
a familiar can communicate with animals of approximately the same kind as itself..
Reads as if this is granting communication to animals that a specifically not of its exact type (because we should presume that this ability already exists.)
I considered making that argument, but the CRB specifies that bat familiars learn to talk to bats only, so it's not always an expansion beyond one's species. Errr, one's order (Chiroptera in this case).
I suppose one could argue that bats normally can talk to bats but only of their own exact species, and now they can talk to any darn bat they please, but I find that weak.
At the time that was printed bats and dire bats, which the text specifically states all of them can speak to dire versions of their kind, were the only type of winged rodents. If in the future more types of winged rodents were added then the bat familiar would be able to speak to them as well.
I'm with N N 959 there are a couple of different ways that an individual GM could reasonably adjudicate this one.
In the game the fact that familiars need a special ability to communicate with others of their kind means that animals generally are unable to do so for game purposes.
That is not in the rules, nor is it implied by the rules. A familiar starts out as a normal animal but then immediate gets a 6 INT and is now classified as a "Familiar" and any effects treat it as a magical beast. What is true for a Familiar has zero impact on what is true for a normal animal. At best you can argue that it might apply to an awakened animal.
It is entirely consisted with the game rules to have the leader of a wolf pack communicate with the other wolves on who to attack or whether the pack should retreat, or hide, etc.
Their intelligence doesn't matter. Type does though and you are right. They are magical beasts. Also I notice that the ability doesn't just allow them to speak with other animals of their exact type but with animals that are similar. So a fox familiar would be able to speak with wolves, coyotes, dogs, etc... So now I am on the fence about this one.
I don't think the Darkvision spell lets you see in supernatural darkness, like that created by Deeper Darkness. The See in Darkness ability does.
I don't know if there's a spell that lets you, but the Elixir of Darksight does.
Edited to add: The Rod of Shadows also lets you see in supernatural darkness, and it uses True Seeing in its construction. The True Seeing spell doesn't specifically call out supernatural darkness, but I think you can make a strong case that it's intended to work in supernatural darkness.
True seeing does specifically call out supernatural darkness.
PRD - True Seeing wrote:
The subject sees through normal and magical darkness
Keep in mind that even among the same species of non-awakened animal (in your specific case, a horse) the only communication that happens basically boils down to "I'm hurt", "There's a predator", "Let's mate" and "Oh look, food!". Anything much past those things is just completely lost to the non-awakened horse no matter what the intelligence of the awakened horse would be.
That's a gross oversimplification. Many animals and even insects have complex communication or rather can communicated very complex and specific information. There's even evidence that says bacteria colonies use "quorum sensing" to communicate. Scientist don't know the full extent of what animals can communicate with each other. No one has translated whale songs or dolphin echos.
What is probably true is that animal language is more robust for communicating things that affect their survival and wholly inadequate in areas that are unrelated. For example, wolves probably don't have any vocabulary for describing books or kitchen utensils. But they might be very good at communicating tactical positioning and singling out potential targets amongst themselves. It's probably a safe assumption that solitary animals probably have very limited "language" when compared with animals that live in groups...but we really don't know. We also know that animals can communicate or rather understand the signals of other animals. Many forms of prey are adept at understanding the warning signals of other animals.
That is all genuinely interesting. However, none of that means anything in the game. In the game the fact that familiars need a special ability to communicate with others of their kind means that animals generally are unable to do so for game purposes.
The rules on drawing or sheathing a weapon on the PRD state that drawing ammunition is a free action.
** spoiler omitted **
This would seem to indicate that you can already throw weapons at your full BAB. Why does quick draw say that it gives you the ability to do that then?
** spoiler omitted **
You can draw ammunition as a free action. Thrown weapons are not ammunition.
I think your confusion is due to Shurikens being on the list. In Pathfinder they are treated as ammunition not thrown weapons, a fact which I really hate but that is RAW.
Both of you put forth exactly the points of view I had originally when I was looking at it. I was just trying to play devil's advocate to get extra value. Thank you both for concisely answering my question.
Gotta be careful advocating with them devils! They are sneaky bastards! Especially those Erinyes. Don't believe them at all when they try and get you to let them tie you up with their ropes. It never ends up being as fun as it sounds.
Price 12 gp
Shield Bonus +1
The traditional form of this tribal weapon is a short blade bound to the skull of a large horned lizard, but a skilled smith can craft one entirely out of metal. A traditional klar counts as a light wooden shield with armor spikes; a metal klar counts as a light steel shield with armor spikes.
PRD wrote:
ARMOR SPIKES
Price +50 gp
Armor Bonus —
You can have spikes added to your armor, which allow you to deal extra piercing damage on a successful grapple attack (see "spiked armor" in the Martial Weapons Table). The spikes count as a martial weapon. If you are not proficient with them, you take a –4 penalty on grapple checks when you try to use them. You can also make a regular melee attack (or off-hand attack) with the spikes, and they count as a light weapon in this case. (You can't also make an attack with armor spikes if you have already made an attack with another off-hand weapon, and vice versa.) An enhancement bonus to a suit of armor does not improve the spikes' effectiveness, but the spikes can be made into magic weapons in their own right.
It doesn't say curved, but it does reference armor spikes that deal piercing damage. So could I attack with the Klar, or serparately, attack with the armor spikes?
The weapons table tells you exactly what damage it is. Light shields with armor spikes generally do piercing damage but specific trumps general and the table specifically says it does slashing. So it does slashing and, because it counts as a light shield with armor spikes (notice it doesn't say it IS a light shield with armor spikes), you can use any feats that normally apply to light shields with armor spikes.
Race
Human
Classes/Levels
Mystic (Veteran, 9 advances)| Bennies 4 | Pace 6 Parry 5 Tough 13 (armor 4) | PPE 3/15 ISP 10/20 | Active Power:
Ounce was orphaned by the Coalition/magic using community conflict, raised in an orphanage and by various foster parents in or around Newtown. She discovered a derelict but mostly intact library where she made her home growing up, feeding local cats and reading voraciously. She went by various names growing up (such as Grace, Cat, Wren, Wyrd, and Andromeda), depending on her foster guardians, but eventually she chose the name Ounce, an archaic word for snow leopards. Her library had a book that showed pictures of this remarkable animal and she dreamed of having one as a companion. In the meantime, she took care of local feral cats, who gradually became tame and kept her company as she read in her library hideaway.
She has had religious visions all her life, instructing her in how to use magic to help heal the earth and protect those endangered by the hostile governments and D-Bees, making her an informal priestess of the Earth Goddess Gaia. Sometimes, someone in the community would recognize her potential and teach her more about the craft (in secret of course).
She came of age around the time of the Newtown Uprising, where she did what she could to help innocent bystanders survive. After that, she began working her way toward Castle Refuge to offer her services to the Tomorrow Legion. Along the way, she used her abilities to help people locate needed resources (developing the Scrounger edge).
During her early adventures, she encountered a dragon hatchling being attacked by a gang of Coalition losers. She drove them away and saved the hatchling. It was badly wounded and she nursed it back to health, earning its undying devotion to her. She named the dragon Gummitch, after a story she read in her youth about a very intelligent cat. She was inspired to use such a name because the dragon was a Cat's Eye dragon, with a distinctly feline head with black and white tufts of fur around the head, feet, and tail areas. He had other feline qualities such as playfulness, curiosity, and somewhat self-centered.
Over time, the dragon got bigger and learned how to change his shape to look like a person or another animal. He learned from Ounce how to cast magic spells. He also had some innate psionic powers. She fitted him with a saddle so she could ride him, which he generally only allowed her to do. (See Gummitch's profile for more.)
She is single and has only had some necessarily brief romantic encounters (with both men and women, for what it's worth). Her religious zeal keeps her from settling down with anyone special.
She is 5'9" tall, with features suggesting she has indigenous ancestry and perhaps some other ancestries, both Asian and European, thrown in. She has thick straight black hair, brown eyes with a hint of gold, and some subtle and faint facial tattoos. She wears clothing appropriate for her rugged outdoor lifestyle, decorated with colorful feathers, semi-precious gemstones like turquoise, jasper, hematite, and quartz as bracelets, necklaces, and sewn into her clothing.
Her features are attractive, with a pretty face, full figure, and a winning smile that tends to put people at ease. She is fit but not particularly athletic. She loves to sing and play musical instruments, owning a violin, harmonical, and flute. Sometimes she dances to her own music or joins in dances others are doing, demonstrating creative graceful moves.
Image of Ounce Derived
Pace: 6"
Parry: 5 (4 armor)
Toughness: 7 (4 armor)
Active Power:
Total: 13 (4 armor)
Skills 18 points (3 extra must be spent on Smarts skills, from Hero’s Journey Roll
Core
Athletics (Agility) d4 (0)
Common Knowledge (Smarts) d6 (1)
Notice (Smarts) d8 + 2 (Alertness) (2)
Persuasion (Spirit) d10 +1 (Attractive) + Free Reroll (Charismatic) (2 + advance 5)
Stealth (Agility) d4 (0)
Other
Academics (Smarts) d4 (1 HJ)
Faith (Spirit) d10 (Starts at d6, 1 + Advance 6)
Fighting (Agility) d6 (1 + Advance 5)
Healing (Smarts) d8 (3)
Intimidation (Spirit) d4 (1)
Language (American) d8 (native) (0)
Occult (Smarts) d4 (1 HJ)
Performance (Spirit) d8 (+1 Attractive) (2 + Advance 2)
Psionics (Smarts) d8 (starts at 6 + 1)
Riding (Agility) d6 (1 + Advance 6)
Science (Smarts) d4 (1 HJ)
Shooting (Agility) d4 (1)
HJ: Smarts skills that received 3 bonus skill points spent on Smarts information type skills
Powers Miracles
•Bolt
•Darksight
•Detect Arcana (Innate, range Self Aspect limitations)
•Divination (Innate, no point cost but risk of fatigue)
•Environmental Protection
•Fly
•Healing
•Invisibility
•Protection
•Relief
•Stun
Psionic
•Empathy
•Illusion
•Speak Language
Power Creation Details:
Miracles
(3 initial powers at Novice level, +2 Novice advance 3, +4 Seasoned Advances 6 & 7, +2 Veteran Advance 9)
Detect Arcana (range Self Aspect limitations) (innate, part of Mystic Iconics) Can sense supernatural, evil, ethereal, and energy beings, and any beings using invisibility within line of sight with Notice.
Divination (innate power, part of Mystic Iconics) A Mystic can use the divination power without using ISP or PPE. Each time he uses it, he must make a Vigor roll to resist gaining a level of Fatigue. Each subsequent use of the power imposes a cumulative −1 penalty on the Vigor check until he gets a full night’s rest (eight hours). It is possible for a Mystic to Incapacitate himself with this ability. Fatigue levels gained from Spiritual Channel can only be recovered with eight hours of rest.
(relief cannot restore).
Darksight (initial)
Healing (initial)
Relief (initial)
Bolt (Advance 3)
Stun (Advance 3)
Protection (Advance 7)
Environmental Protection (Advance 9)
Fly (Advance 9)
Psionic
Empathy (initial)
Illusion (initial)
Speak Language (initial)
Power Details:
Bolt
Rank: Novice
Power Points: 1
Range: Smarts ×2 (12)
Duration: Instant
Trappings: light (like intense laser light) or for +1 Celestial Silver or for +1 to +3 Soul Blast
Bolt sends damaging bursts of energy, streaks of holy light toward one’s foes.
There are no Range penalties, but the arcane skill roll is affected by Cover, Illumination, and all other usual penalties.
The damage of the bolt is 2d6, or 3d6 with a raise.
MODIFIERS
• DAMAGE (+2): The bolt causes 3d6 damage (4d6 with a raise).
• CELESTIAL SILVER (+1): For +1 Power Point, any offensive power replaces its normal Trapping with the Celestial Silver Trapping, which counts as both holy and silver for purposes of Weaknesses.
• SOUL BLAST (+1 to +3): A direct damage power (such as bolt, blast, or burst) may be more effective against targets with natural, body, or power armor. Each Power Point spent grants the power AP 5, to a maximum of AP 15. The AP provided by Soul Blast does not affect vehicles, constructs, or targets inside vehicles (including robot vehicles). This modifier is considered an upgrade of the Armor Piercing Power Modifier (which cannot be used in combination with Soul Blast), and stacks with abilities like the Blaster Edges.
Darksight
Rank: Novice
Power Points: 1
Range: Smarts (6)
Duration: One hour
Trappings: Dilated pupils (almost no white visible)
Darksight allows a hero to see in the dark. With success, he ignores up to 4 points of illumination penalties. With a raise, he ignores up to six points and can see in pitch darkness.
MODIFIERS
• ADDITIONAL RECIPIENTS (+1): The power may affect more than one target for 1 additional Power Point each.
Detect Arcana
Rank: Novice
Power Points: 2
Range: Self
Duration: 5 (detect)
Trappings: Third eye region glows
Aspect Limitation: only detect
Detect arcana allows the recipient of the power to see and detect all supernatural persons, objects, or effects in sight for five rounds. This includes invisible foes, Enchantments on people or items, weird science devices, and so on. With a raise, the caster knows the general type of enchantment as well—harmful, obscurement, magic, miracles, etc.
Detect arcana also allows a character to ignore up to 4 points of penalties when attacking foes hidden by magical darkness, invisibility, or similar abilities (or all penalties with a raise).
Limitations
Each limitation placed upon the power reduces its total Power Point cost by one (to a minimum of 1). If this would normally reduce the cost to 0, you gain a +1 bonus (+2 maximum) to the arcane skill total instead.
PERSONAL: The power’s Range becomes Self (and has a Range of Touch or the Range
Limitation above).
ASPECT: The character can only access one aspect of a power (that has more than one choice), such as sloth/speed or boost/lower Trait.
Divination
Rank: Heroic
Power Points: Special Mystic ability. No ISP or PPE point cost, but chance of fatigue
Range: Self
Duration: A brief conversation of about five minutes.
Trappings: Meditation
Divination allows the caster to contact otherworldly beings or forces to gain information. Preparing the spell takes one uninterrupted minute, and must be done at a site relevant to the spirit being contacted. If speaking with a ghost, for example, the conversation should occur at its grave, where it was killed, or with a personal object in hand. Oracles may only be engaged at temples, fire spirits near open flames, and so on.
After the preparation time is complete, the caster makes her arcane skill roll. Success allows her to engage with the spirit and ask it any questions she might have. The entity must answer to the best of its ability, as directly or ambiguously as the Game Master feels fits the spirit’s personality and the feel of her campaign. A raise means the spirit is more helpful, knowledgeable, or direct than usual (whether it wants to be or not).
The type of entity contacted determines how it communicates. Spirits in the netherworld tend to know only those things pertinent to their life and death—and they may not even know the identity of their killer if the person was masked or unseen. Likewise, nature spirits know only about their local environs, demons know only about the affairs they’re directly involved in, and so on. The Game Master must decide what the entity knows based on its background, origin, and personality.
Once a spirit has been conversed with it may not be contacted again for 24 hours. The Game Master may extend this to a community of spirits in a single place, such as water spirits in a babbling brook or nameless spirits in a mass grave.
Mystic Iconics: Spiritual Channel: Constantly in contact with spirits, and possibly divine messengers of his faith, a Mystic can use the divination power without using ISP or PPE. Each time he uses it, he must make a Vigor roll to resist gaining a level of Fatigue. Each subsequent use of the power imposes a cumulative −1 penalty on the Vigor check until he gets a full night’s rest (eight hours). It is possible for a Mystic to Incapacitate himself with this ability. Fatigue levels gained from Spiritual Channel can only be recovered with eight hours of rest (relief cannot restore).
Elemental Manipulation
Rank: Novice
Power Points: 1
Range: Smarts (6)
Duration: 5
Trappings: A few simple gestures. This power grants basic control over the four traditional elements: air, earth, fire, and water (the elements may vary depending on the setting). The power acts as if it has a d6 Strength, or d8 with a raise.
Here are some ideas for what each element can do. Each is an action.
• AIR: Push someone, blow out a torch, fan a flame, cool someone down (+2 to Fatigue rolls in oppressive heat).
• EARTH: Move a square foot of earth (half that in stone) each round, cover tracks.
• FIRE: Conjure flame about the size of a torch, hurl a small blast of fire at someone (Str damage), spread existing flame (see Fire on page 127).
• WATER: Conjure a quart of water (not “inside” objects or people), purify a gallon of water per casting.
Empathy
Rank: Novice
Power Points: 1
Range: Smarts (6)
Duration: 5
Trappings: Concentration, a warm or sympathetic smile, exchanging a pleasantry.
The caster forms an emotional bond between himself and the target with a successful arcane skill vs Spirit roll. He knows the target’s emotional state and most basic surface thoughts and gains +1 (+2 with a raise) to Intimidation, Persuasion, Performance, or Taunt rolls against him.
Empathy also works on animals, adding +2 to Riding or other rolls used to interact with the creature.
Environmental Protection
Rank: Novice
Power Points: 2
Range: Smarts (6)
Duration: One hour
Trappings: Etheric or ectoplasmic exterior
Adventurers sometimes travel beneath the waves, in space, or other hazardous environments. This power protects them from crushing depths, scathing heat, intense cold, and even radiation.
Environmental protection allows the target to breathe, speak, and move at his normal Pace in an otherwise fatal environment. It protects him against intense heat, cold, radiation, atmospheric or fluid pressure, and lack of oxygen. Generally, the adventurer can function normally underwater, in space, within the cone of a volcano, etc. It fails quickly (1d4 rounds) in the presence of super-intense conditions such as actual lava or the massive radiation of a melting nuclear core, for example.
Environmental protection reduces damage from like sources by 4 (6 with a raise). If protecting against intense heat, for example, it protects against a flamethrower or bolt with a fire Trapping.
MODIFIERS
ADDITIONAL RECIPIENTS (+1): The power may affect more than one target for 1 additional Power Point each.
Fly
Rank: Veteran
Power Points: 3
Range: Smarts (6)
Duration: 5
Trappings: spiritual beings propel targets
Fly allows a character to soar at Pace 12”, or twice that with a raise (he may not Run).
MODIFIERS
• ADDITIONAL RECIPIENTS (+2): The power may affect more than one target for 2 additional Power Points each.
Healing
Rank: Novice
Power Points: 3
Range: Touch
Duration: Instant
Trappings: Laying on hands, touching the victim with a holy symbol, prayer.
Healing removes Wounds less than an hour old. A success removes one Wound, and a raise removes two. The power may be cast additional times to remove additional Wounds within that hour and as long as the healer has enough Power Points.
For Extras, the GM must first determine if the ally is still alive (see Aftermath, page 96). If so, a successful arcane skill roll returns the ally to action (Shaken if it matters.)
MODIFIERS
• GREATER HEALING (+10): Greater healing can restore any Wound, including those more than an hour old.
• CRIPPLING INJURIES (+20): The power can heal a permanent Crippling Injury (see Incapacitation, page 95). This requires an hour of preparation and only one casting is permitted per injury. If it fails, this caster cannot heal that particular injury (but someone else may try). If successful, the subject is Exhausted for 24 hours.
• NEUTRALIZE POISON OR DISEASE (+1): A successful healing roll negates any poison or disease. If the poison or disease has a bonus or penalty associated with it, the modifier applies to the arcane skill roll as well.
Illusion
Rank: Novice
Power Points: 3
Range: Smarts
Duration: 5
Trappings: Miraculous divine intervention
One of the greatest powers is the ability to create something from nothing—even if it’s not real! Illusion can be used to create a visual scene or replica of most anything the caster can imagine, but it is silent, intangible, and incapable of affecting the real world. For example, illusionary weapons pass through foes, one cannot sit in an illusionary chair, and an illusionary dog has no audible bark.
Those who contact an illusion or doubt it’s real make a Smarts roll as a free action (at −2 if the power was activated with a raise). If successful, that individual is no longer subject to this casting.
The GM should make group rolls for Extras as they point out the illusion’s inconsistencies to each other.
The volume of the illusion must fit within a sphere the size of a Medium Blast Template (4” or eight yards in diameter).
MODIFIERS
• SOUND (+1): The power generates sound appropriate to the illusion. Illusionary allies may talk, illusionary crows caw, and so on. It may not mask or mute existing sound, however.
• STRONG (+2): Smarts rolls to disbelieve the illusion are made at −2.
Invisibility
Rank: Seasoned
Power Points: 5
Range: Smarts (6)
Duration: 5
Trappings: Spiritual cloaking and light deflection
With a success, the character and his personal items are transparent except for a vague blur or outline. Any action taken against him that requires sight is made at −4, or −6 with a raise. The same penalty applies to Notice rolls to detect the unseen presence.
MODIFIERS
• ADDITIONAL RECIPIENTS (+3): The power may affect more than one target for 3 additional Power Points each.
Protection
Rank: Novice
Power Points: 1
Range: Smarts (6)
Duration: 5
Trappings: Ectoplasmic armor
Protection creates a field of energy or armor around a character, giving him 2 points of Armor. With a raise, the bonus is applied to Toughness instead.
Whether the protection is visible or not depends on the Trapping.
Protection stacks with all other armor, natural or worn, and is negated by AP as usual.
MODIFIERS
• ADDITIONAL RECIPIENTS (+1): The power may affect additional targets at a cost of 1 Power Point each.
• MORE ARMOR (+1): Success grants 4 points of Armor (+6 with a raise).
• TOUGHNESS (+1): Protection provides Toughness instead of Armor and is not affected by AP (magical or otherwise).
Relief
Rank: Novice
Power Points: 1
Range: Smarts (6)
Duration: Instant
Trappings: Prayer
Relief allows the caster to recover from a negative condition or the effects of Fatigue.
Recover: The caster removes one of the following conditions: Shaken, Distracted, or Vulnerable. A raise on the arcane skill roll removes two conditions. If affecting more than one target (via the Additional Recipients modifier), the caster may choose which condition(s) to remove for each ally.
Relief can’t remove conditions caused by ongoing effects (Bound or Entangled, Stunned, etc.) unless the source of the effect is removed.
Numb: Reduces the recipient’s total penalties from Wounds and Fatigue by one with success, or two with a raise. An Exhausted (−2) hero with three Wounds (−3), for example, reduces her total −5 penalty to −4 with success, and −3 with a raise.
This effect lasts one hour. It doesn’t actually remove the Wounds or the Fatigue, it just allows the recipient to ignore the penalties. If the target would be Incapacitated by Wounds or Fatigue, she’s still Incapacitated as usual.
MODIFIERS
• ADDITIONAL RECIPIENTS (+1): The power may affect more than one target for 1 additional Power Point each.
• STUNNED (+1): If using the Recover option, the caster may also affect the Stunned condition. This completely removes the effects of being Stunned.
Speak Language
Rank: Novice
Power Points: 1
Range: Smarts (6)
Duration: 10 minutes
Trappings: Spiritual translator
This power allows a character to speak, read, and write a sapient language other than his own. A raise on the arcane skill roll allows the user to appropriately use and understand slang and dialect as well.
MODIFIERS
• ADDITIONAL RECIPIENTS (+1): The power may affect more than one target for 1 additional Power Point each.
Stun
Rank: Novice
Power Points: 2
Range: Smarts (6)
Duration: Instant
Trappings: burst of blinding ethereal light.
Stun shocks a target with concussive force, sound, light, magical energy, or the like. A successful casting means the victim must make a Vigor roll (at −2 with a raise on the arcane skill roll) or be Stunned (see 106).
MODIFIERS
• AREA EFFECT (+2/+3): For +2 points the power affects everyone in a Medium Blast Template. For +3 points the area of effect is increased to a Large Blast Template.
Hero's Journey and Narrative Hook results:
Experience & Wisdom, 5: With a nose for opportunities, horse-trading, and five-fingered discounts, your hero is the go-to person for getting what’s needed in a crunch. He has the Scrounger Edge. (Original result was 8, Danger Sense edge, rerolled as Mystics get this already.)
Education, 18: Either her parents did everything they could to educate her, she attended one of the few schools left in the world, or she might even have found and lived in an ancient library. However managed, she has three additional skill points to spend at character creation, but they may only be spent on Smarts-based skills.
Narrative Hook, 9: The Juicer Uprising. In 105 PA, the promise of a cure for a Juicer’s short lifespan (the Phoenix Treatment) came out of Newtown. The rumor led to a bloody uprising and short war between the resulting Juicer Army of Liberation, Newtown’s forces, and the Coalition. Adventurers discovered an alien plot behind the unrest, but Newtown was destroyed. Maybe you fought in the conflict or were part of uncovering the plot and subsequent battle against the alien threat.
Iconics Sourcebook Information:
HERO’S JOURNEY (TWO ROLLS)
Mystics gain one roll on any of these tables: Enchanted Items & Mystic Gadgets, Experience & Wisdom, Magic & Mysticism.
They gain one additional roll on any table except Cybernetics.
In addition to their inherent gifts, Mystics may take the Champion and Holy Warrior Edges, provided they meet the normal requirements.
GOTTA HAVE FAITH
As channelers of spiritual energy, Mystics have Arcane Background (Miracles), and the following powers (Rank permitting): arcane protection, banish(V), barrier(S), beast friend, blind, bolt, boost/lower Trait, burrow, burst, detect/conceal arcana, confusion, darksight, deflection, dispel(S), divination(H), entangle, elemental manipulation, environmental protection, farsight(S), fear, fly(V), havoc, healing, intangibility(H), invisibility(S), light/darkness, protection, relief, resurrection*(H), shape change, slumber(S), smite, sound/silence, speak language, sloth/speed(S), stun, summon ally, wall walker, and warrior’s gift(S).
Mystics can choose any Trappings for their powers except Necromantic, and gain access to a few special Trappings and Power Modifiers listed here:
MYSTIC POWER MODIFIERS CELESTIAL SILVER (+1): For +1 Power Point, any offensive power replaces its normal Trapping with the Celestial Silver Trapping, which counts as both holy and silver for purposes of Weaknesses. For example, smite can be cast with Celestial Silver on a weapon and it is a blessed silver weapon for the Duration— extremely effective against vampires and demons.
GIFT OF LIFE (+1): For one Power Point the Mystic's healing restores Wounds up to 24 hours old, but she gains a Fatigue level which can only be restored with an hour of rest (relief cannot restore). May be combined with Mass Healing.
SOUL BLAST (+1 to +3): A direct damage power (such as bolt, blast, or burst) may be more effective against targets with natural, body, or power armor. Each Power Point spent grants the power AP 5, to a maximum of AP 15. The AP provided by Soul Blast does not affect vehicles, constructs, or targets inside vehicles (including robot vehicles). This modifier is considered an upgrade of the Armor Piercing Power Modifier (which cannot be used in combination with Soul Blast), and stacks with abilities like the Blaster Edges.
A BEAUTIFUL MIND
Opening up the spirit seems to open up the mind for Mystics, who are also psionics with access to the following very particular power list (Rank permitting): empathy, healing, illusion, mind link, mind reading, object reading(S), puppet(V), relief, speak language, and telekinesis(S).
MYSTIC ABILITIES AND BONUSES
Combining spiritual awareness and commitment to a higher purpose, a Mystic’s gifts are generally welcome wherever they go.
Arcane Background (Miracles): Mystics begin with Arcane Background (Miracles) choosing three powers from the list above, the Master of Magic and Power Points (PPE) Edges, as well as a d6 Faith skill. Mystics begin with 15 PPE (10 PPE base, plus 5 from Power Points).
Arcane Background (Psionics): Mystics are psionics and begin with Arcane Background (Psionics) and Major Psionic, choosing three powers from the list above, as well as a d6 Psionics skill and 20 ISP (10 ISP base, doubled by Major Psionic).
Cosmic Confluence: Mystics enjoy the unique ability to exchange their ISP and PPE as needed as a free action. Power Points shifted like this must be used when they are exchanged; they cannot be shifted and then simply stored. For example, if a Mystic shifts 2 PPE to gain 2 ISP, he must immediately use those points of ISP to enact a psionic power.
Mystic Senses: Extrasensory perception and attunement grant Mystics the Alertness (applies to Spiritual Awareness) and Danger Sense Edges.
Spiritual Awareness: Mystics attune to the spiritual world, gaining detect/conceal arcana as an Innate Ability (see page 68) with the reduced Power Points cost from the Range (Self) and Aspect limitations. They can sense supernatural, evil, ethereal, and energy beings, and any beings using invisibility within line of sight with Notice.
Spiritual Channel: Constantly in contact with spirits, and possibly divine messengers of his faith, a Mystic can use the divination power without using ISP or PPE. Each time he uses it, he must make a Vigor roll to resist gaining a level of Fatigue. Each subsequent use of the power imposes a cumulative −1 penalty on the Vigor check until he gets a full night’s rest (eight hours). It is possible for a Mystic to Incapacitate himself with this ability. Fatigue levels gained from Spiritual Channel can only be recovered with eight hours of rest (relief cannot restore).
MYSTIC COMPLICATIONS
Mystics must maintain strong ethics and behavior in a dangerous, violent world.
Arcane Duality: Mystics get the Arcane Background Edge twice for two different types of powers, but whenever they take a Power Edge, they must choose whether it applies to magic or psionics. Mystics can take the Power Points Edge twice per Rank but only to gain PPE with one use and ISP with the other.
Cybernetics: Mystics suffer the same penalties from cybernetics as any other arcane character (page 113). Except for them the disruption affects two skills (−1 to both Faith and Psionics skills per point of Strain).
Enemies: Mystics are equally hated and reviled in the Coalition and the True Federation of Magic.
Higher Standard: For no added benefit, a Mystic must take a Hindrance representing his spiritual path and cosmological belief system such as Code of Honor, Major Pacifist, or Major Vow (the Vow must be “good” per GM’s approval). If the Mystic violates his chosen Hindrance in a minor way, give the character a −2 to his Faith rolls for one week. A Major abrogation of his Hindrance robs him of all miracle powers for one week. Egregious violations or repeated minor violations cause the character’s Faith-based abilities to be forsaken until the penitent hero completes a great quest or task of atonement.
Power Activators: Like all other casters, Mystics must have their hands free to perform gestures and have the power of speech to cast miracles (see Power Activators on page 119). Entangled, Bound, silenced or otherwise muted Mystics cannot activate new miracle powers until they are free.
MYSTIC STARTING GEAR
Mystics begin with standard Starting Gear, but substituting Adventure Survival Light Armor.
Hindrances
Code of Honor (Major):
Heroic (Major)
Also Vow (Major)
Details:
Code of Honor (Major)
Honor is very important to your character. He keeps his word, doesn’t abuse or kill prisoners, and generally tries to operate within his world’s particular notion of proper gentlemanly or ladylike behavior.
Fight fair, use nonlethal means when possible, take prisoner in preference to kill, treat prisoners well, no torture, forgive rather than seek revenge.
Heroic (Major)
This noble soul never says no to a person in need. She doesn’t have to be happy about it, but she always comes to the rescue of those she feels can’t help themselves. She’s the first one to run into a burning building, usually agrees to hunt monsters for little or no pay, and is generally a pushover for a sob story.
Part of Oath (see below) is to defend the defenseless against violence and other crimes.
Vow (Major) (Iconics)
The character has sworn an oath to someone or something he believes in. The danger in fulfilling the Vow and how often it might occur determines the level of the Hindrance. A Minor Vow might be to serve an order with a broad mandate that rarely conflicts with the party’s goals. A Major Vow makes long-term and frequent demands on the servant’s time and results in great risks to his life.
Oath sworn to Gaia: To fight against oppression wherever it exists.
Race: Human
Bonus Edge
Edges (Source)
Scrounger (Hero's Journey)
Arcane Background (Miracles) (Mystic)
10 PPE
Master of Magic (Mystic)
Power Points (PPE) (Mystic)
+5 PPE
Arcane Background (Psionics) (Mystic)
10 ISP
Major Psionic (Mystic)
Doubles ISP to 20
Alertness (Mystic)
Danger Sense (Mystic)
Detect Arcana (mystic)
Attractive (human)
Charismatic (Hindrance 1)
Sidekick (Hindrance 2) (Dragon Hatchling Gummitch)
New Powers 1 Bolt, Stun Advance 3
New Powers 3 Invisibility, Protection Advance 7
New Powers 4 Environmental Protection, Fly Advance 9
Edge Details:
Scrounger (version listed in RIFTS Players Guide)
Requirements: Novice, Streetwise
Some people are just very skilled at knowing how to find what they need in an urban setting. They know where to look, who to talk to, and how to get what their group needs. A Scrounger can roll to Network, once per session, in any city or large town (−2 in smaller urban areas) to accomplish one of the following:
• Gain 2d4 fully charged E-clips or ammo magazines for the firearms she and her teammates use.
• Acquire a complete reload for one exotic or vehicular weapon, such as a Boom Gun, Mini Rail Gun, or grenade launcher.
• Procure food for 2d6 people for a week.
• Fully restock one Trauma Kit, or find 1d4+1 first aid kits (as found in the NGS2 Survival Pack).
• Find some rare (not necessarily valuable) but needed item (entertainment chips for computers, a spare part for a suit of armor or vehicle, snacks or treats, etc.).
Master of Magic
Requirements: Seasoned, PPE-based Arcane Background, Smarts d8+, Arcane Skill d8+, Occult d8+ [s]
True understanding of the ley lines, Rifts, and eldritch flow of power through the world grants the spellcaster exceptional might and capability. The Master of Magic gains access to the Mega Power Modifiers for all known magic or miracles powers.
Major Psionics
Requirements: [s]Seasoned, Arcane Background (Psionics), Smarts d6+, Spirit d8+, Psionics d8+
A greater control of mind, body, and spirit combined with the overwhelming power available on Rifts Earth means this hero can do much more with her inner strength. Major Psionics double the ISP gained from the Arcane Background (Psionics) and Power Points Edges.
Before attempting a Psionics skill roll, Major and Master Psionics may spend 2 ISP to gain +1 to the roll, or 4 ISP for +2.
Alertness
REQUIREMENTS: Novice
Not much gets by this hero. He’s very observant and perceptive, and adds +2 to his Notice rolls to hear, see, or otherwise sense the world around him.
Applies to Spiritual Awareness.
[Spiritual Awareness (Mystic Ability): Mystics attune to the spiritual world, gaining detect/conceal arcana as an Innate Ability (see page 68) with the reduced Power Points cost from the Range (Self) and Aspect limitations. They can sense supernatural, evil, ethereal, and energy beings, and any beings using invisibility within line of sight with Notice.]
Danger Sense
REQUIREMENTS: Novice
Your hero can sense when something bad is about to happen. When rolling for Surprise (page 108), he adds +2 to his Notice roll to act in the first round. With a raise, he starts the encounter on Hold. In other situations not covered by the Surprise rules (a sniper shot, pit trap, poisoned drink, etc.), Danger Sense gives him a Notice roll at −2 (or +2 if a Notice roll is usually allowed) to detect the hazard and take appropriate action. If this was an attack and the hero makes his Notice roll, the foe doesn’t get The Drop against him.
Attractive
REQUIREMENTS: Novice, Vigor d6+
It’s no secret people are more willing to help those they find physically attractive. Your character adds +1 to Performance and Persuasion rolls if the target is attracted to his general type (gender, sex, species, etc.).
Charismatic
REQUIREMENTS: Novice, Spirit d8+
Your hero is likable for some reason. She may be trustworthy or kind, or might just exude confidence and goodwill. You get one free reroll on Persuasion rolls.
Sidekick
REQUIREMENTS: Wild Card, Legendary (DNA to initial character creation edges)
A character who triumphs over evil time and time again becomes an inspiration to others. Eventually, one of these young crusaders may attempt to join the hero in his epic quests.
The hero gains a Novice Rank sidekick. The sidekick is a Wild Card, starts each session with two Bennies, may Advance, and has abilities that complement his mentor. The player character controls his sidekick just like any other ally, though he may occasionally cause trouble by getting captured, running into danger when he’s not supposed to, and so on. The player should be prepared for his Edge to occasionally become a Hindrance!
If the sidekick dies, he isn’t replaced unless the hero chooses this Edge again. Fortunately, heroes may always spend Bennies for their sidekicks as if she had the Common Bond Edge. Sidekicks must actually take that Edge to do the same for their mentors.
New Powers
REQUIREMENTS: Novice, Arcane Background (Any)
An arcane character may learn two new powers by choosing this Edge (which may be taken multiple times). He may choose from any powers of his Rank or lower normally available to his particular Arcane Background. A character can add a new Trapping on a power she already has instead of gaining a new one. She might add an ice Trapping to her existing fire bolt, for example, so she could switch between ice and fire Trappings freely.
Gear
Adventure Survival Light Armor (TW) Armor +4, Tough +1, Weight 5
Notes: +2 vs all Hazards.
Wilk’s 320 Laser Pistol Range (15/30/60), dam. 3d6 ROF 1 AP 2 Shots 20 Str d4 Weight 2
Notes: The "Classic" is Shooting +1.
two E-clips
NG-S2 Survival Pack Weight 20
Communicator 1500
Holy Symbol 200 Weight 1
Infrared Distancing Binoculars 1200 Weight 2
Trauma Kit 2600 Weight 3
Cash: 0
Total Weight: 33 lb
Gummitch (Dragon Hatchling Sidekick) will carry her Survival Pack, so she is not encumbered.
Laser Weapons
By far the most common type of energy weapon in the world, lasers are relatively easy to manufacture and maintain thanks to few complex moving parts. By the mid-21st Century, portable lasers became a mainstay on the battlefield, and the post-Rifts world sees them as the preferred firearm in every known military, police, and security force. Unlike industrial lasers and related forms, combat lasers emit their beams in short bursts. This allows for semi-automatic and automatic fire options (without any recoil issues). Lasers are also great for piercing armor, and they have excellent range. Cauterize: Anyone Incapacitated by a laser adds +2 to Vigor checks vs Bleeding Out. No Recoil: Lasers ignore the Recoil penalty.
Armor
Stylish and showy, these armors were popularized by arcanists of the Magic Zone and have become staples of personal protection used throughout North America.
Communicator: About the size of a 21st Century mobile phone, this device has a five-mile range and multi-channel capacity. (1 oz, 1,500 credits).
Holy Symbol: A handheld holy symbol easily presented against supernatural evil. More often than not with crosses, the bottom end of the vertical part is sharpened for use as a weapon/stake (Str+d4). The listed price is for a holy symbol made of silver; a wooden one is free or incidentally cheap. (1 lb, 200 credits)
Infrared Distancing Binoculars: Highpowered, with a two-mile range, these digitally enhanced binoculars provide infrared overlays, crosshair targeting, and real-time digital output of distance and estimated travel times to targeted locations (2 lb, 1,200 credits).
NG-S2 Survival Pack: Popular with adventurers and travelers, this basic survival kit is packed with ultralight gear essential to anyone roaming the vast wilderness and ruins of Rifts Earth. (20 lb, 3000 credits)
• Climbing kit with cord, pitons, and hammer; +1 Athletics (climbing).
• Compass/inertial mapper with a mirrored back for signaling; +1 Survival (navigation).
• Emergency Kit with a survival knife, signal flares, and one week of sealed minimal rations.
• Fire starter kit with pocket lighter and flint sparker.
• First aid kit with three uses (each refill costs 100 credits).
• Flashlight and radio (five-mile range), crank and solar powered.
• Hunting/fishing kit +1 to Survival checks to gather food via fishing and trapping small game.
• Sanitation kit with water filter, canteen, mess kit, soap and sterile cloth.
• Two-person tent, insulated with a water collector, providing +2 versus cold or heat environmental Hazards. Paired with an insulated sleeping bag.
Trauma Kit: A few steps above a standard first aid kit, this small field pack contains necessary and useful items for saving lives under the worst conditions. It requires a Healing skill of at least d4 to use. The trauma kit grants a +1 on all Healing rolls. Frequent use requires replenishing the supplies, as dictated by the GM (3 lb, 2,600 credits).