Dogbladewarrior wrote:
With this new info gm i will go back to my 1st summation shes a lot darker in tone and a much better fit in the game world if thats ok. thanks for the feed back. so Sol-Alar De Xin Min is my submission
Yep sound fun I am in, how this PC, would need some work but I like her. At the moment she a NE Noble Drow, but May change to Half-elf and drop the template, up to you GM whats in. She has one main goal
I was thinking Solar but it has to meany overlapping skills with my Synthesist, as it is she fly's at 440mph and 880mph hasted, that's sonic boom time, O how I wanted to have a pc do that for years. Loving this biulding. LINK HERE -Just want a PC that dos this in flight-see last part
@GM Thanks GM Dream for the clear up of the gold, 1.25 million at 25 seems at lot but 3 or 4 +8s and its going to go down fast. What its your call in combined crafted objects can PCs with skills make there own Combined items or can we get them made etc or are all combined Items off limits? Like a Ring of Sustenance+Amor say in one item. With The natural armor bonus I would like a GM call on this, as a Synthesist 20L my Synthesist gets +2NA +12 from Evolutions
Also I want to take the Two feats.
chain giving an improved-familiar (at PC Level -2) would that be Level 25-2 or Level 24-2
DM Jelani you star you preempted my post question,
Sol-Alar De Xin Min is
Change of her home to A underground Palace of opulent spaces and elegance halls and rich residence, all in compelat darkness.
Having read the chat about monsters I think that Dream you have it about right with the Change, My idea was always to core or other main book race. I think we would really need a crafter in any party (should I be lucky and be picked.) as I am working with Nets made from the core rules for crafting (I can not find any place where magic nets are listed, there is a supplement chapter in there some place). As I am upping a all ready partly built PC for me its a matter of adding kit and upping states is all.
I would like to offer up a PC I made for another game, that I would like to up to 20, I pulled out the other before it started, but because I felt the game was wrong for her, but this one is a much better fit. Summoner Synthases 20th level, Cleric 5 levels "The Great Balance".
here is the starting alt GM may aim to let her carry on as a cleric. About Sol-Alar De Xin Min Elf Summoner TN (Synthesist L20/Shadow Dancer 5)
"All things change only, change stays the same" In From IMAGE HERE 5'10 and slim, with fine pale skin and long brown hear, Blue eyes and olive face, she has the fine looks of an half elf. Her dress is fine and of high cost, she likes to hide her lower face behind a vial, she will not make eye contact with most she meets. talking and low voice. In her Synthesist form she is 7'2" tall and looks like this.
In Action
In her Synthesist form.
-How the character feels about the mandate of the Custodians The universe works on checks and balances, It must be maintained so.
-Things that your character considers important (family, friends, a kingdom you're in charge of, etc) Her friends on the Astrarium, she has few but they mean a lot to her. The Great balance, she can see and hear it all around and when some things seeks to bake it, she will act to stop it. Freedome to go any where and when she likes -What your character's dwelling in Astrarium would look like. A place of living tranquility, gardens with contemplation areas of green life and natural spaces, water and plants, it is more a living thing than a building, but you will not find her there for space and time are her home most days, flying from one plane to another just for the feel of them on her face. -Anything else you think I will find interesting that will sway me to picking you. The idea is that shes a planes hunter, trained and skilled in doing such, her roll would be as combat, hunter and tracker.
Female Noble Drow (Advanced) Summoner (Synthesist L18)
Ok Im out, i have tryed to get Yahoo to work for me 3 times v flicker and each time it blocks me and then asks for my home address, this is a sick cynical way to get personal details from users. I came here to play here not on another platform. Have fun but if your going to use Flicker/Yahoo im out.
Female Noble Drow (Advanced) Summoner (Synthesist L18)
Skills done, and just some smaller Items. yes shes going with nets, over weapons, being that fast and hard to hit would be a game barker if I do not limit her in some way, A lot of thing she will have problems with fighting or even getting close to all. Thank Gibz, yes she make go big also Heres my work on here nets. Sols Nets: MW Net +1 305gp x 6 A MW net is used to entangle enemies. Benefit: When you throw a net, you make a ranged touch attack against your target. A net's maximum range is 10 feet. If you hit, the target is entangled. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty on Dexterity, can move at only half speed, and cannot charge or run. If you control the trailing rope by succeeding on an opposed Strength check while holding it, the entangled creature can move only within the limits that the rope allows. If the entangled creature attempts to cast a spell, it must make a concentration check with a DC of 15 + the spell's level or be unable to cast the spell. An entangled creature can escape with a DC 20 Escape Artist check (a full-round action). The net has 10 hit points and can be burst with a DC 30 Strength check (also a full-round action). A net is useful only against creatures within one size category of you. A net must be folded to be thrown effectively. The first time you throw your net in a fight, you make a normal ranged touch attack roll. After the net is unfolded, you take a –4 penalty on attack rolls with it. It takes 2 rounds for a proficient user to fold a net and twice that long for a non-proficient one to do so.[/i] Adamantine Net +1 (+1) 3005gp each x4 A Adamantine net is used to entangle enemies, but unlike normal nets its made from Adamantine, which makes it very hard to brake, how ever the Escape Artist check check is the same as a normal net. Benefit: When you throw a net, you make a ranged touch attack against your target. A net's maximum range is 10 feet. If you hit, the target is entangled. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty on Dexterity, can move at only half speed, and cannot charge or run. If you control the trailing rope by succeeding on an opposed Strength check while holding it, the entangled creature can move only within the limits that the rope allows. If the entangled creature attempts to cast a spell, it must make a concentration check with a DC of 15 + the spell's level or be unable to cast the spell. An entangled creature can escape with a DC 20 Escape Artist check (a full-round action). The Adamantine net has 40 hit points and can be burst with a DC45 Strength check (also a full-round action). The Adamantine Net also has a Hardness 20. A net is useful only against creatures within one size category of you. A net must be folded to be thrown effectively. The first time you throw your net in a fight, you make a normal ranged touch attack roll. After the net is unfolded, you take a –4 penalty on attack rolls with it. It takes 2 rounds for a proficient user to fold a net and twice that long for a non-proficient one to do so.[/i] Distance Net +1 (as +2 weapon) 8005gp x1
DESCRIPTION
Ghost Touch Net +1 (as +2 weapon) 8005gp x1 Aura moderate conjuration; CL 9th; Craft Magic Arms and Armor, plane shift; Price +1 bonus. DESCRIPTION A ghost touch acts as a net on incorporeal creatures, regardless of its bonus. An incorporeal creature's 50% reduction in damage from corporeal sources does not apply to attacks made against it. The Net can be picked up and moved by an incorporeal creature at any time. A manifesting ghost can wield the weapon against corporeal foes. Essentially, a ghost touch net counts as both corporeal or incorporeal. DC 20 Escape Artist check (a full-round action). The Adamantine net has 10 hit points and can be burst with a DC25 Strength check. Thundering Net +1 (as +2 weapon) 8005gp x1 Aura faint necromancy; CL 5th; Craft Magic Arms and Armor, blindness/deafness; Price +1 bonus. DESCRIPTION
Corrosive Net +1 (as +2 weapon) 8005gp x1 Source: Advanced Player's Guide
DESCRIPTION
Extradimensional Net +1 (As +3 weapon) 32,005gp x1
Description
The only air in the net is that which enters when the net is opened. It contains enough air to supply one subject for 10 minutes. The Net does not accumulate weight even if it is filled. Each such net opens on its own particular nondimensional space. If a net is placed within a portable hole, a rift to the Astral Plane is torn in that place. Both the net and any thing inside are sucked into the void and forever lost. If such a net is placed within a bag of holding, it opens a gate to the Astral Plane. The Net, the bag, and any creatures within a 10-foot radius are drawn there, the net and bag of holding being destroyed in the process.
Female Noble Drow (Advanced) Summoner (Synthesist L18)
Sorry GM Im know in the real world for making mad PCs and Games. Ill I'm the GM doing PlaneScape on here at the moment and thats looking nots all ready hehe. (have all the players guys not nicking players.)
Skill points are wrong Ill fix that.
Female Noble Drow (Advanced) Summoner (Synthesist L18)
this is so much fun, no one has done any thing on magic Nets, so im making some. She has Claws ok, and moves fast and is hard to hit, but for nets you have to get close, 10'. some some simple ones and one MAd one -Lets see if the GM lets me have it, I think it may just cost to much. But a net to catch a goust \ :)
Female Noble Drow (Advanced) Summoner (Synthesist L18)
You know if you tuck the Breadth of Experience: Trait you would get +2 to all of them :)
Although still young for your kind, you have a lifetime of knowledge and training. Prerequisites: Dwarf, elf, or gnome; 100+ years old. Benefit: You get a +2 bonus on all Knowledge and Profession skill checks, and can make checks with those skills untrained.
On another note, Arkwright GM AC calculations:
Elf Summoner (Synthesist L15) AC 22 = 10 (+3dex) (+1feat) (+7Item) (+1Item) with Eidolon Synthesist AC 51 = 10 (+6 dex mod) (+12 Eidolon Armor for level) (+10 Eidolon Natural armor 2 free the other 8 paid of 4EP) (+4 Greater Shielded Meld) (+1 feat Dodge)(+7 Braces of Armor) (+1 Item Ion Stone)
Please tell me if I am wrong Still need to fix skills and some item changes, I have an idea for a very cool magic net.
Female Noble Drow (Advanced) Summoner (Synthesist L18)
I had a Big rethink last night and here's what I'm going to do with Sol, so as NOT to make what she is a inter planes Hunter, I'm going to say she seeks to take her targets "Alive" so she will seek to disarm, incapacitate, subdue or entrap. She is not into "killing" her targets. If it looks like she can not take the target Alive she will back off. She happy to be a target and distract for others. But she hunts as an solemn act of faith. To her pray she offers the utmost respect and relevance. I'm going to give her things to take subjects alive like, a net and other such. She is NOT an critter assassin or just plain killer of things, her whole life is about raising the hunt to an act of worship. She fully expects to die in the act so that she may face her god Erastil and say she did his bidding to the highest levels, to find the perfect hunt. In this what I hope to make her a paragon of the huntress, and also more 3D as a PC with aims and goals beyond glory or wealth. It also means she may not do as asked if its counter to her beliefs. Her high AC is so she can get close to capturing, where other seek to just hit and harm, she will tacitly think how to disarm. Her speed as well is to help her move after and act fast, seeking to take down a target once it has been marked. Before and after a hunt she performs a ritualized spirit blessing of any party she is with. GCV
Female Noble Drow (Advanced) Summoner (Synthesist L18)
GM with Dex 14 in place to get feats: Elf Summoner (Synthesist L15)
Base Attacks
Half Elf
Ref +5 (+2 Dex) (+4 Item) = 11
Eidolon Synthesist
Base Attacks
Eidolon Synthesist
Ref +5 (+6 dex) (+4 Item) (+4*) = 19
Female Noble Drow (Advanced) Summoner (Synthesist L18)
@Ok GM as a Synthesist the Eidolon gets no feats but it sates. they are all my PCs. With points for EP I has 20 point pool x 0.25 = 5
Yes HP is wrong as stats (and correct me if I am wrong by all means) Stats and how I got to them:
Stats
Then with level spend Str 9 (-1p=-1)
Then with
Str 11 (-1p=-1) (+2 Item)
Then with Synthesist - eidolon Strength 24 (+2 Item)
Feats they are all mine as the Eidolon gets none, just Special see below:
I think Im right in the fact I get 7 feats, now here is where is get sticky. I just did not know where to go with this, lets take winger over its listed as both a feat some one who can "faly every day" can take and also a (Monster) feat. I'm I a monster?? yet I can fly ?? Wingover (Monster) This creature can make turns with ease while flying. Prerequisite: Fly speed. Benefits: Once each round, a creature with this feat can turn up to 180 degrees as a free action without making a Fly skill check. This free turn does not consume any additional movement from the creature. Normal: A flying creature can turn up to 90 degrees by making a DC 15 Fly skill check and expending 5 feet of movement. A flying creature can turn up to 180 degrees by making a DC 20 Fly skill check and expending 10 feet of movement. What about Spring attack, says nothing about on land, sea or Air just says. Spring Attack (Combat)
Prerequisites: Dex 13, Dodge, Mobility, base attack bonus +4. Benefit: As a full-round action, you can move up to your speed and make a single melee attack without provoking any attacks of opportunity from the target of your attack. You can move both before and after the attack, but you must move at least 10 feet before the attack and the total distance that you move cannot be greater than your speed. You cannot use this ability to attack a foe that is adjacent to you at the start of your turn. Normal: You cannot move before and after an attack. But what of the DEX, my eidolon has the dex and if im in my eidolon siut all be 1 hour a day, then seems not not to take it. But if need be I will change my base Dex to get this feat, as with the speed it makes my PC what I want. Same with Hover (Monster) This creature can hover in place with ease and can kick up clouds of dust and debris. Prerequisite: Fly speed. Benefit: A creature with this feat can halt its movement while flying, allowing it to hover without needing to make a Fly skill check. If a creature of size Large or larger with this feat hovers within 20 feet of the ground in an area with lots of loose debris, the draft from its wings creates a hemispherical cloud with a radius of 60 feet. The winds generated can snuff torches, small campfires, exposed lanterns, and other small, open flames of non-magical origin. Clear vision within the cloud is limited to 10 feet. Creatures have concealment at 15 to 20 feet (20% miss chance). At 25 feet or more, creatures have total concealment (50% miss chance, and opponents cannot use sight to locate the creature). Normal: Without this feat, a creature must make a Fly skill check to hover and the creature does not create a cloud of debris while hovering. and Flyby Attack (Monster) This creature can make an attack before and after it moves while flying. Prerequisite: Fly speed. Benefit: When flying, the creature can take a move action and another standard action at any point during the move. The creature cannot take a second move action during a round when it makes a flyby attack. Normal: Without this feat, the creature takes a standard action either before or after its move. If I Change my Dex and take spring do I need any of the flying feats?? Synthesist thing you do and no not get I think:
Rather than summon an eidolon to serve by his side, the synthesist fuses his eidolon’s essence to his own. Instead of two creatures, the synthesist is a fusion of the summoner and eidolon into a single being. Eidolon A summoner begins play with the ability to summon to his side a powerful outsider called an eidolon. The eidolon forms a link with the summoner, who, forever after, summons an aspect of the same creature. An eidolon has the same alignment as the summoner that calls it and can speak all of his languages. Eidolons are treated as summoned creatures, except that they are not sent back to their home plane until reduced to a number of negative hit points equal to or greater than their Constitution score. In addition, due to its tie to its summoner, an eidolon can touch and attack creatures warded by protection from evil and similar effects that prevent contact with summoned creatures. A summoner can summon his eidolon in a ritual that takes 1 minute to perform. When summoned in this way, the eidolon hit points are unchanged from the last time it was dismissed or banished. The only exception to this is if the eidolon was slain, in which case it returns with half its normal hit points. The eidolon does not heal naturally. The eidolon remains until dismissed by the summoner (a standard action). If the eidolon is sent back to its home plane due to death, it cannot be summoned again until the following day. The eidolon cannot be sent back to its home plane by means of dispel magic, but spells such as dismissal and banishment work normally. If the summoner is unconscious, asleep, or killed, his eidolon is immediately banished. The eidolon takes a form shaped by the summoner’s desires. The eidolon’s Hit Dice, saving throws, skills, feats, and abilities are tied to the summoner’s class level and increase as the summoner gains levels. In addition, each eidolon receives a pool of evolution points, based on the summoner’s class level, that can be used to give the eidolon different abilities and powers. Whenever the summoner gains a level, he must decide how these points are spent, and they are set until he gains another level of summoner. The eidolon’s physical appearance is up to the summoner, but it always appears as some sort of fantastical creature. This control is not fine enough to make the eidolon appear like a specific creature. The eidolon also bears a glowing rune that is identical to a rune that appears on the summoner’s forehead as long as the eidolon is summoned. While this rune can be hidden through mundane means, it cannot be concealed through magic that changes appearance, such as alter self or polymorph (although invisibility does conceal it as long as the spell lasts). Fused Eidolon A synthesist summons the essence of a powerful outsider to meld with his own being. The synthesist wears the eidolon like translucent, living armor. The eidolon mimics all of the synthesist’s movements, and the synthesist perceives through the eidolon’s senses and speaks through its voice, as the two are now one creature. While fused with his eidolon, the synthesist uses the eidolon’s physical ability scores (Strength, Dexterity, and Constitution), but retains his own mental ability scores (Intelligence, Wisdom, and Charisma). The synthesist gains the eidolon’s hit points as temporary hit points. When these hit points reach 0, the eidolon is killed and sent back to its home plane. The synthesist uses the eidolon’s base attack bonus, and gains the eidolon’s armor and natural armor bonuses and modifiers to ability scores. The synthesist also gains access to the eidolon’s special abilities *Special See below* and the eidolon’s evolutions. The synthesist is still limited to the eidolon’s maximum number of natural attacks. The eidolon has no skills or feats of its own. The eidolon must be at least the same size as the synthesist. The eidolon must have limbs for the synthesist to cast spells with somatic components. The eidolon’s temporary hit points can be restored with the rejuvenate eidolon spell. While fused, the synthesist loses the benefits of his armor. He counts as both his original type and as an outsider for any effect related to type, whichever is worse for the synthesist. Spells such as banishment or dismissal work normally on the eidolon, but the synthesist is unaffected. Neither the synthesist nor his eidolon can be targeted separately, as they are fused into one creature. The synthesist and eidolon cannot take separate actions. While fused with his eidolon, the synthesist can use all of his own abilities and gear, except for his armor. In all other cases, this ability functions as the summoner’s normal eidolon ability (for example, the synthesist cannot use his summon monster ability while the eidolon is present). This ability replaces the class’s eidolon ability, bond senses, and life bond. The following class abilities function differently for synthesist summoners. Summon Monster I (Sp) Starting at 1st level, a summoner can cast summon monster I as a spell-like ability a number of times per day equal to 3 + his Charisma modifier. Drawing upon this ability uses up the same power as the summoner uses to call his eidolon. As a result, he can only use this ability when his eidolon is not summoned. He can cast this spell as a standard action and the creatures remain for 1 minute per level (instead of 1 round per level). At 3rd level, and every 2 levels thereafter, the power of this ability increases by one spell level, allowing him to summon more powerful creatures (to a maximum of summon monster IX at 17th level). At 19th level, this ability can be used as gate or summon monster IX. If used as gate, the summoner must pay any required material components. A summoner cannot have more than one summon monster or gate spell active in this way at one time. If this ability is used again, any existing summon monster or gate immediately ends. These summon spells are considered to be part of his spell list for the purposes of spell trigger and spell completion items. In addition, he can expend uses of this ability to fufill the construction requirements of any magic item he creates, so long as he can use this ability to cast the required spell. Fused Link (Su) Starting at 1st level, the synthesist forms a close bond with his eidolon. Whenever the temporary hit points from his eidolon would be reduced to 0, the summoner can, as a free action, sacrifice any number of his own hit points. Each hit point sacrificed this way prevents 1 point of damage done to the eidolon (thus preventing the loss of the summoner’s temporary hit points), preventing the eidolon from being killed and sent back to its home plane. This ability replaces life link. Shielded Meld(Ex) At 4th level, whenever the synthesist is fused with his eidolon, he gains a +2 shield bonus to his Armor Class and a +2 circumstance bonus on his saving throws. This ability replaces shield ally. Maker’s Jump (Sp) At 6th level, whenever the synthesist is fused with his eidolon, the synthesist can cast dimension door as a spell-like ability using his caster level. This ability only affects the fused synthesist and eidolon. The synthesist can use this ability once per day at 6th level, plus one additional time per day for every six levels beyond 6th. This ability replaces maker’s call and transposition. Aspect (Su) At 10th level, a summoner can divert up to 2 points from his eidolon’s evolution pool to add evolutions to himself. He cannot select any evolution that the eidolon could not possess, and he must be able to meet the requirements as well. He cannot select the ability increase evolution through this ability. Any points spent in this way are taken from the eidolon’s evolution pool (reducing the total number available to the eidolon). The summoner can change the evolutions he receives from these points any time he can change the eidolon’s evolutions. Greater Shielded Meld (Ex) At 12th level, whenever the synthesist is fused with his eidolon, he gains a +4 shield bonus to his Armor Class and a +4 circumstance bonus on his saving throws. This ability replaces greater shield ally. Life Bond (Su) At 14th level, a summoner’s life becomes linked to his eidolon’s. As long as the eidolon has 1 or more hit points, the summoner is protected from harm. Damage in excess of that which would reduce the summoner to fewer than 0 hit points is instead transferred to the eidolon. This damage is transferred 1 point at a time, meaning that as soon as the eidolon is reduced to a number of negative hit points equal to its Constitution score, all excess damage remains with the summoner. Effects that cause death but not damage are unaffected by this ability. This ability does not affect spells like baleful polymorph, flesh to stone, or imprisonment, or other spells that do not cause actual damage.
Special:
This includes a number of abilities gained by all eidolons as they increase in power. Each of these bonuses is described below. Darkvision (Ex) The eidolon has darkvision out to a range of 60 feet. Link (Ex) A summoner and his eidolon share a mental link allows for communication across any distance (as long as they are on the same plane). This communication is a free action, allowing the summoner to give orders to his eidolon at any time. In addition, magic items interfere with the summoner’s connection to his eidolon. As a result, the summoner and his eidolon share magic item slots. For example, if the summoner is wearing a ring, his eidolon can wear no more than one ring. In case of a conf lict, the items worn by the summoner remain active, and those used by the eidolon become dormant. The eidolon must possess the appropriate appendages to utilize a magic item. Share Spells (Ex) The summoner may cast a spell with a target of “you” on his eidolon (as a spell with a range of touch) instead of on himself. A summoner may cast spells on his eidolon even if the spells normally do not affect creatures of the eidolon’s type (outsider). Spells cast in this way must come from the summoner spell list. This ability does not allow the eidolon to share abilities that are not spells, even if they function like spells. Evasion[b] (Ex) If an eidolon is subjected to an attack that normally allows a Reflex save for half damage, it takes no damage if it makes a successful saving throw. Ability Score Increase (Ex) The eidolon adds +1 to one of its ability scores. Devotion (Ex) An eidolon gains a +4 morale bonus on Will saves against enchantment spells and effects. Multiattack An eidolon gains Multiattack as a bonus feat if it has 3 or more natural attacks and does not already have that feat. If it does not have the requisite 3 or more natural attacks (or it is reduced to less than 3 attacks), the eidolon instead gains a second attack with one of its natural weapons, albeit at a –5 penalty. If the eidolon later gains 3 or more natural attacks, it loses this additional attack and instead gains Multiattack. [b]Improved Evasion (Ex) When subjected to an attack that allows a Reflex saving throw for half damage, an eidolon takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.
@Arkwright O yes I need help big time :)
Female Noble Drow (Advanced) Summoner (Synthesist L18)
EDIT- Happy to change any thing, GM let me know how broken it is and ill fix. I was using this for the EPs Favored Class Alternatives Instead of receiving an additional skill rank or hit point whenever she gains a level in a Favored Class, half-elves have the option of choosing from a number of other bonuses, depending upon their Favored Class. The following options are available to all half-elves who have the listed Favored Class, and unless otherwise stated, the bonus applies each time you select the listed Favored Class reward. Summoner: Add + 1/4 to the eidolon’s evolution pool. So at level 15 that's 20 points + 1/4 (see above) = 25 Point evolution pool. What I was after with my PC was speed and a good AC, :)
The Idea of Sol-Alar De Xin Min is that shes a hunting tank, with an AC of 51 and a combined HP of 200+ shes fine but for doing PD shes far more targeted, With magic claws, and Toxins. been looking for ones other than poisons, I think this is lacking in Pathfinder at the moment. As a hunter she can go any place to find her quarry. "Sol-Alar De Xin Min" Is a 1st world saying meaning "The Hunter of things"
Thats fine GM I love making new stiff and the idea I have is a device has poison sacreation on to the claws. I am thinking some thing like this Potio Gauntlets: Potio Gauntlets, Positioning Gauntlets The Potio Gauntlets on a thought of command
The poison can be any one of a number of toxins in 6 slots. Max dose per slot 10.
Immunity to the Poison Sacreated
Poison Sacreation 1 - Tears of Death x 2
2 Purple Worm Poison x 4
3 Black Lotus Extract x 2
4: Blue Whinnis x10
5 Empty 6 Empty
Well I think my point is this, and I do hope the GM dos not take this the wring way, but my PC is a Summoner (Synthesist L15) with natural weapons, you can see how 72,000 gold in wands alone could be a bit much, especially when do you no use them as your main weapon in combat, a monk would have the same problem. It kind penalises some PCs types. I hope you can see my point. And I quot - Weapons 30% 72000gp:
Nothing that can help any one with natural weapons, thats why I am having to make a Magic item to fill this role, That's ok as its fun but still.
Thing is your in a 20th level games that means super smart bad guys and Demi-gods, I GM high level games and tell my players "Munchkin if you like but be careful what you fish for."
Sorry but I would drive that PC nuts. |