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Erik Mona wrote: ALSO, we're going to change the title of this book. Stay tuned for a formal announcement later this week. Perhaps quite soon indeed. Cool, thanks. I think that even something as simple as "Playable Race Omnibus" would be clear, concise, and accurate, while bypassing most of the objections here. More pizazz would be nice if possible, though! Edit: but totally unnecessary, now that I think about it, since it's an intriguing product and I would snatch it off the shelf just for knowing what it was (and not being offended). ![]()
Hi, I noticed that "Add PDF" is above "Add Print Edition" instead of the other way around. I also noticed that it's the same with Classic Monsters Revisited, which (according to its discussion thread) is at such low stock that it was actually out-of-stock for a bit. Is that reversal of the normal order a signal that stock is getting low, and it's time to buy this volume if you want it in print? ![]()
SmiloDan wrote:
It would be really annoying to try and figure out how some pre-determined language ladder interacts with your race and previous choices, and the item description doesn't require it, so don't do it that way. It also doesn't say anything about allowing you to change previous language choices, so don't do that either. Just say that the wearer picks as many new languages as they'd normally get from having however many more skill points in Linguistics than they had before, and call it done. Sound good? ![]()
SciVo wrote: Edit: but to be clear, I stand by my interpretation. The language is what it is, not what it used to be, or is similar to, or could be if you apply a side-effect from an unedited forum ruling of a different maneuver. Sorry. Not "different maneuver," I mean different "special attack," to use the precise terminology on p.197 of the CRB. ![]()
As you've no doubt seen, I edit my posts to be more polite, since I know that my first (and sometimes second (and maybe even third)) instincts aren't always the best. ;) So I totally agree with you about keeping it classy, or at least trying as hard as you can, even if you don't always succeed to your own standards. Better is better than worse. Edit: but to be clear, I stand by my interpretation. The language is what it is, not what it used to be, or is similar to, or could be if you apply a side-effect from an unedited forum ruling of a different maneuver. ![]()
I apologize. My bad, I quoted you as the most recent post for that interpretive position, while responding to Pirate's attitude, which has begun to seriously irritate me. My emotional reaction was not directed at you at all. However, I do have a factual disagreement with you. JB's guidance was on vital strike with respect to charge. That is not insignificant in unedited fora. ![]()
The only ways in which I disagree with you is that I don't think that Flurry of Blows is needed to support the RAW, and I don't think that Full Attack is the only other attack action that sunder can be used for. And since I just kind of skimmed over the thread, I want to emphasize that *unofficial* sources like the d20pfsrd.com are the RAI, not the RAW: helpful but not authoritative. Otherwise someone could cite their own voice from another site and call it corroboration. ![]()
Quandary wrote: To me, it is implausible that ´attack action´ was ACCIDENTALLY added to Sunder. You just wouldn´t accidentally put that in there when Cut + Paste from SRD is otherwise the general modus operandi in the Core Rules. The only glitch there is the minor grammar error of ´a´ attack vs. ´the´ attack, but that is something that of course liable to be just a grammar error. So let me get this straight: when the language supports your conclusion, it's implausible that it's accidental, and otherwise it's liable to be just a grammar error? Interesting. I'm changing my mind and going with the *published* RAW, ignoring the side implications of an unedited (and therefore possibly having unintended side effects from inelegant phrasing) message board post addressing charge, not sunder. Bottom line, "an" is not the same as "the". If you don't like that, then get an explicit ruling on sunder itself or get over it and run it as written. Any attack action is valid for sunder -- whether full or spring or just "attack" or whatever -- and you can't do it on an attack of opportunity, since that isn't an action. ![]()
That's from PCR pp.144-145. If you look at PCR p.141:
Quote: The character can also choose to use a double weapon two-handed, attacking with only one end of it. A creature wielding a double weapon in one hand can't use it as a double weapon -- only one end of the weapon can be used in any given round. And then at p. 202: Quote: If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. You suffer a -6 penalty with your regular attack or attacks with your primary hand and a -10 penalty to the attack with your off hand emphasis added and etc. So. You can use one end of a double weapon as a normal two-handed weapon, +6/+1 with 1+1/2 str bonus. Or, you can use one end as a one-handed weapon, +6/+1 with a normal str bonus and the other hand available for something else. Or, you can use it like having a second weapon in the off hand, and (assuming Two-Weapon Fighting) get +4/-1 with one end and +4 with the other. ![]()
I want to make a Mwangi (Bonuwat (Ijo)) ranger for the PFS, who then multiclasses to an oracle of Waves. (I've been working on the character for awhile, and finally getting more specific.) Of course he'll worship Shimye-Magalla, who is a blend of Desna and the female water aspect of Gozreh (Sargava: The Lost Colony p.27 or Inner Sea World Guide p.17). So, can he have access to Gozreh's trident, whispering wind and whispering waves as a worshipper of Gozreh (Gods & Magic p.19), and to dream and traveling dream as a worshipper of Desna (Gods & Magic p. 13)? I can't find any reason why not both, but I just want to make sure. ![]()
I would go with "typo" since the official PRD is even more "recent" than the cards, in the sense that they could update it at any moment. ![]()
Khaziel wrote: Thanks for all the opinions thus far, keep 'em coming. :D The reviews of the Kingmaker AP sound really impressive to me. I just want to get some experience as a GM first, so that I can do it justice. The Falcon's Hallow modules are on my wishlist, and some Pathfinder Society scenarios -- such as Tide of Morning -- sound perfect for a new GM. ![]()
APG p.266 wrote: At 3rd level, a horizon walker learns total dominance over one terrain he has already selected for terrain mastery. When dealing with creatures native to that terrain, the horizon walker treats his favored terrain bonus for that terrain as a favored enemy bonus (as the ranger class feature) against those creatures. This bonus overlaps (does not stack with) bonuses gained when fighting a favored enemy. Bestiary p.87 (Dog) wrote: Environment any Bestiary p.6 wrote: Environment: The regions and climates in which the creature is typically encountered are listed here; these often present wider ranges than the icons at the top of the stat block indicate. In this case, the icon listed at the top of the stat block indicates the creature’s preferred terrain. These are not all the same things. A native environment must necessarily be specific; you can't be native to everywhere (by the plain meaning of the word "native"). The "environment" stat line is just where you're likely to encounter them, not even what they prefer, let alone where they're from (unless it's specific). ![]()
Abraham spalding wrote:
Right. I would say that levels in different classes only stack for the purpose of determining SA dice if at least one of them says that they do. Otherwise, it's just their independently-determined SA dice that stack, if you're going by the RAW. ![]()
Howie23 wrote:
Exactly. CRB p.68 wrote: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. CRB p.208 wrote: Usually, a bonus has a type that indicates how the spell grants the bonus. The important aspects of bonus types is that two bonuses of the same type don't generally stack. With the exception of dodge bonuses, most circumstance bonuses, and racial bonuses, only the better bonus of a given type works (see Combining Magical Effects). These two statements have nothing to do with each other. Anything that gives "extra" damage adds more, by the plain meaning of the word, and due to not being the same as "bonus" damage. ![]()
Well I don't want to get too specific, since I'm still figuring it out myself. Now I'm going to be bold and go against what I just said. Seems to me that Charisma would be most important; followed by Dex and Int (at least 13 for feat reqs, or better yet 14 for bonuses); then Str and Con; with Wis least, since a great Will save progression anyway. You could do something like Str 12, Dex 14, Con 12, Int 14, Wis 8+2, Cha 15+2, for example (with -1 Cha for +2 Str, Con, or Wis, as desired, up to twice). As Choant said, a Life oracle would have lots of healing. All oracles get every cure spell as bonus spells known, but the Safe Curing revelation -- no AoO on casting healing spells -- looks to be worth a lot. As calagnar said, the human favored class option (p. 23 of the APG) has a lot going for it. Personally, I'm more attracted to the revelations that can turn into an elemental (Flame and Waves) for coolness reasons, but it's true that I'm making a human. As healing-focused, you'll probably want to go 1h+shield. You can cast with a light shield because you can move your 1h weapon to your shield hand as a free action, cast, and move the weapon back as a free action, which isn't worth bookkeeping, so just don't hold anything else in your shield hand. And oracles don't need a DF. Morningstar looks like a good choice: cheap and light for its damage dice, with two damage types (and they'd have to resist both for it to matter). I'd have to recommend against the Clouded Vision and Deaf curses. They're very cool ideas, but the range and communication hindrances (respectively) look to be more than they're worth. Tongues could be okay with a steady group willing to burn a skill point on your stress language. Haunted, it looks to me like the Quick Draw feat could help with not having to drop things as much -- due to being able to put them down or away as a move action, then draw as a free one -- and then wrist sheathes for wands, and so on, it would be a pain but that's the point. I've considered the Lame curse carefully. As long as you don't wear heavy armor or carry a heavy load, a level of Barbarian could go a long way. A level of a cleric with the Travel domain (such as Desna) would work regardless, though without the benefit of martial weapons proficiency. Later, there's always the boots of striding and springing. And, a gnome or halfling can get a Medium mount (theoretically fitting in dungeons). None of those quite match my own character vision, but a healing-focused character might look at how the gnome alternate racial traits on pp.14-15 of the APG could mesh with the Tongues curse, and how the Halfling Outrider trait on p.21 would fit a Small dungeoneer. ![]()
Yeah, you pretty much answered your own question. It's obvious which way you're leaning. To help you, here's what you can look forward at the next level: Fighter 5: You can choose a group of weapons to have a +1 to attack, damage, and CMB. Also: +1 CMD vs. disarm & sunder attempts against yours of that group. Paladin 5: You can get your own Superhorse like Argo from Xena. Or a semi-magical weapon, but it's kind of confusing. And you can have your own Argo! ![]()
Choant wrote: Eww, the spell list is horrible for air though. I made up an alternate list just for kicks and giggles. How does this sound? Wind Bonus Spells:
2nd: feather fall
4th: whispering wind 6th: ball lightning * 8th: river of wind * 10th: overland flight 12th: sirocco * 14th: mass fly * 16th: whirlwind 18th: winds of vengeance * * APG Replace the Wind Sight revelation with Scout the Wind, which keeps audio and replaces vision with scent; swap out Wings of Air for Air Form, turning into an air elemental instead of just being able to fly; and voilà, something I'd play. ![]()
Vic Wertz wrote:
Oh, hey! I have an idea! * Make a new line of collections of articles for people who aren't necessarily interested in running a particular AP -- but only for stuff over two years old, and only in PDF (so that printing costs aren't an issue). So, we could have "Rise of the Runelords: The Articles," "Curse of the Crimson Throne: The Articles," "Second Darkness: The Articles," and "Legacy of Fire: The Articles." However, "Council of Thieves: The Articles" wouldn't be an option yet, because it's too soon. * Not-so-coincidentally, my suggestion happens to only cover the OGL stuff. You could also upgrade them all in collections as "Rise of the Runelords: The Adventures (PFRPG)," etc., likewise limited to PDF to reduce the up-front costs, and with the content already all paid for. I have no way of measuring, but I assume that there would be some price point where a discount for a collection of an old AP would be better than the sales drop-off for later volumes in the AP. Of course, as you mentioned in that thread, you have to be wary of the expectations that you set. So, I get that it's complicated. Good luck! ![]()
Since I haven't said it yet: Thank you! I've seen you talk about this before, and I'm very glad of your philosophy of never obsoleting an adventure. I'm coming into this a bit late -- played a lot of AD&D in college, then kind of skipped over 3/3.5 -- and now coming back into the hobby, but without the cash (or time) to burn on completionism. I really like your system and your world, and look forward to playing older adventures with newer friends. Cheers! :) ![]()
ProfPotts wrote:
Thank you! You just helped me disprove both your own interpretation and the other one that we both disagree with. I had an intuition that "an" attack action and "the" attack action weren't the same thing. It seemed clear to me that "an" attack action would include things like full attack, spring attack, and so on, but I couldn't find corroborating evidence in the RAW (which is important for the Pathfinder Society). Now I have evidence in the Flurry of Blows, which treats the use of sunder in the same breath as disarm and trip, even though it's a full attack action. Thank you! ![]()
drbuzzard wrote:
Totally irrelevant quibble, but unlike something like trip, sunder also requires an attack action, so no go on the AOO in the RAW. ![]()
Xraal wrote:
The meteor hammer in the Adventurer's Armory. It actually has the "reach", "trip" and "see text" tags. Basically, you can choose each round whether to use it as a double weapon or as a reach weapon, and it's even more complicated than that. ![]()
WPharolin wrote:
That sounds like a really great idea, but one that could only work in a home game. I'm actually working on a character for PFS play, that I hope to start as a ranger and then multiclass to a waves oracle. If I try to put myself in the GM's shoes, your otherwise-reasonable proposition would just be too complicated for a bunch of strangers sitting down for a few hours together. However, if I were GMing my own campaign, then I would absolutely work with a player to hammer out something like that. Set wrote: I'd prefer 'reptilian' or 'avian' types, rather than overly specific 'lizardfolk', 'kobold' or 'tengu,' to widen the range for later use (so that someone who had FE 'tengu' would instead have FE 'avian humanoid' and be equally brutal against those darned dire corbies, or the birdmen of Cheliax, or any kenku or raptorans or aarakocra or al karak elam or avariel or psittae that flutter into the setting) FWIW, lizardfolk and kobolds are humanoid (reptilian) in PFRPG. However, IMO, that just reinforces the point about how sensible it would be for tengu to be something else. I'd been thinking monstrous humanoid, but humanoid (avian) works for me too, and perhaps makes more sense with them not being as bestial as some of the others; I mean, the Bestiary even has rules for making Tengu characters, and that has to count for something. DeathQuaker wrote:
From their backstory, to me, derro seem more likely to be fey. And, that was pretty much my point, about how hard it was to imagine "humanoid (boggard)" ever being a sensible choice for a FE. DeathQuaker wrote:
Both very good points, about the specific rules for (aquatic) and (monstrous humanoid) critters. I hadn't really thought about it, and now I'll have to. ![]()
Bobson wrote:
Ouch. At least now I don't feel so silly for asking what seemed to me like a stupid question! I just really wanted to be sure... and now I know. Thanks! ![]()
This one seems obvious, but I just want to make sure, since I'm building a PFS character. Let's say that you start out with Dodge, and as a waves oracle with the Fluid Nature revelation, later gain Dodge as a bonus. That means you can choose any feat (that you meet the requirements for) as a replacement, right? Again, it seems obvious, but I can't find it in the RAW. ![]()
Alorha wrote:
Well, I don't want to get you going about Vital Strike, then. ;) So, I'll just say that it doesn't make any sense for Sunder to only apply to an attack as the standard action, since you have to make a normal attack roll anyway, with all the same penalties as any other off-hand or extra attack would have. ![]()
Alorha wrote:
Argh! I so wish that he had said that "Vital Strike is a modification to the attack action." I liked my interpretation, even though I hate that it hinges on whether the article is definite or indefinite; but that's the English language for ya. Precision matters. ![]()
Alorha wrote: Sunder, Trip, Disarm, and other CMB attacks can be used (though Spring Attack Grapple, not so useful). You can even make multiple attempts at these a round if you have multiple attacks. No grappling on a Spring Attack, since Grapple requires a standard action. Also, no Bull Rush, since it requires a standard action or a Charge, which is full-round action of its own. I'm a bit iffy on Overrun, since "during your move" is kind of vague; I could be convinced either way. Alorha wrote:
I disagree. If it says the attack action, then it can only be referring to Attack as a standard action. However, an attack action could be Attack, Full Attack, Spring Attack, and any other action that is an attack, unless specified otherwise. They're just saying that you can't use Sunder on an AoO. ![]()
I would personally rule that those two specific revelations could be chosen more than once, albeit only for a different maneuver or weapon each time. It wouldn't break anything at all, unlike taking (for example) Cinder Dance as many times as you want. Also, the language for those two revelations is a lot like the Weapon Focus feat -- "select one type of combat maneuver" or "select one weapon with which you are proficient," vs. "choose one type of weapon" -- so it seems pretty clearly allowable to me. Call them Maneuver Mastery (Trip), Maneuver Mastery (Sunder), Weapon Mastery (Flail, heavy) and Weapon Mastery (Lucerne hammer) if you have to justify to yourself how they're different revelations, but they are. A rose by any other name, yadda yadda. ![]()
Mauril wrote: I'm not too knowledgeable on how things work in Golarion, but in the world I play in, all three of those you mentioned (as well as the kobolds and lizardfolk) have their own nations. We sort of have a general rule that all humanoids develop cogent societies and work together with each other and have national drives and desires. Monstrous humanoids (in our world) generally don't. They may form tribes or bands, but never long-term established governments. Okay! A bit idiosyncratic to your campaign but still a good answer, thank you. Are wrote: Why many of those subtypes are unique is a good question. I assume it's because the designers didn't feel that they fit into any of the existing subtypes. I'm glad that it's a good question, but I'm looking for explanations why those races didn't fit into one of the other subtypes (such as fey or monstrous). James Jacobs wrote:
I'm astonished and gratified to get an official personal response like that! (Seriously, I'm still blinking with disbelief.) However, I can't help but notice the lack of specificity, with regard to the three that I mentioned. On the other (other) hand, I can sympathize with wanting to leave the most possible room for future developments. Also, I'm impressed that you had such a ready example of exactly what I was talking about, in the gnolls. So, I'll take it. Thanks! :) ![]()
Generally speaking, being more generic is less interesting from a roleplaying perspective, and so should be less (or at least no more) rewarding from a mechanical perspective. Therefore, a cleric of two deities should have (if anything) less options, not more. In my opinion, and if it helps, and so on, et cetera. Starglim gives a good example of how to be scrupulously fair; but your GM doesn't have to be like that, any more than you have to worship two gods. ![]()
Are wrote:
To clarify, I'm not asking why there are subtypes of humanoid, just why some of them are unique. That's a good point about the subtypes of the core races; however, it raises interesting questions about what makes those three Bestiary races so important, compared to all of the other fey or monstrous humanoids out there. ![]()
I was glancing through the Bestiary to learn more about the monstrous humanoids that are the favored enemy of my soon-to-be ranger, when I discovered that some humanoids are unique. The boggard is a humanoid (boggard), the derro is a humanoid (derro), the tengu is a humanoid (tengu), and no doubt there are others. So. Why? It seems clear to me that the derro is a humanoid (fey), while the boggard and tengu are monstrous humanoids. However, I understand that there can be good game-design reasons for seemingly-odd choices. I don't expect mind reading; just a good hypothesis is enough, or if you disagree with their choice then I'd like to hear that too. ![]()
Nube Negra wrote:
Also, Akmanya on page 61 has ray of enfeeblement prepared even though it isn't on his class spell list as a cleric of Desna 5; it isn't one of his Travel or Luck domain spells; and his two esoteric magic spells (as a Pathfinder savant 3) are detect secret doors and fireball. Do I get a No-Prize too?! ![]()
Owen K. C. Stephens wrote:
If you do use that one, please make it Slither and Scale. I don't know why, it just bugs me the other way around. ![]()
hunter1828 wrote:
Well, there are eight large-font categories for Pathfinder products, and you're not in them. I'm obsessive enough to read all the way to the end, but that's just me. If they simply moved Pathfinder Compatible Products up to a ninth large-font category, it could make a big difference. ![]()
"Core" is what you need to play the game: the Core Rulebook and Bestiary. "Optional" is everything else. "Common" is what the Adventure Paths assume: the Core Rulebook, GameMastery Guide, Advanced Player's Guide, and Bestiary 1 & 2. "Discretionary" is everything else. In the same vein, a "threat" is what you do to a square when you're holding a weapon that could make an attack of opportunity (if you had one) into it, which is generally a non-whip melee weapon. An attack roll that gives a chance to confirm a critical hit is a "potential" crit. Anyone who disagrees with me is wrong. <nods wisely> ![]()
Okay, here's my re-write. It seems a bit awkward to me, but maybe that's the price to pay for versatility.
Elemental Projection: School divination (scrying), illusion (figment); Level bard 4, cleric 6, druid 5, sorcerer/wizard 5
Casting Time 10 minutes Components V, S, M/DF (one element), F (a silver mirror worth 1,000 gp) Range see text Effect magical sensor and illusory double Duration 1 min./level (D) Saving Throw Will negates; Spell Resistance yes This spell functions like scrying, except that if there is a large-enough volume (bigger than your head) of the chosen element within 10 feet of the subject at any time while the spell is active, then the sensor moves to it and stays there even if the initial subject moves around; if more than one such volume qualifies, then you choose which one. As soon as the sensor has fixed on a position like that, an illusory double of you appears there (as major image), except that it is visible even if you are not (as mislead). Once each subsequent round, as a free action, you can instantly move the sensor and figment together to another large-enough volume of the chosen element within 10 feet; if their current position is rendered invalid (such as by a fire being extinguished) and you cannot move them to another, then the spell immediately ends. Subject to GM discretion, non-damaging elemental spells may operate normally through to the projection, but no farther; for example, in the case of a fire projection, pyrotechnics and quench might work on the fire that your image is in. ![]()
yellowdingo wrote:
Ventriloquism is specific to sound, but otherwise that's great. Elemental surrogate? Elemental avatar? No wait, elemental projection! Yes, I think that captures the essence of it. ![]()
I had an inspiration! You know those movie scenes where someone's face appears in someone else's fire, and they have a conversation? Maybe the evil sorceress is castigating her incompetent minion, or perhaps the evil magician is taunting a driven heroine with plans that she'll be too late to stop. It could even be that a kindly shaman is giving encouragement disguised as an urgent request (or vice-versa) to the uncertain heroes. Well, now you can too! Fireside Chat:
School divination (scrying), illusion (figment); Level bard 4, cleric 6, druid 5, sorcerer/wizard 5
Casting Time 10 minutes Components V, S, M/DF (a fire), F (a silver mirror worth 1,000 gp) Range see text Effect magical sensor and illusory double Duration 1 min./level (D) Saving Throw Will negates; Spell Resistance yes This spell functions like scrying, except that if there is a fire bigger than your head within 10 feet of the subject at any time while the spell is active, then the sensor moves to it and stays there even if the initial subject moves around; if more than one fire qualifies, then you choose which one. As soon as the sensor has moved to a fire, an illusory double of you appears in that fire (as major image), except that it is visible even if you are not (as mislead). Once each subsequent round, as a free action, you can instantly move the sensor and figment together to another large-enough fire within 10 feet of them; if their current fire is extinguished and you cannot move them to another, then the spell immediately ends. Pyrotechnics and quench may operate normally through the sensor/figment pair, but only on the fire that your image is in. This is my first time writing up a spell in a very, very long time, so (gentle) advice would be appreciated. ![]()
Finarin Panjoro wrote: What if marking provided a carrot instead of a rod? Why not make it both? Taunt:
Taunting an opponent -- also known as "trash talk" or "yo' mama" -- is a standard action. To taunt, make an Intimidate skill check. The DC of this check is equal to 10 + the target's Hit Dice + the target's Wisdom modifier. If your opponent is trained in Diplomacy, the DC is instead equal to 10 + your opponent's Diplomacy bonus, if higher. If you are successful, the target is angered at you as his nemesis for 1 round. This duration increases by 1 round for every 5 by which you beat the DC. You can only taunt opponents in this way if they are within 30 feet and can clearly see and hear you.
When taunting a nonhumanoid you take a -4 penalty. Against a creature of animal Intelligence (1 or 2), you take a -8 penalty. Against a creature lacking an Intelligence score, it's impossible. Taunting in combat does not provoke attacks of opportunity. Angered:
An angered character takes a -2 penalty on Armor Class and any ability that requires patience or concentration, including any Charisma-, Dexterity-, or Intelligence-based ability checks or skill checks (except Acrobatics, Fly, Intimidate, and Ride). The character also gains a +2 morale bonus to his Strength, as well as a +1 morale bonus on Will saves. If he ever chooses not to act against the one that he is angry at -- such as by retreating, making an attack that does not include his nemesis as a target, or deciding to stand frozen in indecision on his turn, for example -- then he loses the morale bonuses, retains the -2 penalty on Armor Class, loses the other penalties, and gains a -2 penalty on all attack rolls, saving throws, skill checks, and ability checks (as if shaken) until the condition ends. A character may cease being formally angered if and when the focus of his anger dies or is otherwise incapacitated; although there is, of course, nothing stopping him from still feeling mad at the jerk. Improved Taunt:
You are skilled at angering your opponents in combat.
Prerequisites: Int 13, Combat Expertise. Benefit: You can make an Intimidate check to taunt in combat as a move action. Normal: Taunting in combat is a standard action. Greater Taunt: You are skilled at making foes overreact to your gibes.
Prerequisites: Combat Expertise, Improved Taunt, base attack bonus +6, Int 13. Benefit: You can make an Intimidate check to taunt in combat as a swift action.
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