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Robert Little's page

Goblin Squad Member. Organized Play Member. 673 posts (674 including aliases). No reviews. No lists. No wishlists. 9 Organized Play characters. 1 alias.


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I had an identical issue using Chrome on my desktop, but I tried a different browser and it worked fine.

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Still hadn't received as of today, so the reship is appreciated.

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I received the shipping notification for this order on Aug 21st, but as of today (Sept 5th) I haven't received anything and there is no tracking information for the package on the site.

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Man, the store just did not want to work right for me this morning....

Ok, for Order 7590001 please:
Remove Planar Adventures from the order entirely
Move the Deep Cuts mini to the sidecart for shipment with the subscription.

During the order process, the site simply would not accept starting the Pathfinder Rules subscription on anything other than Planar Adventures and it would not let me set the sidecart items to ship with the subscription at all.

Thanks,
Rob Little

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I'm curious whether a Cleric multiclass who obtains a Domain (such as through the Domain class feat) gains access to any other domain abilities besides the domain powers (for example, does a Cleric Multiclass with Basic Spellcasting add domain spells to the divine spell list when chosing spells? Do they add the domain skill as a signature skill? Access and training with the favored weapon?). I'd understand if the skill/weapon access weren't, but the spell list add really seems like it should be minor enough to be a "freebie" as part of the access.

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They do need to add some sort of a minor crew action to re-balance shields...otherwise, it's really hard to justify them on fighters, low crew ships

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I can see that the Space Goblin pawn says "Goblins, Space"....however, in my head it says "Goblins in Spaaaaace".

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Do the ships presented on the maps correlate to specific models of ships from the Core Rulebook?

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On P. 317 "Unlike rounds in combat between characters, a round of starship combat doesn't correlate to a specific amount of time." So it is intentionally ambiguous.

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This ability seems a lil strong for a first level ability (situational, but still strong). "You are immune to the harmful environmental effects of outer space and vacuum." So does that mean a character with the ability is immune to radiation damage from cosmic rays, can breathe in space, and is not susceptible to explosive decompression? (Baring guidance, I'd probably say "they can tool around without a spacesuit, but still need an air supply").

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No Iain M. Banks. List is invalid.

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Stratagemini wrote:
Whatever it is will probably involve prophetic dream sequences, or memory dream sequences maybe (since Prophecy doesn't work in Golarion since the death of Aroden). They turn up in every Avellone game I've ever played.

If the game is true to the Adventure Path, it would have dream sequences regardless of whether Avellone was involved or not....

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Stratagemini wrote:
Actually, Why is Fireball okay but not Grippli? They're both OGL, right?

Nope. If it is in the SRD it is available to use, but if it isn't it is considered D&D IP and not available (other examples would be Beholders or Mind Flayers). That said, I'm surprised that Grippli showed up in the Advanced Race Guide if they were D&D IP.

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Vic Wertz wrote:
People in the Kickstarter comments thread keep talking about Grippli. Grippli are D&D IP, and are not available to us without the OGL, which we are not using. Which is to say, Grippli will 100% for sure NOT be in the game.

Am I correct in thinking Owlbears would fall in the same boat? How are we going to have a Kingmaker game without Owlbears dying on every loading screen?

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Stratagemini wrote:
There's been Surprisingly little american Press. No Kotaku, No IGN, no Paizo itself chiming in via a blog or news post. Which honestly is pretty darn weird.

My experience is unless a Kickstarter does exceedingly well on its first day it doesn't get any special press coverage until a week or so into the project.

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Most CW shows are on Netflix within a week of the season ending now.

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BMO wrote:

Oh sweet baby Erastil that is an ugly logo and cover for the core rulebook.

...

Don't get me wrong, I'll still be buying these products, but I REALLY hope that the final product looks a little more appealing. Though I have a feeling the ship has sailed on that unfortunate logo.

While I'm sure that isn't the final cover art (since a) they said it isn't and b) they tend to like more action on their covers), I totally concur on that logo. Orange is never the right answer.

I'd prefer something that looked more like either the old Star Frontiers RPG trade dress or the Star Trek logos from TOS movies, if we are going to go retro.

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Bard with the demagogue archetype from Ultimate Magic. Talk crowds into burning it all down for you.

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Katina Davis wrote:


Thanks for your understanding with this mixup! Please don't hesitate to ask if there are any further questions or concerns that you may have in the meantime, and I will be more than happy to help out.

Thanks!
Katina

Thanks much Katina!

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Well, apparently my subscription order finalized so its probably too late now...sigh. So much for saving money on shipping.

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Please combine Order #4051585 with my pending subscription shipment (#4014154).

Thanks,
Rob

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I wanted to place an order using the summer discount code and have it shipped with my subscription shipment, but not sure what the best way to do this is. If I change the shipping instructions to ship with PO#, I don't get an opportunity to add the discount code. Any help?

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8-9, not sure if it was Star Frontiers or the original D&D Basic set (the one before the "Red Box"). My pastor's son worked for Random House in their distribution warehouse and he would pass along freebies he got now and then. When I was younger I got Little Golden Books and activity books, but when I got older and Random House started handling TSR distribution, I got stuff from D&D, Top Secret, Star Frontiers, etc.

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Just saw this...looks great. I'm only planning on using mythic stuff in the last parts of Sins and in Spires (basically having the players get mythic rank 1 near the end of Sins), so having mythic versions of the monsters from Spires will help immensely.

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Do reprintings of the Rise of the Runelords base game have the updated rulebook?
Is it possible to purchase an updated rulebook (seriously, I'd pay $5 for it)? (Sure I can just go and print one, but what will that do for my OCD? Nothing, thats what).

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Garona really needed to have more CGI than just the green skin. She was just a green human with bad teeth and hair.

The Alliance dialogue was bad. Sometimes you hear about great actors elevating bad material...this was not one of those times.

I'll give a pass to Travis Fimmel who I could at least buy as Lothar, even if he was phoning it in. Dominic Cooper was not a good King Llane.

The orcs were great across the board tho - Durotan, Ogrim, Blackhand, and Gul'dan all looked amazing and their actor's performances really shone thru the mocap, which was the best I've seen. No uncanny valley at all.

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bluesman95 wrote:

TSR did star frontiers in 1982 i dont think it really caught on.

I loved the setting for Star Frontiers and it actually had a pretty good ship/vehicle/power armor crafting system (if you included the articles from Dragon magazine). It had decent support and right before it died, they published what was supposed to be the first in a series of new rules updates (Zebulon's Guide). Unfortunately, I think it got killed when Lorraine Williams took charge of TSR and switched the sci-fi focus to Buck Rogers.

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Azih wrote:
Since Paizo is adamant that Starfinder will be Pathfinder compatible enough that Pathfinder monsters can just be dropped into Starfinder (Power Marine fighting Dragons!) I don't think Starfinder needs its own Bestiary Line. New additions to the Core Bestiary line just have to include an alien themed section that is more relevant to Starfinder but can be used just as well in Pathfinder and Done!

It doesn't necessarily need a whole line, but there is absolutely a need for a basic collection of critters than can be used immediately with ZERO conversion for folks who are either inexperienced or don't own (or want to own) Pathfinder books. Once we have a initial Bestiary tho, I think we'll probably be able to go a while before the next (either with the critters added by the adventure path or from 3rd Party materials).

Ideally the Starfinder Bestiary would mostly (80%+) be new creatures and the remaining would be converted versions of existing creatures that would be more difficult to convert on the fly, with info on how they fit into the future setting.

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I don't want a design system where you can build a ship from absolute scratch, partially because it is a min/max'ers dream and as a GM I don't want to have to try to break out spreadsheets to have to microanalyze what my players are trying to pull over on me. I'd much rather have a collection of base ships that can be modified, maybe kind of like the Unleashed Eidolons - a base chassis (combat, hauler, mid-range, racer), a size template, and then a pool of available points to purchase upgrades with (along with cash expenditures for the parts and labor). A new ship might not come fully kitted out and have some points "free" for players to add new components, on others they may have to remove equipment in order to fit in other toys. You could even allow for the ships to "level" allowing more points of equipment to be added to the ship (not so much that the ship all of a sudden gets more room, but maybe some of the old gear manages to get streamlined to take up less effective space).

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Torbyne wrote:
Ah, nice. We were looking at the same source material and coming to slightly different conclusions. 1-2 hardbacks a year isnt a subscribable line to me though so i was thinking of the AP line as the only one with the hardbacks as the occasional...

I'm assuming it will be a subscribable line...it may not have quite as much as the Pathfinder line to start with, but it'll probably be enough to warrant it - I'm assuming that there will be a Starfinder GM's screen in the first six months and maybe a Player Character Folio after that, then it'll be time for the first hardcover book. That said...I wonder if Paizo will be going with the $9.99 discounted price on the Starfinder Core Rules PDF like they do with Pathfinder Core Rules PDF.

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Torbyne wrote:
Weird, what sources did you read for that? I am doubting myself now but for some reason i was sure that it was going to be one core book and then one product line with books mixing GM, Player, Setting and AP all in one. That is why i was hoping it would be only larger page count softback a month. To an extent this kind of thing already happens. Say the AP is set in the bowels of Absalom Station, the book starts off with new traits, feats, archetypes and gear that everyone can use. the next chapter is the background and history of this part of the station, then there is the GM only AP information for a good while and then the last few pages are beastiary entries for what new creatures are used in the book. If the line does well enough we could see collected products focusing on just character options, setting info or space beastiaries but i dont see those becoming staple product lines you would subscribe to.

This is from Geek and Sundry's Interview with James Sutter:

Quote:
With Pathfinder, we’ve got the monthly Adventure Path and the monthly Player Companions and Campaign Settings and all these different lines. Starfinder is going to be much smaller. We’re gonna have the Core Rulebook coming out at GenCon 2017 and we’ll probably do a hardcover or slightly more each year. The main thing we’re going to be doing is the Starfinder Adventure Path, a monthly AP product which will have not just the adventures, but new setting information, new rules information, new monsters. That’s going to be one of the primary vectors through which we give people new information about the world and the rules.

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Torbyne wrote:
Will Starfinder have two lines? I thought i saw multiple references to just one line. Coincidentally having just one line is probably the concession to not wanting to rattle the Pathfinder base too much or too heavily invest in an unproven product. Having it as an all in one, maybe something around 25 bucks a month for a 94 page book? (Hopinghopinghoping) is what is really tempting me to subscribe to it. Pathfinder materials i find have only 1-2 interesting pieces per book and too many books per month to subscribe to anything which is why i wait to flip through books and see if there is anything i would put money down for.

Well, the Starfinder Core Rules are a line of their own, separate from the Adventure Path's, and I'm sure that we'll see a Starfinder Bestiary soon enough. I don't expect the rules line to swell too quickly, maybe 1-2 hardcovers a year.

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From what I understand the product output for Starfinder (at least out of the gate) will be significantly less than Pathfinder. Unlike Pathfinder which has five RPG lines (the rules, campaign, companion, adventure path, and modules), Starfinder will only have two (rules and adventure path). If it is successful enough to warrant additional product lines, that means it will probably be successful enough to warrant the additional staff necessary to support those lines.

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Rocinante (The Expanse)
White Star (Babylon 5)
Galactica (Battlestar Galactica 2004)

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David knott 242 wrote:

I would have to imagine that spaceships are made of materials with absurdly high hardness....

I wouldn't expect it to be higher than 20 (adamantine). However, I would expect that the amount of damage a guy with a sword could do with a sword should be trivial to a battleship ( a few strategic cuts could probably disable a fighter, but on something the scale of a cruiser, it should be pointless to try).

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theheadkase wrote:
@Robert Little - I'd like to see something that supports PCs being at stations providing things to do in combat. FrEx: Weapons station is attack rolls, engineering station is repair rolls and rolls to provide a bonus to attack or defense (via shielding) by rerouting power, comms station for diplomacy or intimidation or bluff, etc.

That would be fine. I'm just wary of a system that gives ships an AC, a bunch of hit points, and has ship based weapons that do damage inline with what PC's do ("I swing my sword at the ship and hit AC 28." "Ok, you hit roll damage."..."The ship fires one laser cannon at the fighter and one at your ship. It hits both times, rolling 8d6 damage for each.")

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Is the goal for starships/space combat to use a system that scales up from personal combat (ala the vehicle system in Ultimate Combat) or to have a separate system that PCs can only indirectly affect (for example, PC's directly attacking a vessel as opposed to fighting vessel on vessel). My preference would be a separate system as the scaling never seems to work right, although that might affect backwards compatiblility for folks wanting to have space cruiser vs outer dragon battles.

Mecha? Golemecha? Flumphs in power armor?

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So in several of the books, they point out that Aasimar don't have to be born to human parents, other humanoid races can have aasimar children as well.

I was thinking of tweaking the "Scion of Humanity" alternate racial trait to allow players to plug in other appropriate races, but otherwise leaving the trait as written. Am I overlooking any negative consequences of doing this?

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Dragon Empires Hardcover
Great Beyond Hardcover
Impossible Kingdoms (Vudra) Gazetter
Qadira source book
Beneath the Waves Gazatter (underwater nations beneath the Inner Sea)
Eldest / First World Sourcebook (in the same vein as Chronicle of the Righteous / Book of the Damned)
Fragments of Time Source book (info to run alternative history or time travel campaigns; similar to Second Darkness - Armageddon Echo)

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The story seems to imply both of her parents may still be alive...what kind of adventurer has those?!?

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Spiral_Ninja wrote:

I just had a thought about one of the visions:

** spoiler omitted **

Spoiler:
In the comics, there is a Trial of the Flash storyline that they may be hinting at. The blurb for the collected story is:

Following the murder of The Flash’s wife, Iris, by his greatest foe, The Reverse-Flash, the two costumed characters are locked in a round-the-world race and battle – one that ended in the death of the evildoer. This is only the beginning of a startling chain of events for The Fastest Man Alive, as he is arrested on a charge of murder. A police scientist himself in his civilian identity of Barry Allen, The Flash begins to build his defense. But when his famous Rogues Gallery of villains decides to get revenge for the death of one of their own, The Flash must battle their patsy: The massively powerful villain called Big Sir. And that’s all before the trial even begins . . .

It wouldn't surprise me if they are planning on modifying and adapting this arc and that shot was just a hint of it.

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Hama wrote:
Bart?

Bart Allen is a distant (30th Century) descendant of both the Allen and Thawne bloodlines (because of Barry's time travel, he's only a grandchild of Barry, but there are more generations on his Thawne side). At some point he gets brought to the present as a young boy and is mostly known as Impulse, a sidekick of Wally West and ward of Max Mercury.

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Ed Reppert wrote:

Do you have evidence for your assumption that LW has prohibited the community from providing AP stuff, other than "it's going away"?

Seems to me that could just as well mean that whoever has been running the community effort has decided to pull the community AP stuff, with no input whatsoever from LW.

In the past, whenever Hero Lab has offered official support for a particular book/line, some community authors have independently pulled their data files. In some cases, it was because the author's of the community files had their work purchased by Lone Wolf and their files became the basis of the official product and as part of that agreement the author's agreed to no longer freely distribute the files.

One thing about LW taking on the AP files is that the community no longer has to support it - they don't have to worry about bug fixes when a new major revision of the Pathfinder files happens; its all on LW now. That can leave the community time to focus on other options like more spell adjustments :)

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Berselius wrote:
Sigh, yet even more Paizo Publishing promotion for what is, in a nutshell, just another version of Wizards of the Coast's "D&D Tools" (aka a stat block generator we have to pay for). One day we'll get a free stat block generator I guess...one day...one sweet sweet day...

There is no possible way to have a character builder with the level of functionality of Hero Lab, with nearly day-of-release support and reasonably expect it to be free. Entering the content alone (without updates to the actual software for big changes, performance updates, etc) would easily be a full time job for at least one person (maybe two). Lone Wolf uses contractors and splits the work, so they don't need to have dedicated staff, but still, there is a lot of labor involved and that labor deserves compensation (Full disclosure: I used to be one of those contractors).

Back in the 3.x days, there were a handful of folks who worked on the "HeroForge" spreadsheet for Excel and did it for free as a labor of love. They tried to incorporate most of the WotC material into the spreadsheet (focusing on stuff that was usable in Living Greyhawk), but it was at their own pace and it could be months before a new book was incorporated into the sheet. In addition, it had only a small fraction of the functionality; it didn't automatically apply spell or magic item effects and at least early on you could only use the spreadsheet on Windows PCs (as it required VisualScript functionalities that weren't available on Mac OS). I used it and honestly loved it, but at the same time, it was the best horse in the race and if there had been a program that did everything that HeroForge did and more, I would have happily paid for it (there were other paid programs available, but they offered even less functionality than that spreadsheet did).

Sorry for the rant, but the whole "give me free stuff" thing is a pet-peeve of mine.

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Ross Byers wrote:
But I wonder which outsider model, if any, supports slightly less outlandish, but clearly supernatural creatures like Rummy-tum-tugger, or the eidolons of Sarkoran God-callers.

Maybe not all of the models are plainly outsider...I could easily see a "Magical Beast" or "Abomination" theme as well.

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I'm curious how the Unchained classes play with existing archetypes and prestige classes. With they seamlessly work, will they or the archetypes/p-classes require minor, house-ruled tweaks, or are they largely incompatible? Does the book address this at all or does it leave it to the GM/Players to resolve?

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I saw this article the other day and thought that maybe there would be a Paizo blog post or announcement shortly after, but so far bubkiss...

PAIZO STRIKES DEAL WITH GOB IN TUX

I'm assuming Polaris is an already existing RPG that is just being translated/adapted for English audiences, but I'm not having any luck finding more info. Anyone know anything more about this game other than what is in the article?

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Nate Z wrote:
Robert Little wrote:
No love for Donahan...sigh.
Who?

Donahan is Alain's horse.

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I've looked, but not found, a RAW metamagic feat that will increase the size of walls or other spells that create an area of effect made up of 10' cubes. Anyone know if I am missing something or is that simply an option that has been overlooked?

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Depending on the difficulty / economy of the campaign, Rich Parents can be worthwhile in that it will give the PC a leg up making survival until they accumulate more wealth a possibility. Sure its effectiveness disappears as you level up, but it may be what allows you to level in the first place.


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I like the idea behind E6, but I find the stagnation of the character to be boring (I have the same problem with only 20 levels in a class). The character goes up 6 levels, then just stops, gaining some feats after that. The most they can hope for is a dm that is willing to turn the higher level abilities into feats. So, I came up with an alternate idea, of sorts...

It is a combination of E6, Gestalt and Dual-Classing (from second addition). Multiclassing under the current rules is out. But, when the Character hits 6th (or what ever max level the DM is using, for E8 etc.) they can start over in another class. HP, Skill points, BAB and Saving throws work like Gestalt, they are replaced with the higher value from previous levels. The XP to gain the next level would be the equivalent to what is needed to get to the new level in the class +1. (So 2nd level xp for the first level, and 7th level xp for the 6th level in the class)

An example: The 6th level wizard dual-classes into a fighter. The wizard does not get a +1 bab at 1st level, but the fighter does, so the characters BAB increases by 1. But when the character becomes a second level fighter, the wizard side already gives a +1 BAB, so the BAB is not increased. The bonuses replace, not stack, with the original bonuses of that level for the character, like a gestalt character.

This would continue to provide the same spell level limitations, BAB limitations and all the other limitations of e6.

One of the problems is Hit Points. Most people don't keep track of the Hit point amount they gain at each level. An easy alternate is to add two hit points per hit die increase. So the wizard in the above example would gain four hit points, increasing the max to 10.

Feats would still occur every other level, and ability score adjustment would also increase at 4th (realize that after the first time, it takes 6 levels to increase a score, not 4).

Special abilities would build up, but the power levels would still be lower powered. The number of skills would increase only horizontally, not vertically, and only when a class with higher skill points is taken. And the highest power magic items would still be incredibly limited.

Just a thought. Any input is welcome. :)


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DrDeth wrote:
And, speaking in character has been required by all sorts of RP heavy DMs, it's not "Old School" at all.

Old School doesn't have to mean bad, some of the idea's were very good. Only speaking in character is very much old school.


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The DM is ALWAYS right


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The only problem I have with too much background is what a waste of time it is if the DM can't use it. I've experienced this from both sides, as a DM (just couldn't/didn't fit it in) and a player... so everything I just told you was ignored.. \excellent\.

I've also found that certain types just don't fit in a role-playing game, no matter how cool they are. The lone wolf (wolverine at some of his best moments), the silent type (Batman all the g*! d@~ned time), and arrogant jerk (Spock at his worst moments).

  • The lone wolf in a cooperative game is a problem. If you go off on your own, you die, and/or there are other players here they want to play too.
  • The silent type has to talk more, not less (a lesson learned the hard way) then all the other players, because he's describing all his actions, while the character says nothing. Most players don't realize this until it's too late: not talking is also not role-playing.
  • The arrogant jerk causes trouble, for all the same reasons they do in real life, no one wants to be around them. I don't care how powerful you are, I don't want to deal with you.

It's frustrating saying not to do it to a player, as a DM or a fellow player, and every single one likes to argue,
Every Single One wrote:
"No, I can do it!"

Fine, try, when you fail don't blame me.

Shuriken Nekogami wrote:
i am also pro-loli

I am also pro-loli, I'm currently playing a 4'9" 95lbs 19year old girl that is the head treasurer of a growing kingdom (Kingmaker) gives me the giggles every time i think about it... 10th level sorcerer/rogue(gestalt), all kinds of bad-@$$ness, cute as a button too.


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darth_borehd wrote:
Kenneth.T.Cole wrote:

I've noticed repeatedly comments in various threads by players and the game developers that buying magical items is common place.

Now, Pathfinder Society ASIDE (please), how many GMs out there really have players buying magical items like most of us buy appliances at the local store?

A simple Yes/No is good, but comments and advice are appreciated :)

Thanks!

Ken

Kinda.

Merchants hawking "magical" wares are a dime a dozen in my world. However, my players quickly realize that anything they can buy is likely fake or cursed.

I roll some percentile dice. A roll of 1 to 50 means the item is fake. A roll of 51 to 98 means it is cursed somehow (I pick or roll for a random cursed property). A roll of 99 means that it mostly works as advertised but with a drawback (like being stolen and sought after by its owner). If they come up 00, I let the item they are being a real, uncursed, no strings attached item.

If my dm did this to me, the first time i'd laugh and kill the hell out of that merchant, the second time i'd be pissed/but would deal, the third time i'd make it my goal to destroy the campaign, and do my best to never let him dm again. if i have detect magic i would know that it's a fake and i'd enjoy spreading those cursed items around, just to mess with the dm.


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I know this is a little off topic, but, everyone i know that has read the book say this makes them better:

Think of Edward as a white court vampire (from the Dresden Books), one that feeds on angst. It makes it all make sense.


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Mad Alchemist wrote:
I've always wanted to see a shape shifting class that combined the various shape shifting prestige classes and abilities into a good balanced base class.

Here you go.

I included the spells that are copied in the class.
Shapeshifter

Level BAB Fort Ref Will Special
1st +1 +2 +0 +0 Shape Change, Improved Unarmed Strike
2nd +2 +3 +0 +0 Natures Armament
3rd +3 +3 +1 +1
4th +4 +4 +1 +1 Morphic Weapons
5th +5 +4 +1 +1
6th +6 +5 +2 +2 Fast Shape Change, Natures Armament
7th +7 +5 +2 +2
8th +8 +6 +2 +2 Reflexive Change
9th +9 +6 +3 +3
10th +10 +7 +3 +3 Natures Armament
11th +11 +7 +3 +3
12th +12 +8 +4 +4 Morphic Healing
13th +13 +8 +4 +4
14th +14 +9 +4 +4 Natures Armament
15th +15 +9 +5 +5
16th +16 +10 +5 +5 Morphic Reach
17th +17 +10 +5 +5 Infinite Variety
18th +18 +11 +6 +6 Natures Armament
19th +19 +11 +6 +6 Evershifting Mind
20th +20 +12 +6 +6 Evershifting Form
Shapeshifter
Alignment: any
Hit Die: D10

Class Skills
The shapeshifter’s class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Fly (Dex), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (nature) (Int), Knowledge (Planes) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Survival (Wis), and Swim (Str).
Skill Ranks Per Level: 6 + Int modifier.

Class Abilities:
Weapon and Armor Proficiency: A shapeshifter is proficient with all simple weapons and with light armor

Improved Unarmed Strike (Combat)
You are skilled at fighting while unarmed.
Benefit: You are considered to be armed even when unarmed— you do not provoke attacks or opportunity from armed opponents when you attack them while unarmed.
In addition, your unarmed strikes can deal lethal or nonlethal damage, at your option.
Normal: Without this feat, you are considered unarmed when attacking with an unarmed strike, and you can deal only nonlethal damage with such an attack.
Shape Change (Su): A shapeshifter is the master of her shape, changing it at will. The shapeshifter can use Shape Change to grow or shrink at will. These effects work like enlarge person, and reduce person. Shape Change can only be used on the shapeshifter. Changing form (to or back) is a standard action and doesn’t provoke an attack of opportunity.
A shapeshifter has to spend at least 10 hours a day in her normal form, not using this ability. This rest time is reduced by 1 hour for every two levels of this class. So 9 hours at 3rd, 8 hours at 5th, 7 hours at 7th, 6 hours at 9th, 5 hours at 11th, 4 hours at 13th, 3 hours at 15th, 2 hours at 17th, and 1 hour at 19th. These hours can be spent sleeping, as long as they are continuous, the character can do anything with them. If the character doesn’t spend this time resting for 24 hours she loses the ability to use Shape Change the next day or until she spends this continuous time not in a form.
At 3rd level, the shapeshifter can look like other people, and humanoids, this ability works just like alter self.
At 5th level, the shapeshifter can make bigger modifications to her form, she can now take on forms of other creatures or become insubstantial. This ability works just like beast shape I or gaseous form. The form chosen must be that of a creature the shapeshifter is familiar with.
A shapeshifter keeps her ability to speak even while in a form that cannot speak, including verbal components of spells. She can also, communicate normally with other animals of the same general grouping as her new form. This does not give her the ability to speak other humanoid languages, even if she is in the form of a humanoid.
At 7th level, a shapeshifter can use Shape Change to change into a Large or Tiny animal or a Small elemental. When taking the form of an animal, a shapeshifter’s Shape Change now functions as beast shape II. When taking the form of an elemental, the shapeshifter’s Shape Change functions as elemental body I.
At 9th level, a shapeshifter can use Shape Change to change into a Huge or Diminutive animal, a Medium elemental, Small or Medium magical beast, or a Small or Medium plant creature. When taking the form of animals or magical beasts, a shapeshifter’s Shape Change now functions as beast shape III. When taking the form of an elemental, the shapeshifter’s Shape Change now functions as elemental body II. When taking the form of a plant creature, the shapeshifter’s Shape Change functions as plant shape I.
At 11th level, a shapeshifter can use Shape Change to change into a Tiny or Large Magical beast, a Large elemental, a Large plant creature, or a Medium chromatic or metallic dragon. When taking the form of an magical beast, the shapeshifter’s Shape Change now functions as beast shape IV. When taking the form of an elemental, the shapeshifter’s Shape Change now functions as elemental body III. When taking the form of a dragon, the shapeshifter’s Shape Change now functions as form of the dragon I. When taking the form of a plant, the shapeshifter’s Shape Change now functions as plant shape II.
When in Form of the Dragon I, II, and III the character can only use the breath weapon every 1d4 rounds, and the DC for the save is 10 + half her shapeshifter level plus her Constitution modifier, just like a real dragon.
At 13th level, a shapeshifter can use Shape Change to change into a Huge elemental, a Huge plant creature, a Large chromatic or metallic dragon, or a Large giant. When taking the form of an elemental, the shape shifter’s Shape Change now functions as elemental body IV. When taking the form of a plant, the shapeshifter’s Shape Change now functions as plant shape III. When taking the form of a Dragon, the shapeshifter’s Shape Change now functions as form of the dragon II. When taking the form of a giant, the shapeshifter’s Shape Change now functions as elemental body IV.
At 15th level, a shapeshifter can use Shape Change to change into a Huge chromatic or metallic dragon, a Huge giant or gain a body of iron. When taking the form of a dragon, the shapeshifter’s Shape Change now functions as form of the dragon III. When taking the form of a Giant, the shapeshifter’s Shape Change now functions as giant form II. When taking the form of iron, the shapeshifter’s Shape Change now functions as iron body.

Natures Armament (Su): At 2nd level, and every 4 levels after, a Shapeshifter may choose one of the following abilities. These abilities, unless otherwise noted, are only applicable while the Shapeshifter is in Shape Change form.
Armor of the crocodile: the Shapeshifter’s natural armor bonus is improved by +1 per four Shapeshifter levels (take shapeshifter level divide by 4, round down). This is an actual improvement, not an enhancement bonus.
Blaze of Power: While in fire elemental form, the Shapeshifter is covered in a blaze of power, which functions as a warm fire shield at a caster level equal to her Shapeshifter level.
Claws of the Grizzly: The Shapeshifter gains a +1 bonus per 4 class levels (minimum one) on damage when using natural weapons.
Earth’s Resilience: requires level 7, The Shapeshifter gains damage reduction 1 per 3 levels/-. This DR changes to match the form of the creature the shapeshifter changes into, i.e. if the creature has DR 10/Silver, the shapeshifter adds 1 per 3 class levels onto the DR, but retains the vulnerability. If the form doesn’t have any DR, it remains /-.
Nature’s Weapon: the Shapeshifter gains a +1 enhancement bonus on attack rolls when using natural weapons, and attacks are treated as magic weapons for the purpose of overcoming damage reduction.
Robe of Clouds: While in air elemental form, the Shapeshifter may as a free action wreathe her body in mist and clouds for 1 minute per four class levels (shapeshifter levels divided by 4 round down) or until the effect is dismissed. This gives full concealment, though it does not affect the ability of the shapeshifter to see or act at all.
Serpent’s Coils: When in the form of a creature that normally has the improved grab ability, the Shapeshifter gains a +4 bonus on all grapple checks and does damage equal to 1d8 + Strength bonus after winning an opposed grapple check.
Water’s Flow: To use this ability, the Shapeshifter must be able to use Shape Change to take the form of an elemental. Three times per day as part of a move action, the character may transform her body into a flowing rush of water. She may move at double her base land speed while in this form but does not provoke attacks of opportunity while doing so. She may do nothing but move while in this form. At the end of her move, she immediately changes back into whatever form she was in prior to activating this ability. She may use this ability while not in Shape Change form.
Wild Growth: requires level 14, the Shapeshifter increases her regeneration by 5 (note if no regeneration is had, this gives her regeneration 5).
Speed of the Wind: In any form the Shapeshifter increases one movement type by 10 feet per 4 levels. Any flight abilities improve maneuverability by one category.
The DM and player can work to come up with more ability’s that could fall into this area. As guidelines the abilities should never give more than a +5 to a single minor ability or +1 to a major ability.

Morphic Weapons (Su): At 4th level, as a move action, a Shapeshifter can grow natural weapons such as claws or fangs, allowing a natural attack that deals the appropriate amount of damage according to the size of the form (see table below). These Morphic Weapons need not be natural weapons that the creature already possesses.
If the Shapeshifter’s form already has a natural weapon of that type, the weapon deals damage as if it were one category larger. The shapeshifter can use this ability even when not using Shape Change, but still must obey the resting rules for Shape Change.
A Shapeshifter can change Morphic Weapons as often as he likes, as long as it’s with in the time limit of the Shape Change time frame. She can only create one type of attack at a time, so either a set of claws, a tentacle, teeth, horns or a tail.

Size Slam or Tentacle Bite Claw or Sting Gore or tail
Diminutive 1 1d2 1 1
Tiny 1 1d3 1d2 1d2
Small 1d3 1d4 1d3 1d4
Medium 1d4 1d6 1d4 1d6
Large 1d6 1d8 1d6 1d8
Huge 1d8 2d6 1d8 2d6

Fast Shape Change (Ex): At 6th level, a Shapeshifter can use her Shape Change ability as a move action, rather than as a standard action.

Reflexive Change (Ex): At 10th level, a Shapeshifter has the ability to Shape Change in response to an opponent’s action once per day. If she chooses to use this ability, she then can change form as an immediate action in response to the action of another creature. She remains in this new form until she chooses to change shape. A Shapeshifter gives up her next action to make a Reflexive Change.
If the Shapeshifter has gained the Evershifting Form she can use this ability as often as she likes (although never more than once per round). Each time she uses it, she loses her next action.

Morphic Healing (Su): At 12th level, a Shapeshifter becomes able to change her form where wounds appear, creating smooth skin to cover the injury. The Shapeshifter gains Fast Healing 3. At 20th this increases to Fast Healing 5.
This ability only works while the Shapeshifter is not using Shape Change, as all her physical energy is used on healing.

Morphic Reach (Su): A Shapeshifter of 16th level or higher can suddenly stretch its limbs, neck, or other appendages outward, giving it 5 more feet of reach than the creature it’s emulating. Unlike most creatures, Shapeshifters don’t appear to have a longer reach until the actually use it.
This ability works even when the Shapeshifter is not using Shape Change.

Infinite Variety (Su): At 17th level, a Shapeshifter gains the ability to create completely imaginary forms when she uses Shape Change. To create an imaginary form, she must spend 1 full round per the number forms she is combining; if she succeeds she then can choose one form that she can change into, she then chooses a single aspect of a second creature whose form she could also assume and add it to the first creature. Her available options include the following.
&#8729; Replace the base form’s natural armor bonus with that of the second form.
&#8729; Add the second form’s movement modes.
&#8729; Add one of the second form’s natural attack types (with the appropriate reach), if the base form doesn’t have that attack type already.
&#8729; Add a listed ability of the second form.
&#8729; Replace one of the base form’s physical ability scores, if both the base form and the second form are the same size category.
At 19th level, the shapeshifter can add two aspects from the second form, or one aspect from a third form.

Evershifting Mind (Su): At 19th level, the Shapeshifter has changed forms so many times that her mind has changed. The Shapeshifter is unreadable as if affected by a continuous nondetection spell. This is always in effect in all forms, with a DC of 11 + Shapeshifter level.
This ability also gives the Shapeshifter spell resistance against Enchantment and Illusion spells and spell-like abilities. This resistance is equal to her Shapeshifter level + 11.

Evershifting Form (Su): At 20th level, the Shapeshifter has reached the pinnacle of shapechanging. The Shapeshifter gains the Shapeshifter subtype and becomes immune to any Transmutation effect unless she is willing to accept it.
The Shapeshifter no longer has any recovery time between forms.
The Shapeshifter becomes adept at distributing her form’s vital organs around her body to keep them safe from harm. Shapeshifters are immune to sneak attacks, and critical hits.
A Shapeshifter no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place.
Bonuses still accrue, and the Shapeshifter still dies of old age when her time is up.

Spells copied:
Enlarge Person
School transmutation; Level sorcerer/wizard 1
casting
Casting Time 1 round
Components V, S, M (powdered iron)
effect
Range close (25 ft. + 5 ft./2 levels)
Target one humanoid creature
Duration 1 min./level (D)
Saving Throw Fortitude negates; Spell Resistance yes
description
This spell causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8. This increase changes the creature’s size category to the next larger one. The target gains a +2 size bonus to Strength, a –2 size penalty to Dexterity (to a minimum of 1), and a –1 penalty on attack rolls and AC due to its increased size.
A humanoid creature whose size increases to Large has a space of 10 feet and a natural reach of 10 feet. This spell does not change the target’s speed.
If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it—the spell cannot be used to crush a creature by increasing its size.
All equipment worn or carried by a creature is similarly enlarged by the spell. Melee weapons affected by this spell deal more damage. Other magical properties are not affected by this spell. Any enlarged item that leaves an enlarged creature’s possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage, and projectiles deal damage based on the size of the weapon that fired them. Magical properties of enlarged items are not increased by this spell.
Multiple magical effects that increase size do not stack,.
Enlarge person counters and dispels reduce person.
Enlarge person can be made permanent with a permanency spell.

Reduce Person
School transmutation; Level sorcerer/wizard 1
casting
Casting Time 1 round
Components V, S, M (a pinch of powdered iron)
effect
Range close (25 ft. + 5 ft./2 levels)
Target one humanoid creature
Duration 1 min./level (D)
Saving Throw Fortitude negates; Spell Resistance yes
description
This spell causes instant diminution of a humanoid creature, halving its height, length, and width and dividing its weight by 8. This decrease changes the creature’s size category to the next smaller one. The target gains a +2 size bonus to Dexterity, a –2 size penalty to Strength (to a minimum of 1), and a +1 bonus on attack rolls and AC due to its reduced size.
A Small humanoid creature whose size decreases to Tiny has a space of 2-1/2 feet and a natural reach of 0 feet (meaning that it must enter an opponent’s square to attack). A Large humanoid creature whose size decreases to Medium has a space of 5 feet and a natural reach of 5 feet. This spell doesn’t change the target’s speed.
All equipment worn or carried by a creature is similarly reduced by the spell.
Melee and projectile weapons deal less damage. Other magical properties are not affected by this spell. Any reduced item that leaves the reduced creature’s possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them).
Multiple magical effects that reduce size do not stack. Reduce person counters and dispels enlarge person. Reduce person can be made permanent with a permanency spell.

Alter Self
School transmutation (polymorph); Level bard 2, sorcerer/wizard 2
casting
Casting Time 1 standard action
Components V, S, M (a piece of the creature whose form you plan to assume)
effect
Range personal
Target you
Duration 1 min/level (D)
description
When you cast this spell, you can assume the form of any Small or Medium creature of the humanoid type. If the form you assume has any of the following abilities, you gain the listed ability: swim 30 feet, darkvision 60 feet, low-light vision, and scent.
Small creature: If the form you take is that of a Small humanoid, you gain a +2 enhancement bonus to your Dexterity.
Medium creature: If the form you take is that of a Medium humanoid, you gain a +2 enhancement bonus to your Strength.

Beast Shape I
School transmutation (polymorph); Level wizard/sorcerer 3
casting
Casting Time 1 standard action
Components V, S, M (a piece of the creature whose form you plan to assume)
effect
Range personal
Target you
Duration 1 min/level (D)
description
When you cast this spell, you can assume the form of any Small or Medium creature of the animal type. If the form you assume has any of the following abilities, you gain the listed ability: climb 30 feet, fly 30 feet (average maneuverability), swim 30 feet, darkvision 60 feet, lowlight vision, and scent.
Small animal: If the form you take is that of a Small animal, you gain a +2 enhancement bonus to your Dexterity and a +1 natural armor bonus.
Medium animal: If the form you take is that of a Medium animal, you gain a +2 enhancement bonus to your Strength and a +2 natural armor bonus.

Gaseous Form
School transmutation; Level bard 3, sorcerer/wizard 3
casting
Casting Time 1 standard action
Components S, M/DF (a bit of gauze and a wisp of smoke)
effect
Range touch
Target willing corporeal creature touched
Duration 2 min./level (D)
Saving Throw none; Spell Resistance no
description
The subject and all its gear become insubstantial, misty, and translucent. Its material armor (including natural armor) becomes worthless, though its size, Dexterity, deflection bonuses, and armor bonuses from force effects still apply. The subject gains damage reduction 10/ magic and becomes immune to poison and critical hits. It can’t attack or cast spells with verbal, somatic, material, or focus components while in gaseous form. This does not rule out the use of certain spells that the subject may have prepared using the feats Silent Spell, Still Spell, and Eschew Materials. The subject also loses supernatural abilities while in gaseous form. If it has a touch spell ready to use, that spell is discharged harmlessly when the gaseous form spell takes effect.
A gaseous creature can’t run, but it can fly at a speed of 10 feet and it automatically succeeds on all Fly skill checks. It can pass through small holes or narrow openings, even mere cracks, with all it was wearing or holding in its hands, as long as the spell persists. The creature is subject to the effects of wind, and it can’t enter water or other liquid. It also can’t manipulate objects or activate items, even those carried along with its gaseous form. Continuously active items remain active, though in some cases their effects may be moot.

Beast Shape II
School transmutation (polymorph); Level wizard/sorcerer 4
Description
This spell functions as beast shape I, except that it also allows you to assume the form of a Tiny or Large creature of the animal type. If the form you assume has any of the following abilities, you gain the listed ability: climb 60 feet, fly 60 feet (good maneuverability), swim 60 feet, darkvision 60 feet, low-light vision, scent, improved grab, pounce, and trip.
Tiny animal: If the form you take is that of a Tiny animal, you gain a +4 enhancement bonus to your Dexterity, a –2 penalty to your Strength, and a +1 natural armor bonus.
Large animal: If the form you take is that of a Large animal, you gain a +4 enhancement bonus to your Strength, a –2 penalty to your Dexterity, and a +4 natural armor bonus.

Elemental Body I
School transmutation (polymorph); Level sorcerer/wizard 4
casting
Casting Time 1 standard action
Components V, S, M (the element you plan to assume)
effect
Range personal
Target you
Duration 1 min/level (D)
description
When you cast this spell, you can assume the form of a Small air, earth, fire or water elemental. The abilities you gain depend upon the type of elemental you change into. Elemental abilities based on size, such as burn, vortex, and whirlwind, use the size of the elemental you transform into to determine their effect.
Air elemental: If the form you take is that of a Small air elemental, you gain a +2 enhancement bonus to your Dexterity and a +2 natural armor bonus. You also gain fly 60 feet (perfect), darkvision 60 feet, and the ability to create a whirlwind.
Earth elemental: If the form you take is that of a Small earth elemental, you gain a +2 enhancement bonus to your Strength and a +4 natural armor bonus. You also gain darkvision 60 feet, the push ability, and the ability to earthglide.
Fire elemental: If the form you take is that of a Small fire elemental, you gain a +2 enhancement bonus to your Dexterity and a +2 natural armor bonus. Your base land speed also increases by 10 feet. You gain darkvision 60 feet, resist fire 20, vulnerability to cold, and the burn ability.
Water elemental: If the form you take is that of a Small water elemental, you gain a +2 enhancement bonus to your Constitution and a +4 natural armor bonus. You also gain swim 60 feet, darkvision 60 feet, and the ability to create a vortex.

Beast Shape III
School transmutation (polymorph); Level wizard/sorcerer 5
description
This spell functions as beast shape II, except that it also allows you to assume the form of a Diminutive or Huge creature of the animal type. This spell also allows you to take on the form of a Small or Medium creature of the magical beast type. If the form you assume has any of the following abilities, you gain the listed ability: burrow 30 feet, climb 90 feet, fly 90 feet (good maneuverability), swim 90 feet, blindsense 30 feet, darkvision 60 feet, low-light vision, scent, constrict, ferocity, improved grab, jet, poison, pounce, rake, trample, trip, and web.
Diminutive animal: If the form you take is that of a Diminutive animal, you gain a +6 enhancement bonus to your Dexterity, a –4 penalty to your Strength, and a +1 natural armor bonus.
Huge animal: If the form you take is that of a Huge animal, you gain a +6 enhancement bonus to your Strength, a –4 penalty to your Dexterity, and a +6 natural armor bonus.
Small magical beast: If the form you take is that of a Small magical beast, you gain a +4 enhancement bonus to your Dexterity and a +2 natural armor bonus.
Medium magical beast: If the form you take is that of a Medium magical beast, you gain a +4 enhancement bonus to your Strength and a +4 natural armor bonus.

Elemental Body II
School transmutation (polymorph); Level sorcerer/wizard 5
description
This spell functions as elemental body I, except that it also allows you to assume the form of a Medium air, earth, fire, or water elemental. The abilities you gain depend upon the type of elemental you change into.
Air elemental: As elemental body I except that you gain a +4 enhancement bonus to your Dexterity and a +3 natural armor bonus.
Earth elemental: As elemental body I except that you gain a +4 enhancement bonus to your Strength and a +5 natural armor bonus.
Fire elemental: As elemental body I except that you gain a +4 enhancement bonus to your Dexterity and a +3 natural armor bonus.
Water elemental: As elemental body I except that you gain a +4 enhancement bonus to your Constitution and a +5 natural armor bonus.

Plant Shape I
School transmutation (polymorph); Level wizard/sorcerer 5
casting
Casting Time 1 standard action
Components V, S, M (a piece of the creature whose form you plan to assume)
effect
Range personal
Target you
Duration 1 min/level (D)
description
When you cast this spell you can assume the form of any Small or Medium creature of the plant type. If the form you assume has any of the following abilities, you gain the listed ability: darkvision 60 feet, low-light vision, constrict, improved grab, poison, and shriek. If the form you assume does not possess the ability to move, your speed is reduced to 5 feet and you lose all other forms of movement. If the creature has vulnerability to one element, you gain that vulnerability.
Small plant: If the form you take is that of a Small plant, you gain a +2 enhancement bonus to your Constitution and a +2 natural armor bonus.
Medium plant: If the form you take is that of a Medium plant, you gain a +2 enhancement bonus to your Strength, a +2 enhancement bonus to your Constitution, and a +2 natural armor bonus.

Beast Shape IV
School transmutation (polymorph); Level wizard/sorcerer 6
description
This spell functions as beast shape III except that it also allows you to assume the form of a Tiny or Large creature of the magical beast type. If the form you assume has any of the following abilities you gain the listed ability: burrow 60 feet, climb 90 feet, fly 120 feet (good maneuverability), swim 120 feet, blindsense 60 feet, darkvision 90 feet, low-light vision, scent, tremorsense 60 feet, breath weapon, constrict, ferocity, improved grab, jet, poison, pounce, rake, rend, roar, spikes, trample, trip, and web. If the creature has immunity or resistance to any elements, you gain resistance 20 to those elements. If the creature has vulnerability to an element, you gain that vulnerability.
Tiny magical beast: If the form you take is that of a Tiny magical beast, you gain a –2 penalty to your Strength, a +8 enhancement bonus to your Dexterity and a +3 natural armor bonus.
Large magical beast: If the form you take is that of a Large magical beast, you gain a +6 enhancement bonus to your Strength, a –2 penalty on your Dexterity, a +2 enhancement bonus on your Constitution, and a +6 natural armor bonus.

Elemental Body III
School transmutation (polymorph); Level sorcerer/wizard 6
description
This spell functions as elemental body I, except that it also allows you to assume the form of a Large air, earth, fire, or water elemental. The abilities you gain depend upon the type of elemental you change into. You are also immune to critical hits and sneak attacks while in elemental form.
Air elemental: As elemental body I except that you gain a +2 enhancement bonus to your Strength, +4 enhancement bonus to your Dexterity, and a +4 natural armor bonus.
Earth elemental: As elemental body I except that you gain a +6 enhancement bonus to your Strength, a –2 penalty on your Dexterity, a +2 enhancement bonus to your Constitution, and a +6 natural armor bonus.
Fire elemental: As elemental body I except that you gain a +4 enhancement bonus to your Dexterity, a +2 enhancement bonus to your Constitution, and a +4 natural armor bonus.
Water elemental: As elemental body I except that you gain a +2 enhancement bonus to your Strength, a –2 penalty on your Dexterity, a +6 enhancement bonus to your Constitution, and a +6 natural armor bonus.

Plant Shape II
School transmutation (polymorph); Level wizard/sorcerer 6
description
This spell functions as plant shape I except that it also allows you to assume the form of a Large creature of the plant type. If the creature has immunity or resistance to any elements, you gain resistance 20 to those elements. You are also immune to critical hits and sneak attacks while in plant shape change. If the creature has vulnerability to one element, you gain that vulnerability.
Large plant: If the form you take is that of a Large plant, you gain a +4 enhancement bonus to your Strength, a +2 enhancement bonus to your Constitution, and a +4 natural armor bonus.

Form of the Dragon I
School transmutation (polymorph); Level sorcerer/wizard 6
casting
Casting Time 1 standard action
Components V, S, M (a scale of the dragon type you plan to assume)
effect
Range personal
Target you
Duration 1 min/level (D)
Save see below; SR no
description
When you cast this spell you assume the form of a Medium chromatic or metallic dragon. You gain the following abilities: a +4 enhancement bonus to Strength, a +2 enhancement bonus to Constitution, a +4 natural armor bonus, fly 60 feet (poor), darkvision 60 feet, a breath weapon, and resistance to one element. You also gain one bite (1d8), two claws (1d6), and two wing attacks (1d4). Your breath weapon and resistance depend on the type of dragon that you transform into. You can only use the breath weapon once per casting of this spell. All breath weapons deal 6d8 points of damage and allow a Reflex save for half damage. In addition, some of the dragon types grant additional abilities as noted below.
Black dragon: 60-foot line of acid, resist acid 20, swim 60 feet
Blue dragon: 60-foot line of electricity, resist electricity 20, burrow 20 feet
Green dragon: 30-foot cone of acid, resist acid 20, swim 40 feet
Red dragon: 30-foot cone of fire, resist fire 30, vulnerability to cold
White dragon: 30-foot cone of cold, resist cold 20, swim 60 feet, vulnerability to fire
Brass dragon: 60-foot line of fire, resist fire 20, burrow 30 feet, vulnerability to cold
Bronze dragon: 60-foot line of electricity, resist electricity 20, swim 60 feet
Copper dragon: 60-foot line of acid, resist acid 20, spider climb (always active)
Gold dragon: 30-foot cone of fire, resist fire 20, swim 60 feet
Silver dragon: 30-foot cone of cold, resist cold 30, vulnerability to fire

Elemental Body IV
School transmutation (polymorph); Level sorcerer/wizard 7
description
This spell functions as elemental body I, except that it also allows you to assume the form of a Huge air, earth, fire, or water elemental. The abilities you gain depend upon the type of elemental you change into. You are also immune to critical hits and sneak attacks while in elemental form and gain DR 5/—.
Air elemental: As elemental body I except that you gain a +4 enhancement bonus to your Strength, +6 enhancement bonus to your Dexterity, and a +4 natural armor bonus. You also gain fly 120 feet (perfect).
Earth elemental: As elemental body I except that you gain a +8 enhancement bonus to your Strength, a –2 penalty on your Dexterity, a +4 enhancement bonus to your Constitution, and a +6 natural armor bonus.
Fire elemental: As elemental body I except that you gain a +6 enhancement bonus to your Dexterity, a +4 enhancement bonus to your Constitution, and a +4 natural armor bonus. Your base land speed also increases by 20 feet.
Water elemental: As elemental body I except that you gain a +4 enhancement bonus to your Strength, a –2 penalty on your Dexterity, a +8 enhancement bonus to your Constitution, and a +6 natural armor bonus. You also gain swim 120 feet.

Plant Shape III
School transmutation (polymorph); Level wizard/sorcerer 7
description
This spell functions as plant shape I except that it also allows you to assume the form of a Huge creature of the plant type. If the form you assume has any of the following abilities, you gain the listed ability: darkvision 60 feet, low-light vision, constrict, DR, improved grab, poison, regeneration 5, shriek, and trample. If the form you assume does not possess the ability to move, your speed is reduced to 5 feet and you lose all other forms of movement. If the creature has immunity or resistance to any elements, you gain resistance 20 to those elements. You are also immune to critical hits and sneak attacks while in plant shape change. If the creature has vulnerability to one element, you gain that vulnerability.
Huge plant: If the form you take is that of a Huge plant, you gain a +8 enhancement bonus to your Strength, a –2 penalty to your Dexterity, a +4 enhancement bonus to your Constitution, and a +6 natural armor bonus.

Form of the Dragon II
School transmutation (polymorph); Level sorcerer/wizard 7
description
This spell functions as form of the dragon I except that it also allows you to assume the form of a Large chromatic or metallic dragon. You gain the following abilities: a +6 enhancement bonus to Strength, a +4 enhancement bonus to Constitution, a +6 natural armor bonus, fly 90 feet (poor), darkvision 60 feet, a breath weapon, DR 5/magic, and resistance to one element. You also gain one bite (2d6), two claws (1d8), two wing attacks (1d6), and one tail slap attack (1d8). You can only use the breath weapon twice per casting of this spell, and you must wait 1d4 rounds between uses. All breath weapons deal 8d8 points of damage and allow a Reflex save for half damage. Line breath weapons increase to 80-foot lines and cones increase to 40-foot cones.

Giant Form I
School transmutation (polymorph); Level sorcerer/wizard 7
casting
Casting Time 1 standard action
Components V, S, M (a piece of the creature whose form you plan to assume)
effect
Range personal
Target you
Duration 1 min/level (D)
description
When you cast this spell you can assume the form of any Large creature of the giant type. You gain the following abilities: a +6 enhancement bonus to Strength, a –2 penalty to Dexterity, a +4 enhancement bonus to Constitution, a +4 natural armor bonus, low-light vision, and a +10 foot enhancement bonus to your speed. If the form you assume has any of the following abilities, you gain the listed ability: darkvision 60 feet, rend (2d6 damage), regeneration 5, rock catching, and rock throwing (range 60 feet, 2d6 damage). If the creature has immunity or resistance to any elements, you gain resistance 20 to those elements. If the creature has vulnerability to an element, you gain that vulnerability.

Form of the Dragon III
School transmutation (polymorph); Level sorcerer/wizard 8
description
This spell functions as form of the dragon I except that it also allows you to assume the form of a Huge chromatic or metallic dragon. You gain the following abilities: a +10 enhancement bonus to Strength, a +8 enhancement bonus to Constitution, a +8 natural armor bonus, fly 120 feet (poor), blindsense 60 feet, darkvision 120 feet, a breath weapon, DR 10/magic, frightful presence (DC equal to the DC for this spell), and immunity to one element (of the same type form of the dragon I grants resistance to). You also gain one bite (2d8), two claws (2d6), two wing attacks (1d8), and one tail slap attack (2d6). You can use the breath weapon as often as you like, but you must wait 1d4 rounds between uses. All breath weapons deal 12d8 points of damage and allow a Reflex save for half damage. Line breath weapons increase to 100-foot lines and cones increase to 50-foot cones.

Giant Form II
School Transmutation (polymorph); Level sorcerer/wizard 8
description
This spell functions as giant form I except that it also allows you to assume the form of any Huge creature of the giant type. You gain the following abilities: a +8 enhancement bonus to Strength, a –2 penalty to Dexterity, a +6 enhancement bonus to Constitution, a +6 natural armor bonus, low-light vision, and a +10 foot enhancement bonus to your speed. If the form you assume has any of the following abilities, you gain the listed ability: swim 60 feet, darkvision 60 feet, rend (2d8 damage), regeneration 5, rock catching, and rock throwing (range 120 feet, 2d10 damage). If the creature has immunity or resistance to one element, you gain that immunity or resistance. If the creature has vulnerability to an element, you gain that vulnerability.

Iron Body
School transmutation; Level sorcerer/wizard 8
casting
Casting Time 1 standard action
Components V, S, M/DF (a piece of iron from an iron golem, a hero’s armor, or a war machine)
effect
Range personal
Target you
Duration 1 min./level (D)
description
This spell transforms your body into living iron, which grants you several powerful resistances and abilities. You gain damage reduction 15/adamantine. You are immune to blindness, critical hits, ability score damage, deafness, disease, drowning, electricity, poison, stunning, and all spells or attacks that affect your physiology or respiration, because you have no physiology or respiration while this spell is in effect.
You take only half damage from acid and fire of all kinds. However, you also become vulnerable to all special attacks that affect iron golems.
You gain a +6 enhancement bonus to your Strength score, but you take a –6 penalty to Dexterity as well (to a minimum Dexterity score of 1), and your speed is reduced to half normal. You have an arcane spell failure chance of 50% and a –8 armor check penalty, just as if you were clad in full plate armor. You cannot drink (and thus can’t use potions) or play wind instruments.
Your unarmed attacks deal damage equal to a club sized for you (1d4 for Small characters or 1d6 for Medium characters), and you are considered armed when making unarmed attacks. Your weight increases by a factor of 10, causing you to sink in water like a stone. However, you could survive the crushing pressure and lack of air at the bottom of the ocean—at least until the spell duration expires.

Nondetection
School abjuration; Level ranger 4, sorcerer/wizard 3
casting
Casting Time 1 standard action
Components V, S, M (diamond dust worth 50 gp)
effect
Range touch
Target creature or object touched
Duration 1 hour/level
Saving Throw Will negates (harmless, object); Spell Resistance yes (harmless, object)
description
The warded creature or object becomes difficult to detect by divination spells such as clairaudience/clairvoyance, locate object, and detect spells. Nondetection also prevents location by such magic items as crystal balls. If a divination is attempted against the warded creature or item, the caster of the divination must succeed on a caster level check (1d20 + caster level) against a DC of 11 + the caster level of the spellcaster who cast nondetection. If you cast nondetection on yourself or on an item currently in your possession, the DC is 15 + your caster level.
If cast on a creature, nondetection wards the creature’s gear as well as the creature itself.