Gadka Burtannon

Sigurd's page

629 posts (633 including aliases). 1 review. No lists. No wishlists. 1 alias.




My character has a really powerful Holy Sword. Its +5 and guided so that it uses wisdom.

He is all about fighting the undead so if he can get the last two possible pluses he's likely to opt for Lifesurge to complete the weapon.

At this point I'd consider any sort of reasonable protection to keep this weapons from the hands of evil. What do people suggest would be possible for a high level cleric....


I have a cleric who will take the Pathfinder (or Arcane) Savant PRC for 3 levels. His chief goal is the Scroll Master ability.

What 2 spells should he add to his casting list?

I'm thinking Permenancy and Greater Teleport. The other choice is to pick two 8th level spells.

Any other advice? Its a cleric of Pharasma.


My monk cleric is all about fighting undead.

It occurs to me that some sort of scrying or flying eye recon would be very handy when attacking a nest of baddies.

Any suggestions or ideas how I might accomplish that with spells items or allies?

R


My understanding is that sneak attack from a spell affects the target as a number of extra damage dice of the same type as the spell.

Sneak Attack with acid splash and you do extra acid damage.
Sneak Attack with disrupt undead and you do extra positive energy damage.

I'm making a sorcerer Rogue and I'm trying to pick spells known.

Any suggestions?


8 people marked this as FAQ candidate. Staff response: no reply required.

Question: Does it say clearly anywhere that a double weapon doesn't get a _damage_ bonus for using 2 hands? I'm hoping there's something very clear so I can see if this is cheese or detail.

The description accompanying a double weapon says (PSRD*):
* I've read the core books but I feel more comfortable quoting the PSRD.

PSRD wrote:
Double Weapons: Dire flails, dwarven urgroshes, gnome hooked hammers, orc double axes, quarterstaves, and two-bladed swords are double weapons. A character can fight with both ends of a double weapon as if fighting with two weapons, but he incurs all the normal attack penalties associated with two-weapon combat, just as though the character were wielding a one-handed weapon and a light weapon.

Two-weapon combat says (PSRD):

PSRD wrote:
Double Weapons: You can use a double weapon to make an extra attack with the off-hand end of the weapon as if you were fighting with two weapons. The penalties apply as if the off-hand end of the weapon was a light weapon.

Damage from Strength bonus reads (PSRD):

PSRD wrote:
Wielding a Weapon Two-Handed: When you deal damage with a weapon that you are wielding two-handed, you add 1-1/2 times your Strength bonus (Strength penalties are not multiplied). You don't get this higher Strength bonus, however, when using a light weapon with two hands.

Question

In the case of a double weapon (for the sake of this example) you are wielding it with two hands. I'm not trying to tie this into the one handed double weapon argument.

Damage is not an Attack Penalty

If the second attack is a two handed light weapon attack you don't get the strength damage bonus but do you suffer the off hand damage reduction?

It makes a certain amount of sense that you get more leverage\power with both arms (and it happens to bolster a less popular weapon style).

ie

Two handed fighting with a Gnome Hammer:

Attack penalties - as Two weapon fighting.

Damage Penalties as a two handed medium and two handed light weapon:

1 1/2 x damage and 1 x damage.

Do you improve upon each attack by half damage?
Is there anything that clearly spells out the damage for double weapons?


I'm a little bemused by those people posting changes, disappointments, and attempting to write books that haven't been published yet.

This is a simple note to say that I'm happy enough, thanks. There are things I would do differently and I do so at my table.

I really enjoy the books, as they've been published, and look forward to seeing what you guys do with future books. I'm content to let you guys write them and I'll read them.

Nice simple situation.


A Typical Situation

There is a tight community of humans with 3% non-humans

ie. in the town there is one family of dwarves, and close to the solstice the arrival of an elf or two raises some interest. People are not sure but the rumor is that the local wood once held a strange thing.

Then the party arrives....

It has one Half Ogre Barbarian, a Grey Elf Wizard, a half rat thief, and a trio of half orcs... (or some such)

Inevitably the party expects to interact with the town as if they were either heroes or citizens - even looking for bargains because they are so well connected. The Party wants to be stealthy as they go building to building asking questions. They would like to stay somewhere secure, with people they can trust....

The necromancer wants directions to the cemetery and he wants to tell you why he will fit in....

Nobody expects to use illusions, after all they are only 'in town'.

What do you do in your game?


I'm thinking that they can have bird familiars.


I'm wondering what people think are the best two weapon combinations for rogues. I'm probably thinking of Weapon Finesse.

My current choices are really:

1. Sabre
4Winds, Luven Lightfingers's Gear & Treasure p.14

Sabre 12 gp 1d4 1d6 18-20/x2 —- 4 lbs. Slashing

2. Rapier
Paizo Core

Rapier 20 gp 1d4 1d6 18–20/×2 — 2 lbs. P

Both of these can be used with weapon finesse. The Sabre is functionally a heavier Rapier that does slashing damage. I like to think that the heavier blade is more robust (just fluff I know).

*I know there is also the Aldore Dueling Sword that does more damage and is slashing too. This guy is just starting out and I think he'd be using more common weaponry, and not burning the feat.

Does anyone know options for turning a piercing or slashing weapon into other damage types?

Sigurd


At level one the Cavalier has an ability to share out a teamwork feat to everyone within 30'.

If the Cavalier is standing amongst a group of wizards\sorcerers and he shared out the "Allied Spellcaster Feat" do the benefits stack? They all now have the feat and they are all standing close to each other.

So Joe is a wizard6\cavalier1 surrounded by a crowd of 15.

The Tactician ability says says:

Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the cavalier possesses. Allies do not need to meet the prerequisites of these bonus feats.

Joe uses this ability in turn 1. In turn 2 can he benefit from the feat as if he were surrounded by 15 Allied Spellcasters? (or at least 8 if they are taking up 5' squares).

That would be a +16 vs spell resistance if you read it very generously.

Whenever you are adjacent to an ally who also has this feat, you receive a +2 competence bonus on level checks made to overcome spell resistance.

I have to assume the feat doesn't stack.


Paladin's Sacrifice is a new spell in the APG on p 234. It lets a paladin suck up the suffering from another character. I'm confused by the text of this spell.

APG p 234 wrote:
When a creature in range is hit by an attack or fails a saving throw, you can cast this spell and the wounds and/or effects are magically transmitted to you instead of the target. You are affected as if you were hit by the attack or failed the saving throw, taking all the damage and suffering all of the adverse effects. Any resistances or immunities you have are applied normally, but you cannot otherwise reduce or negate the damage or effects in any way.

1. Does the Paladin cast the spell on his turn, after the damage has been counted? What if the original damage killed the first character?

2. It says that the paladin suffers saved fails from the first character and then it says 'any resistances or immunities you have are applied normally'.


So the first character gets hit by a fear affect and a bunch of damage. They roll 5 on all their saving throw rolls. (For the sake of argument)

The Paladin casts this spell before his turn and removes the damage?

or

The first character suffers the fear affect and runs out of the room and then the Paladin casts the spell on his initiative?


The Paladin is immune to the fear affect the first character suffered.

Does he disregard that part of the damage?

Does he suffer the affect because the original target did?

Presumably its as if he failed his saves or does he recalculate rolls Based on the 5 rolled by the first character?

Any clear guidance?


After killing 2 green dragons my adventuring party is looking for things to do with their remains.

What do people think of the idea of making wand blanks from the bones that have some sort of bonus. Is something like the weapon masterwork quality +1 to hit appropriate?

I don't want to make it too powerful (20 tons of Dragon provides a fair number of bones) but I like the idea of dragon handled arcane six shooters.

Wands of Acid Fang come to mind.

S


Without any spoilers, do people think that a Paladin could make a good king in the kingmaker series?

High Charisma?

Sigurd


Is this too powerful for a trait?

Studied - You may not take a bonus skill point from your preferred class. Instead, every level you receive one bonus skill point.

Over 20 levels its pretty powerful but....

Sigurd


The Pathfinder Savant is an interesting class. In the last 6 levels of the class a player may take a spell from any spell list and add it to his own arcane list as a spell one level higher.

What 6 spells between level 1 and 8 would you add to the wizard spell list if you could?

I'm very curious.


What do people think? This was http://paizo.com/paizo/messageboards/paizoPublishing/pathfinder/pathfinderR PG/advice/mountForWasteRemoval

Juno's Day Tipper - Sorc/Wiz 1, Cleric 1 "It was a day tipper, one way ticket yeah!"
Summoning
Duration 1hr/level
Spell Focus - a cracked whistle

This spell summons a large beast and cart suitable to haul away garbage. If the spell finishes without incident (see Rejection below) the beast, cart and all the garbage disappear at the end of the spell.

A day tipper is a ponderous slimy quadruped similar to a small hippo or scum covered Ox. It has a movement speed of 20ft and will make no aggressive action (see Rejection below). These beasts are summoned, or perhaps, created from the stuff of shadow and earth.

Tippers appear attached to a ponderous large empty cart requiring an open space 20'wide to pass. They obey simple hand signs from the caster or a trained handler. Their cart may be filled with up to 1000lbs of trash. At the end of the spells duration or when dismissed the day tipper will wander in a safe direction for the remainder of the spell and then vanish with all its garbage.

Material in a tippers cart is deposited on an adjacent plane or cast randomly into the countryside, at the casters discretion.

Rejection: Such is the nature of their summoning, that if the tipper is rejected or threatened by any sentient creature the summoning ends and they vanish leaving their cart contents behind. Tippers will vanish if any living sentient creature is loaded into their cart even if the creature is bound and unconscious.

Passive Summoning (daylight): Day tippers cannot be summoned at night. This spell ends or automatically fails in the presence of night or magical darkness or any threat to the day tipper. Day tippers will not enter a warded area without protection\suppression of the wards.

Tipped Off: A loaded tipper may be lead to a location and rejected, dropping its load before vanishing. The delivery of 1000lbs of waste to another wizards doorstep is a serious insult and challenge for it implies that you have neutralized all defenses and obscured all local auras and sources of threat for the timid Day Tipper in broad daylight.

In some circles Day Tippers are called POwner Beasts.


Whats a wizard to do about his waste. He wants his privacy but he wants a clean abode as well.

If you don't have a portable hole, and you reasonably have to cast no higher than a 2nd level spell to handle the problem, what would you do?

I wonder if you could have a variant of mount that came with some sort of garbage cart. Summon the mount. Fill the Cart. Dismiss the mount and the crap disappears.

The problem is that this seems prone to abuse.

What do people think? Any other spell that might work more elegantly? A low level spell would be the most elegant.

Sigurd


Anyone have a preference and a logic for picking Paladin Mercies.

I'm not super familiar with the rarity or the severity of the conditions they address.

Sigurd


I'm looking for a source that gives me measurements in feet or meters or ???? I'm having trouble finding an answer.

Anybody have a source?

Sigurd

For extra points how big is a Green Dragon head and\or its eyes?


Because the game needs another elf race....

Anyway I threw this together in response to another thread. What do people think?

Mystic Elves

+2 Wis -2 Str.
+1 Init. Mystic elves have an innate sense of the future.
A mystic elf must choose either elf sword or bow to be their bonus proficiency.
Medium size, Medium Build, He's a medium after all.
Mystic Elves that reach the "Old" category stop aging and may live forever in this form.
+1 Skill point per level.
+2 Climb, Stealth
Low light Vision.
Must sleep 4 hrs a night.
Langs: Elvish, may choose sylvan as a bonus language, + other forest languages.

Its missing something for pathfinder.

Some say Mystic Elves are not really elves. They are creatures of the forest who have been made to look like elves. Elven communities are accepting of them but mystic elves keep many of their own traditions and are accorded a degree of separation from the rest of eleven society.


I've always been a little bothered by exotic proficiencies. Compared to the ease characters pick up weapon proficiencies in class they seem very slow to acquire.

What do people think of making them traits and either offering a story based trait with them (2 traits = 1 feat) or even allowing them to be learned in pairs?

Sigurd

Just thinking out loud?


I like my little familiar and I don't want him to be a big(ger) liability.

I am also planning to take some weirder wizard classes. Pathfinder Savant for example. They only advance the wizard's caster level but not his other abilities.

What would people think is fair to keep my familiar development level equal to my caster level?

What would you do as DM?

Sigurd


This is really a strategy question.

There is an armor design style called 'Champion Armor' in Mongoose Paladin 2. This is not an enchantment but a design that favours defense against larger foes. The armor is +2 vs creatures bigger than you but -2 vs the same size and smaller.

Based on your game table would you take this design? A lot of your opponents, likely the majority, will be medium creatures but the bigger creatures will likely hit for more damage.

What do people think?

I have a paladin with a 12 dex. He needs his armor.

Sigurd


A spell trigger item requires that you be have the base spell on your spell list to use. A substantial restriction.

All these prices are [Level]*[Spell Level] * Price

The rules offer a price for 50 charge spell completion items as 750gp
The rules offer a price for unlimited user activated items as 2000gp

Question:

If I wanted to make an unlimited spell completion item (not a weapon - say a bobble that cast 'secure shelter') would it be fair to average the two prices?

So an unlimited spell completion item - you'd need to know of the spell but not prepare it - 1375gp?

In the case of a Wizard Token of Secure Shelter 3850gp not 5600gp. If you don't have the spell on your spell list you're out of luck.

Sigurd


The Pathfinder savant has an interesting ability to add spells to his spell list. At levels 2 through 7 he\she may choose a spell from any other list and cast it at one higher level.

My first choices:

Reincarnate - Druid 4
Speak with Dead - Cleric 3
Modify Memory - Bard 4
?
?
?

What are your choices? What would you add?

Of course this is adding to the Wizard list. The class can be taken by divine casters and then they add to the divine list.

Sigurd


I have a hole in a character concept where an arcane caster can't speak with dead. Instead of just handwaving it does anyone know of existing 3.x rules for necromancers speaking with dead or keeping skulls to talk to?

It sounds reasonable and familiar but I can't remember a source.

Sigurd


I am making an urn for a temple that is the vessel for the spirit of a holy man. The idea is that the holy man can be found near the alter by children, leaders etc..... and can still teach old lessons etc although he is now a shade.

Beyond simply being manifest as a spirit, the urn has a permanent flaming sphere within it that can be used as the spell and can cast stabilize at will within the confines of the temple.

The game import is that this is a high level holy adviser. I imagine that this is where the soul wants to be at least until it's deity calls it 'home'. It has lost any other spellcasting powers and is limited to the temple around the alter.

What sort of mechanical process would you think could create the item?

Given an appropriate masterwork urn, too big to carry on adventures, what game mechanics would you use to 'bind' the spirit?

Sigurd.


Locate Your Stuff:

You may cast Locate Object as a 1st level spell to find objects you have made or magically marked. This spell becomes a Domain Spell you may cast in place of another prepared spell.
If the item is no longer marked or has been destroyed the spell fails.

All other details are as the spell.

What do people think?


A character that is killed and reincarnated returns with class and abilities, alignment, and outlook but not necessarily race.

Do they develop from the remaining body part in the presence of the reincarnation caster? Do they wake up in the shade of a nearby tree as a confused bugbear or kobold or whatever?????

I'm curious if a careful reincarnation might include a chance to take advantage of this chaos to work some lasting change.

What do people think? Kill evil overlord and reincarnate him. Is there a chance you could reform him in the confusion following the spell?

What about the hero? Reincarnate and orchestrate a particular world view to change the characters alignment?

What do people think?


I'd appreciate if people checked this and helped me pathfinderize it.

My idea is to create a standard bearer that is immune to fear and mind control. They'd be pretty wimpy and sort of protocol droid ish.

Magic Standard

Upon command this staff creates the illusion of a battle standard 20 to 50' long 20 to 200' in the air. The staff maintains this standard so long as it is carried upright. If it is dropped or its bearer falls to the ground it ceases.
CL 3rd; Craft Wondrous Item, Silent Image. The nature of the image is determined at creation. Masterwork Spear + Silent Image. Price 2000gp.

Standard Bearer CR1

Medium Construct
Hit Dice: 2d10+10 (21 hp)
Initiative: +0
Speed: 30 ft.
Armor Class: 15 (+1 Dex, +4 natural), touch11, flat-footed14
BaseAttack/Grapple: +1 / +1
Attack: Shortspear +3 melee (1d6+2 of 1d6+3), Sling +2 ranged (1d4)
FullAttack: Shortspear +3 melee (1d6+2 of 1d6+3), Sling +2 ranged (1d4)
Space/Reach: 5 ft. / 5 ft.
Special Attacks: —
Special Qualities: Construct Traits, Message
Saves: Fort+0, Ref+1, Will+0
Abilities: Str14, Dex12, Con—, Int10, Wis10, Cha10
Skills: Weapons engineer+5, valet +5
Feats: —
Environment: Any
Organization: Single
Challenge Rating: 1
Treasure: Themselves – the body of a standard bearer contains 1000g of salvageable riches.
Alignment: Always Neutral
Advancement: 3HD (Herald) CR 2 4-5 HD (Legate) CR 3
Level Adjustment: —

Standard bearers are glorified servants intended to wait on a noble and carry regalia into battle. They are usually made to be lithe and fast but typically, avoid combat. They are able to use any simple weapon and one handed martial melee weapons as well as shields. They have an intelligence of 10.
Standard bearers are designed to be artificial squires and valets. Upon command they will sleep and see\hear nothing until knocked upon. They maintain wardrobe, perform rudimentary mount care, wash clothes etc...
Their primary purpose is to look good and hold banner poles. They are not subject to fear affects or mind affects. In this role they will flee personal danger to preserve the standard. The presence of an unwavering standard encourages the troops and adds pageantry to processions etc...
Standard bearers may cast message at will.

Construction: A standard bearer’s body must be assembled from 200 pounds of clockwork materials (gears, screws, etc.). The materials cost 3,000-5000 gp. Assembling the body requires a DC 13 Craft (clockwork) check.
CL 6th; Craft Construct (see MM, p. 303), animate objects and Geas/quest. Caster must be 6th level; Price 10,000 gp; 5,000 gp + 400 XP. Further HD can be added to the construction of a Standard Bearer at the cost of 3000 each.
NB Some Standard Bearers are further enchanted to be able to cast Tongues three times a day.


Improved Critical doubles your crit range but says it doesn't stack with anything that modifies your range.

Critical Focus adds to your die roll to confirm a critical. It effectively modifies your range but seems to be written to function otherwise.

Strictly speaking IC lowers the threshold and CF gives you a boost.

Do these feats stack?

I'm leaning towards they do.

Sigurd


Over in this thread:

http://www.giantitp.com/forums/showthread.php?p=7913055&posted=1#post79 13055

They're building a table for the affects upon those brought back from the dead. These are my first thoughts. I wonder if anyone wants to add to the list. We can number them when we've seen them all.

Any help Welcome.

Whispers in the Dark

In the weeks following your revival your hair and body become colourless, (Albino). If you speak more than 3 languages you must replace any language beyond your favourite 3 with dead languages.
You are not certain your dreams are your own.

Weakness of the Thread

You have returned to life but your hold on life is tenuous. You will die again if brought to -5 hit points (or the old value -5). Your natural healing is very slow and all your cure rolls are -1 (minimum 1).

Preparation is Obvious.
Certain of the need to prepare for death move your alignment one step towards Law.

It is all lies and vanity.
Death is not something to fear and it cannot be prepared for. Move your alignment one step towards chaos.

Message from beyond.
Over the next 3 months you are visited by dreams and perhaps ghosts with a message for you.

One with Death:
You appear to the undead as one of their own. So long as you don't attack them they are likely to leave you in peace.

Unnatural Fear
You may be turned as a vampire of your level. You may not enter holy places or shrines. If you are a cleric you must atone - see atonement spell - to reenter holy places. If you have turning abilities they are diminished or removed. (DM's discretion)

A place at Odin's Table
You have seen your afterlife and are content. +4 against all fear affects +2 vs death magic.

The Creek of Old Bones
You are unnaturally aged. Move one age category forward. You still do not enter the next age category until your appropriate time. You are effectively the next age category longer.

I shall not look on life.
You have a vivid memory of being dead but you shall not look upon the lands under the sun again. So long as you have not ........ you will remain blind.

My Fathers Marble Halls
You have seen the glory of what once was. +4 knowledge history, +2 knowledge Nobility. These are now class skills.

I am but a memory here.
You are infertile and shall never have a child.

Sigurd


I know that its not a combat item but I like the ring of sustenance. I'd like a version that would be your best friend if you were lost in the underdark.

Here's my thoughts. Each of these are toned down to be barely enough for survival not power.

1. 10' Dark vision - Doesn't add to existing darkvision. If you already have Dark vision no affect otherwise you can see 10' ahead.
2. Minor Flame 3x a day. I imagine something like a cantrip 1-3dam? and the ability to make a fire if you have none.
3. Know Direction 3x a day.

I'd like to add 'Message' but I think that would be too much.

The ring of Sustenance is 2.5K so I'm imagining this is 3 to 5k. Does that sound reasonable?

Sigurd


Making potions and elixirs seems like a very flavourful thing for a wizard.

Unfortunately I don't really see anyone doing it. Are the item creation feats mostly window dressing?

What do people think? Do you use brew potion?

S


Are there rules legal way to up a paladin's speed in heavy armor? Nothing ridiculous, I just want to keep up with the 30 ft movement chars.

Armor enchantment?

What if he has a higher base speed?

What if in spite of the armor he still carries only a light load?

Sigurd


Just a note to say I really appreciate it when people expand their source descriptions to mention the author and publisher.

If they did a good job they deserve to have their names spoken and their work appreciated.

Sigurd


I feel like the specialist wizards really get a better deal with PF. No forbidden schools and extra spells every day.

What do people think?

I'm kicking around one of these ideas:

1. Add your level to the number of times you can use 'Hand of Apprentice'

2. Free brew potion feat

3. +4 spellcraft


1. Is there rule support to wield the falchion one handed if you can wield Large Weapons?

2. Can someone point to the rules for Large sized bows?

3. Is the archer paladin really that good a build?

Any considered opinions appreciated.

Sigurd


Lore Keeper has unique wording but the temptation is to treat it as the other domain powers.

The Knowledge Domain wrote:


With a successful touch attack, you gain information as if you made the appropriate Knowledge skill check with a result equal to 15 + your cleric level + your Wisdom modifier.

Can the 'successful touch attack' be any touch attack? Does ability piggy back as a free action on top of something like 'Gentle Touch' from the repose domain?

The temptation is to have it take a standard action, like most of the other powers, which limits the usefulness of the domain power. Since a standard knowledge check can be made as a free action, is it not reasonable for the knowledge power to be a free action as well?

I would appreciate a clarification because it has been a point of confusion for a number of people on the boards.


Repose Domain wrote:

Your touch can fill a creature with lethargy, causing a living creature to become staggered for 1 round as a melee touch attack.

Knowledge Domain wrote:


You can touch a creature to learn about its abilities and weaknesses. With a successful touch attack, you gain ...

Is this a possible double whammy? One ability _is_ a melee touch attack and the second happens _with_ a touch attack.

Or is that just plain cheeze?

Sigurd


I'm thinking it often might be a better tactic to kill the summoner rather than the Eidolon.

What are the general steps for one force to recognize:

A) This is an Eidolon

- Knowledge Planes? Arcana?

B) His summoner is that guy!

? ?

Sigurd


From any source, what is your favourite Crafter or Artificer? Have you ever actually played it?

Failing that what are your favourite crafting rules?

Whats the source?

Why?

Sigurd


If anyone wants a project....

Looking through the bestiary (Which absolutely rocks!) I came across something that doesn't fit with my myth view.

The Genie, Djinn is CR5!. I know it gives a little blurb for noble Djinn but I don't think it is expansive enough.

I can accept the CR5 for the lowest Djinn.

I'd love to see stats and improvements on 2 or more Djinn.

sort of:

CR5 - Djinn in Service
Cr8 - Djinn Captains
Cr12-15 - Djinn Nobles.

It's not earth shaking, but it would be appreciated.

Sigurd


I'm posting this here because the character is using Society Rules.

Bardic Performance:

This appears to have 9 distinct forms: Act, Comedy, Dance, Keyboard, Oratory, Percussion, Sing, String Instrument, Wind Instrument.

They all must be developed separately?
9 skill points to improve them all?
Can I use a type of performance that I haven't put a skill point in?

For Game purposes

a} Are they equally loud? How loud? Do half orcs sing louder than gnomes? Are there guidelines for instruments, background noise, wind etc.... or do we ignore this?
b} What is a typical area of affect? How does acute hearing affect range? ie... My elf listens for a beneficial performance can she hear better than my dwarf in a heavy helm?
c} Some obviously require comprehension (language) Do instrumental performances require this?
d} Can the Cantrip "Summon Musical Instrument" summon a Keyboard Instrument?
e} Bards can start a bardic performance as a standard action and continue it into following rounds. When can they Fight or Defend or cast other spells?
f} Bards can cast spells with a shield and in light armor. Does this extend to Bardic Performance?

g} Versatile Performance lets the bard use his performance skill in place of various other abilities. Is this just a game balance thing? Are we expected to role play Keyboard Performance in place of intimidate? Can NPCs get suspicious if every time I want to Bluff or Sense Motive I start to Sing?

h} Performance Artist(Taldor Faction) gives you a +1 on a type of performance and a +5 on the performance to make money. I assume that using Sing (in place of Bluff) to make money only gives me a +1 bonus.

Thanks

Anyone with more Bard questions?