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Archives of Nethys wrote:
If the item would normally be considered an improvised weapon, you can treat it as either a normal weapon or an improvised weapon, depending on which is more beneficial for you.

Think you may have misread.

Though if I had to guess a weapon to represent it, would go heavy mace or greatclub.


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After playing with another player who quite literally made his character as a caricature of Harambe (for Iron Gods of all things), I'm wishing your GM was around for that short campaign.


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Go with a single level dip into oracle for Cha to AC, then go Daring Champion.

You get to dump int as well (replaced by Cha for feat prereqs) and you get both the Challenge ability as well as stealing Precise Strike from swashbucklers. Pick up the Startoss Style feat chain and beam people with starknives at melee or range.


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Skylancer4 wrote:
Your main hurdle is, a gauntlet is a weapon. A weapon that allows you to do lethal damage equivalent to what your unarmed strikes do and that provokes, but still a distinct and separate weapon. AoMF wouldn't work on it. It would be a case of either or, a choice between making an attack with a "pure" unarmed strike (which then uses the AoMF) or using the gauntlet (which would then use the weapon enchantment, if any, and gain the style feat benefits).

Nope.

Protoman's post sums it up very well. Gauntlets are not a weapon, they just provide a means of lethal damage with unarmed strikes.

AoMF specifically does work on them.

(Note: I will personally still allow them to be enchanted in home games, as I believe they should be weapons, but this is a rules forum.)


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Remember to embed those ioun stones surgically.

DC 25 heal check? Something like that. I'll have more access later to see if there's any nifty tricks.


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I like to roll Bluff to pretend to be right. Then end up being right.


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Why to be a bard?
It's because you know everything, about everything.
Because you're magic.
Charismagic.


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If the party pulls an Anti-Magic Field item, let them.
It's not a win button.
Have the BBEG who it's probably meant for bind outsiders.
Bound outsiders don't leave in AMF.
Use Polymorph Any Object to make lava into a lovely stone floor.
When AMF hits, the effect is suppressed.
The floor is now literally lava.

Naturally the BBEG is already standing on the furniture, they know how the game works.


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Heretek wrote:
Athaleon wrote:
Taku Ooka Nin wrote:

You should just play a Drow and go into noble spell resistance or a Svirfneblin. Then, laugh with glee as spellcasters fall before your attacks if you're worried about caster power creep.

Bonus points if you play an archer.

I can see it now: the new meta — all martials are cruel skinny elves or skittish bald gnomes. All casters become normal elves to break through SR more effectively.

Or they load up on No SR spells, which Conjuration is especially heavy on.
No enemy caster would have a reason to use non SR spells though on you. He'd likely still cast at least twice, figuring if the first spell fails it was more just a fluke before altering his combat plan, and by that point he is likely dead.

Or they make a rather pitiful knowledge check to see what you are (especially easy for wizards).

Or they open with a spell that doesn't permit SR (also common via paranoia).
Or they use a defensive spell to insure you can't touch them (a la field alteration via wall/force spells, invis, flight, severalOtherMethods).

Or they have the various spell penetration bonuses (which many casters do) and send an arcane bulldozer through your lovely picket SR fence.


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claudekennilol wrote:
I would like to hear from someone that actually makes their PCs use an action to turn it on.

I use it.

If the PCs aren't getting ambushed, they pretty much just turn the weapons on prior.

Plus some of the command words they use are great.


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Isonaroc wrote:
Sangerine wrote:

Also, why has no one discussed this rule?

SRD wrote:

Vulnerability to Certain Attacks

Certain attacks are especially successful against some objects. In such cases, attacks deal double their normal damage and may ignore the object's hardness.

Before the screaming starts, I also point out that not a single item is called out (to my knowledge) that has this ability.
Probably BECAUSE nothing is called out that has that ability. Which leads to the more philosophical question: Is a rule that governs nothing still a rule?

I'm not falling for your shenanigans.

sensemotive: 1d20 - 1 ⇒ (14) - 1 = 13


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Charon's Little Helper wrote:
kyrt-ryder wrote:
Nox Aeterna wrote:
If a paladin was indeed trying to perform such an act , then i would warn him about it , since doing so a few more times would result in being made neutral and losing his powers.
wait... how do Paladins even live their lives if neutral acts pull them to neutral?

GM: Did your paladin just eat breakfast?

Player: Uh... yeah?

GM: I'm warning you - that was a neutral act. You need to have you paladin to eat more righteously in the future.

Player: Uh - okay? I get a stockpile of righteous flour to make righteous pancakes with.

GM: Come on now! That's just silly!

Had a shield archon in a game I'm DMing that the players used to make flapjacks on its' tower shield.

They were divine.


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So he's human and magic doesn't affect him?
Cool beans.
Does he sleep?
If so, Great Scythe Coup De Grace.
Problem solved.


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My personal favorite.

Easy to bind, fast, (su).
Also already a mount.

Just as an FYI as well, nothing in animate dead prevents it from being used on outsiders.

Just whip up a quick lesser planar binding and have at it.

Note that the nightmare also has garbage cha and will for its' level.


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DM_Blake has some fantastic advice farther up, and I'll just drop my 2 CP down here.

Don't permit flow, don't let the players get settled.
Allow long enough periods of time that they begin to question why nothing is happening, and frequently have small otherwise innocuous events occur.

Belongings misplaced, people with small quirks that stand out to an already paranoid PC, etc.

Capitalize on the fact that the players know something is up, and allow them to twist normal occurrences into their own horror.

Molehills into mountains and all that.


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Standard assumed height per floor is about 8 feet of clearance between floor and ceiling with 1.5 to 2 feet of space between floors for ductwork, cabling, etc.

Considering Golarion and other "medieval" settings can ignore the clearance requirement, 10 feet seems pretty reasonable for an average height.

Double it up for fancy hall/foyer areas and you're set.