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It would be nice if this class could play up on the whole spell hacker thing. Two things I would like to see: the ability to contest control if summoned creatures and resisted spellcraft tests to tinker/hack. Somebody else suggested caster level checks but I think spellcraft might fit the concept better.

synthapse wrote:
I know it's extra work, but I really feel that Shaman needs its own spell list. The class has its own feel, and I think deserves the extra effort. the Druid, Witch, and Cleric spell lists all miss the mark, even if it's by just a little.

Nah, allow spirits to add spells known like the witch (or allow spont casting of them) instead of the cleric +1 spell slot for spirit/domain that we have now. Then bring anything you need from other lists in through spirits/wandering spirits.

I think animal aspect may be more significant when creating a character above first level, and possibky in PFS play, than one leveling up organically in a home game or AP. If the char gets a belt that he has to sell to buy other items he gets only 1/2 of the powers benefit. Also, this assumes a magic store exists in the world. If most magic items are random, the char may just end up with random junk.


Nathanael Love wrote:

Look at Arcanist. . .Abilities at 1st and 20th level, then some bonus feats and scribe scroll-- is it any wonder that I don't see the point of this being its own class?

The one new thing it brings is an alternate way of preparing spells which could be covered without building an entirely new class more effectively.

So why not give the class some unique abilities somewhere in those 20 levels? Something a little more justifying the new class?

Skald and Warpriest have the opposite problem-- a ton of abilities, but they amount to not that much that is unique to the class. Ok, the Fighter/Cleric gets...

The Arcanist is a non-vancian caster that prepares spells. Conceptually, it may be the most important class in the playtest.

The skald, on the other hand, takes one classes special ability and gives it to the whole party.

No full BaB ranger/druids who get favored terrain, a bunch of bonuses to natural weapons and shapechanging, but no spells or animal companion?

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Just have to say, I hope the final boss fight involves the players literally kicking down the demon lords throneroom door.

Seriously, MMO forums inevitably end up with a bunch of trolls, complaints and grief. When I visit the Paizo site the most recent threads on the homepage are dominated by the MMO. This does not make me want to hang out and talk about Pathfinder.

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I'd be worried that PCs in 1918 would sidetrack into an attempt to kill Hitler.

Laithoron wrote:

Amazing Initiative: Glad to see the change to Amazing Initiative — generally I don't like abilities that make fights a foregone conclusion. Clarifying the no double-casting rule also should help to constrain rocket-tag too [hopefully].

Daily Uses: I'd still like to see 3+ability score bonus+tier considered as the formula for determining a character's daily uses of mythic power. IMO it would mesh better with established rules than 3+2x.

Mythic Saves: Like Joel, I'm not wild about giving away class abilities. However at least stalwart and evasion would still be applicable against mythic opponents...

Can I use the extra standard action to counterspell? Can I use the extra tankard action to cast from a staff or other item? Can I use the extra standard action to counterspell from a wand of dispell magic?

Could just give the character a staff of spells that ignore SR.

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I be a Str 5 and a wand of scorching rays.

Instead of updates yelling at people, can we get some more greens? They can ven be greens of the bones that will come out after the KS orders are filled.

2 people marked this as a favorite.

Some of these look ok, but I have some serious concerns about the quality and price of minis coming right after the Reaper KS. For a lot of these either the sculpt quality looks a bit off or the price ends up at the $8-$10/mini levels (or are like the random weird critters that I'm not sure what I'd ever use them for).

Bryan Stiltz wrote:

Some people are very angry that the paint shipment will not be ready to ship until the Bones. We are allowing resets, at this time upon request.

What it boils down to, is that when we were growing at a rate of 100 backers per day, we were anticipating 3,000-5,000 backers. We ended with almost 18,000.

What was planned to be ~50,000-100,000 bottles became half a million.

The supplier can get us (and has) the 100,000 we pre-ordered. But when RPM numbers began to come in, we quickly realized we had to increase our order, but the supplier gave us a much later delivery time for the additional materials. Couple that with the added time it takes to fill the bottles - 400,000 bottles, for perspective, and we're physically unable to fill all the bottles in October, although we had (back in August) thought we could. We will receive the bottles in waves, and fill them as they come in, but time being what it is, we will end up not fulfilling the last of the production requirements until early February. Given that we anticipate shipping the Bones in March, we made a decision to delay all shipments of Paint until the Bones could also ship.

We have a few (not many) very vocal people that believe we have treated them unfairly by not being able to honor that original plan, and we are doing our best to accommodate them.

We appreciate the patience of everybody affected by this, and are grateful for your understanding that the situation has become more complex than we anticipated it would be when we began the project in late July.

Meh, I was just hoping for a reset button so that I could add in another paint set and a few more dragons.

There's a rumor that Reaper is going to offer a reset button as a result of the paint fiasco. Right now I'm only in for the first stater set. To the more experienced painters out there (virtually no experience here), are there any addition reaper set that I'm going to want to add to my order if they let me?

Looks like paint has proven very popular.

Is this a world where most people are higher than level 1? Adept has both craft and profession on their skill list. Further, adept is not a class that requires a lot of training time (unlike say, a wizard). Wouldn't really be surprised if a level of adept was considered value added skills for most of the peasantry (how many peasant have a Wis of at least 11 I'll leave up to you).

Level 0 - Mending, Purify Food & Drink, Light.
Level 1 - Cure Light or Endure Elements.

Of course, if you're bright and can't make it as a adept (low Wis), you can always strike a deal with supernatural entity (see the witch class).

Edit - And Sean, I'm not sure Europe in the middle ages is the best model for the amount of medical knowledge in a fantasy society. You could have an Ars Magica type situation - where the various superstitions concerning disease are correct. On the other hand, the use of divination magic, may mean that the healing skill is much more advanced than medicine was during the middle ages. Things looks a bit different if the society has antibiotics, aspirin, and a grasp of sanitation. Hell even detect poison is going to get people to stop drinking out of lead cups pretty quickly.

Isn't there a feat that allows you to shorthand a spell that it only takes one page regardless of level?

I'm surprised that there are no PrCs for spell collectors.

Any chance we could see a 32 page release on this subject (say about the time Reaper ships the bones kickstarter).

A thread on RPG.net about he lack of authenticity of most armors depicted in gaming is really suggesting that we ought to have a table stating that +1 armor must look, mostly, like basic armor and that +5 armor can be chain mail bikinis or other flights of fantasy.

The Elusive Jackalope wrote:
pad300 wrote:
The Elusive Jackalope wrote:

There is an illusion spell that allows all of this. It is called shadow conjuration, and it is a 4th level spell.
No, shadow conjuration wouldn't do that; part of the stuff it creates is actually REAL. You can make your saving throw against a Shadow conjuration of a Grease spell, and still slip and fall on your ass... Only a 20% chance but still.
That is what I am saying. A lot of people seem to want silent image, a 1st level figment, to duplicate the effects of shadow conjuration, a 4th level shadow. The latter lets to duplicate grease, summon monster, and fog cloud, and get the effects you are looking at. The former does not. You are trying to apply the power of a 4th level spell to a 1st level spell.

So in your opinion what is silent Mage good for. I have to say putting illusionry magic marbles on the floor to Crete difficult terrain seems like a perfectly valid application of the spell. Shadow conjuration is for when somebody makes there save and still gets nailed with the spell.

No because the target cannot perceive the illusion behind him. Otherwise, yes.

bdk86 wrote:
AbsolutGrndZer0 wrote:
Hex Stuff

Whether or not they continued to get regular hexes as if still progressing through the Witch Base Class depended on one's reading of the class; that was where a lot of the confusion came from.

AbsolutGrndZer0 wrote:

So, while not having to give up their regular patron spells like before, they DO have to now give up 3 non-ice based major hexes possibly. Not sure the trade-off is balanced (as in giving essentially losing 3 bonus hexes to get more spells), and it's surely not a "BEAST" in comparison IMO as the first poster says...

I'm pretty "meh" on Hoarfrost (if only for the long term effects involved), but Ice Tomb is an excellent control spell akin to Sleep hex for putting troublesome targets (Read: Casters whose Will saves make using Slumber hex on them hard) out of the fight.

Numbing Chill is also amazing for anyone playing a Winter Witch already, given they are going to be loaded with cold spells which will in turn have high DCs (Ice Magic+Likelihood of Elemental Focus Cold). Where the Winter Witch Archetype hex turns any touch spell into a Cold Damage/Cold Descriptor spell, Numbing Chill takes ranged cold spells and makes them just plain mean. Ray of Frost (granted by Winter Witch Arcehtype) can be turned into a 1d3 Cold Damage+1d4 Dex Damage/Staggered spell. As cantrip.

So really, you're just losing flexibility in major hexes and being asked to take one that is less than optimal. Not too shabby a trade off.

Does it se the hex save or the spell save. Also, you could have thrown a quicknd spell with the swift you spent on that hex.

If Paizo does steampunk I want construct mecha.

Book of the planes.
Cults of Golarion
AP about stopping the colonization of Arcadia
Pathfinder Revised Edition (2016)
AP about building a merchant house (see the old Dark Sun book on this subject)
One AP module that takes place on the negative energy plane
Something based lossely on the Odessey

Wht happens to WBL if I take one crafting feat, my friend takes a different one, and we swap at cost?

Also I get the feeling that crafting time is a balancing factor that is not fully accounted for in this debate.

Craft Arms &Armor seems to have a requirement that the character be at least bonus * 3 level, not simply roll against that as a creation DC. Is this correct? How does this work with specific magic items?

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Stone Familiar. Lets your witch backup spells in a statue.

Can I create a metamagic rod without the metamagic feat in question?

Can I use powers that allow for a reroll (such as the luck domain or fortune hex) on n item creation role?

What about short duration spell such as prayer?

Are there masterwork items that add to item creation rolls?

Crafters fortune with the feat that allows creation through a craft roll?

Hum, I wonder if we might see prestige classes for the other seasons.

Has Dragon's Lair moved in the last couple of months? Last time I was there they were in the storefront where King's Hobbys use to be.

I'd just like to point out that I have seen multiple small gametores have problems with alliance. Most of these problems involved alliance reps in one way or another. Maybe Paizo should mention preorder deadlines at the end of a minis blog sometime around the deadline?

HangarFlying wrote:
Paizo, I think it's time to swing a big stick and make your presence known.

If it's swung I doubt they will do so in public.

Hum looks like online retailers got their orders filled by alliance. I swear that distributors product filling policies have done more to hurt gaming than almost anything else.

I wonder if Lisa and Vic picked up any of the silver masters that were being offered at the higher pledge levels.

Jason Bulmahn wrote:

So, I do not quite have the time to give a wide range of examples, or give a great deal of explanation right now, but I do want to clear a few things up.

Your mythic levels (or tiers, I kinda like that, may bounce that around the pit), are outside your normal progression. The game plays out as normal for the most part, killing monsters, getting stuff, but occasionally, when you meet the right criteria, you might get a new mythic level. Achieving this level is not based on xp, it is based on accomplishing deeds that are tied to your path and other deeds that are decided upon by your GM. Since these can happen at any time, this system can be used to augment lower level characters (even 1st) or can be used as a different sort of capstone advancement once you hit 20th (you might not be worried about xp anymore, only completing deeds for the sake of more mythic levels).

Next up, there are no mythic "points". Instead, each mythic character can draw upon his mythic power a number of times per day equal to his total mythic level plus the modifier from a ability score of his choice. This mythic power is the real engine behind a number of his abilities. All characters can use it to add to a d20 roll after the results have been declared, but each path also grants one ability at 1st level that also draws on it. During play, we have found that the power from this pool is in high demand and every character has to carefully decide how best to use it.

I hope to share more with you folks soon. Stay patient.. there is much more to come.

Jason Bulmahn
Lead Designer
Paizo Publishing

I think you are being too rulesbound. If your bolting on an additional system why not include at will and freefom powers? it sounds like you are basically recreating 1e/2es potions of (super)heroism only with a point based mechanic.

A potted daisy shouldn't work, but a big pot of vines should entangle at least one square.

Do staves scale to the user?

Ratkin + witch, +5 feet to the range of one hex, excellent for cackle.

Way to play non-zero hit dice races. (Minotour, Dragon, Giant, ect).

Mythic 1 should increase stats to a 25 point buy (if not there already).

Some of the benefits of the big six items should be moved to a mythic level based progression. Let mythic 4 give resistance 4. Mythic heros have flavorful magic items, not cloaks of resistance +4.

Let martial classes generate freeform effects based on stats (maybe something like exalteds stunt system).

Have mythic feats enable some kind of limited freeform magic system. See the water singer bard archetype from ARG for an example.

Mythic heroes should get max hit points per level.

Look at how skills interact with mythic levels. Should classes get increased numbers of skill points? Should there be mythic uses to skills? Should these mythic uses be limited to class skills?

Arch casters need to have some of the here is the rarer and more powerful type of magic vibe. You also need to explain why the worlds archmges are averaging wizard 12/ archmage 6 and how the rare wizard 20 caster fits in.

My mystic necromancer needs to command a legion of undead.

That gives us:
Ultimate Campaign
Mythic Adventure
Bestiary/NPC guide in 2013

Are we only getting three hardbacks in 2013 or is book four being pushed into the holiday season?

Can the mythic rules be used to create PCs from non-zero HD races? Would be nice to be ale to play a minotaur, dragon or giant.

Put the non mythic party on fast advancement.

You know taking the black woman off the cover of Knights of Golarion after the mockup cover played a role in the "is Golarion racist" thread over on RPG.net ranks pretty high on my list of unforced PR errors. I would expect that cover change will appear, in the worst possible light, in every edition wars thread from now to the end of time.

Sekret_One wrote:

Raiders of the Fever Seas:

Death of "Sergeant at Arms, Hugo and acting captain of commandeered Famished Mane"

** spoiler omitted **

Can you vital strike on a charge? I thought vital strike was its own action?

Deadmanwalking wrote:
W E Ray wrote:
The only problem I have is that there are far too few. There's a Trait for only a handful of Skills; there should be a Trait for each of the Skills.

You clearly haven't been looking through all the Trait resources.

Check here.

I challenge you to find a Skill there isn't a Trait for on that list. There might be a few...but not many.


Saint Caleth wrote:
thejeff wrote:
Actually, crime and murder rates have been dropping pretty steadily for the last 20 years or so.
Now why might that be, I wonder?. I know that this research is still a little controversial, but at least it presents something empirically proven to benefit society.

Canada, which did not legal abortion until the 1980s and has generally shorter sentences than the United States (probably still true even with their current government) has seen the same trend in declining crime as the US.

Marthian wrote:

It seems like a pretty good deal. Although, that's just about it for the dip.

first hit dice 1d8
+2 to will saves
can use some divine magic wands or some other thing...

On the other hand, here's something to think about:

  • A level behind for spell progression.
  • Two curses. Only one is going to progress pretty slowly.
  • BAB may be slowed (depends on home rules)
  • If you are focusing on hexes, odds are you are going to need/want a starting intelligence of 20 (22 if you have the Advance Race Guide). Although not really an issue, I'd like to at least use those spells from the Oracle, which would require a 11 Cha.

    Depending on your stats, curses, and possibly home rules, doesn't sound like a bad idea.

  • How are you getting +4 int out of he ARG. The bt I've seen so far I ratkin with the alternative favored class bonus to ger +5 feet/ level on cackle.

    Sean P. Kelley wrote:

    Ok, first. I totally hosed the first adventure.

    I split up a couple crew members, Scourage and a couple stooges. They got bamboozled, saw it coming, but not until too late and didn't want to seem like I was cheating.

    Regardless, most of the party got trapped below deck but finally top deck where they finished off Plugg and pleebs.

    Once pc death.

    ** spoiler omitted **

    Drop a yardarm on the captain and replace him with his brother bent on revenge in subsequent supplements. Seriously, real sailing ships are dangerous places, my biggest worry about this AP is that a player that knows something about sailing will arrange a death from massive damage for the captain.

    Darksol the Painbringer wrote:
    Red-Assassin wrote:

    Toughness > dodge.

    Unless your are going for a feat tree for dodge. Fireballs, falls etc... allot of effects target HP, without AC.

    Toughness isn't better than 1 AC. I can avoid entire melee attacks just because of that 1 AC, and it's saved my skin so many times as a fighter it's ridiculous. I can do less with 3 extra HP, and more with 1 AC. And we've also clarified that Dodge doesn't just add to AC, it adds to CMD as well, so it's got even more versatility than just a few HP.

    On top of this, Dodge is a pre-req for quite a few feats, whereas Toughness is just a general(ly) weakling level feat. The best I can see from Toughness is being used as a Fighter Bonus feat to be replaced later on. It is otherwise much more fitting as a Character Trait than an actual feat due to its very minimal power (and very overrated power, I might say).

    The choice is pretty obvious, and it's similar to assigning stats. I'd much rather have a 16 Dex and 12 Con than a 14 Dex and 14 Con (even as a Wizard), because +1 to AC is a heck of a lot better than an additional HP or 2 per level, especially when that bonus to AC also applies to CMD, and can save me from being tripped or disarmed or whatever.

    Let's just be clear. 3.5 toughness is +3/HP. Pathfinder toughness is +3/ HP +1HP/level after third.

    Given the expressed various amounts of dislike for "boring" loot, would it be possible to get a group f villains who have trait bonuses that only applied to named magical items (to use a bad example, ahold avenger instead of a holy sword +3). This could justify having a lot of named loot in the AP.

    Wolfthulhu wrote:
    Hitdice wrote:

    So this thread is turning into, "It's so sad the way a dozen people were killed, but the media doesn't even know which guns they're talking about!"

    Shifty, BT: the difference between fully automatic and semi automatic, and which of those should actually be called an assault weapon is just about the least important part of what happened.

    Actually, Facts are supposed to be the very heart of journalism. If the can't get the type of firearm correct, which they rarely do, how can you be sure the rest of what they are reporting is accurate?

    Oh for the love of god. The thing looks like a M-16. Witnesses likely told the press the guy had an assault rifle. If the press then reported an assault weapon, something that looks like n assault rifle but is only semi-auto, that would appear to be accurate. For some reason criminals seem to favor assault weapons over hunting rifles, regardless of the hunting rifles being the better semi-automatic weapon.

    Full Name

    Reyoris Nightflower




    HP:8/8 |AC:14|CMB:+2|CMD:15 |F:+1/R:+5/W:-1| I:+3|P:+5|30'|Stats:2|3|0|3|-1|0 Acro+8 App+7 Blf+4 Diplo+4 DD+7 K(D+9 H+10 P+6 | +5) Ling+7 SM+3 SltHnd+7 Stlth+7 UMD+4| Rapier 2|d6+2/18 Dagger 2|d4+2/19 Sling 3|d4+2/20












    Recovery Specialist

    Strength 14
    Dexterity 16
    Constitution 10
    Intelligence 16
    Wisdom 8
    Charisma 10

    About Reyoris Nightflower

    Character Description:

    Reyo's skin is a light caramel color. Her hair is midnight black and typically bound tightly. If it's let down, it hangs past her waist. Her eyes are large and always moving around, observing everything around her. She is 125 years old, 6', 114 lbs. Lithe frame, wiry musculature. Very light on her toes.

    Character Backstory:

    Raised among a large community of forest-dwelling elves, Reyo was steeped in Elven culture from her earliest memories. Tales of knowledge gained and lost filled her mind with a zeal for history. She spent nearly 40 years studying with the lorekeepers of her community. Her studies gave her access to information about ancient Elven relics which had been lost to her clan for hundreds of years. It was the discovery of this 'stolen' history that set her off initially. Not content to allow items of such significance to remain in the hands of those that had taken them, she sought out physical training, so she could set out upon her maturity to recover what history she could. We find her now, nearly 15 years into her quest for the first major relic in her book: Al'drunath, Circlet of the First Forestlord.


    Reyo happened upon a book of ancient tales of the first kingdom of Elves to inhabit the forests where she grew up. Though little remains of their society, save for a few broken structures and tattered scrolls, one story that managed to survive was that of Elvryc Owlheart. Elvryc was styled as the First Forestlord. The head of a family of Elves that had started what they considered an empire (but in reality was little more than a community of a few thousand souls). Already an accomplished wizard by the time they settled among the forests, he spent decades crafting a crown befitting a king of the forest. Made from entwined branches of holly, oak, and black elder, he infused the creation with arcane magic. Using a flawless uncut emerald as a centerpiece, he consulted with the druids of his family to petrify the wood, preventing it from ever rotting away. He named the circlet Al'drunath, after his wife and queen. All of the surviving descriptions and imagery (few though they may be) show Elvryc wearing the circlet. Legend says that the vast amounts of energy poured into the circlet over the decades Elvryc wore the crown imbued it with the power to make anyone that wore the device keener and of sharper mind and wit. To what extent this is true, no one knows. The last bit of information that she had was that during some time of strife in the past, a marauding band of upstart humans had goaded Elvryc's kin into battle. When the then Forestlord strode into the midst of combat, he was overmatched by the ferocity of the mercenaries and he fell. When, at last, the field of war cleared, they found his mangled body, but not the Circlet.
    Reyo decided to seek the Circlet first, out of all the relics she read legends of, because it was the most documented item. Further, she feels that if she can recover the Circlet, its power could help her either ascertain the location of other relics, or possibly bestow some kind of knowledge/memory on the wearer. Finally, she fears that if she was able to find any information about it, so too could those more willing to twist the ancient Elven magics to nefarious purpose.

    Character Sheet:

    Female elf rogue (investigator) 1
    CG Medium humanoid (elf)
    Init +3; Senses low-light vision, Perception +5
    AC 14, touch 13, flat-footed 11 (+1 armor, +3 Dex)
    hp 8 (1d8)
    Fort +0, Ref +5, Will -1, +2 vs. enchantment spells and effects

    Speed 30 ft.
    Melee rapier +2  (1d6+2/18-20)
    Melee dagger +2  (1d4+2/19-20)
    Ranged dagger (thrown) +3  (1d4/19-20)
    Ranged sling +3  (1d4+2)
    Special Attacks sneak attack 1d6

    Str 14, Dex 16, Con 10, Int 16, Wis 8, Cha 10
    Base Atk +0; CMB +2; CMD 15 (16 vs. trip)
    Breadth of Experience - +2 bonus on all Knowledge and Profession skill checks, and can make checks with those skills untrained. Paizo Inc. - Advanced Player's Guide, p.151
    Acrobatics +8
    Appraise +7
    Bluff +4
    Diplomacy +4
    Disable Device +7
    Knowledge (Dungeoneering) +9
    Knowledge (History) +10
    Knowledge (Planes) +6
    Knowledge (All Others) +5
    Linguistics(Dwarven) +7 (Background Skill)
    Perception +5
    Profession +3
    Sense Motive +3
    Sleight of Hand +7
    Stealth +7
    Use Magic Device +4

    Traits log roller (forest), scholar of the great beyond (knowledge (history))
    Languages Celestial, Common, Draconic, Dwarven, Elven, Sylvan
    SQ elven immunities, elven magic, follow up, keen senses, low-light vision, weapon familiarity

  • padded
  • rapier
  • dagger
  • sling
  • everburning torch
  • outfit (explorer's)
  • backpack
  • blanket
  • rope (silk/50 ft.)
  • mess kit
  • sling bullets (10)
  • parchment (sheet) (5)
  • charcoal pencil
  • flint & steel

    7 gp 9 sp

    Elven Immunities (Ex) Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
    Elven Magic (Ex) Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
    Follow Up (Ex) An investigator can roll twice on any Diplomacy check made to gather information, and receives the information for both results. This takes the same amount of time as one check. If the lesser of the two checks reveals false information, the rogue is aware of it. False information is not revealed in this way if the people she questioned do not know it to be false. This ability replaces trapfinding.
    Keen Senses (Ex) Elves receive a +2 bonus on Perception skill checks.
    Log Roller (forest) The time you spent leaping between slippery logs as they whirled down the river to market taught you how to keep your footing. You gain a +1 trait bonus on Acrobatics checks and a +1 trait bonus to your CMD when attempting to resist trip attacks.
    Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
    Scholar of the Great Beyond (Knowledge (History)) Your great interests as a child did not lie with current events or the mundane-- you have always felt out of place, as if you were born in the wrong era. You gain a +1 trait bonus on Knowledge (History) and Knowledge (Planes) checks, and Knowledge (History) is always a class skill for you.
    Sneak Attack (Ex) If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals 1d6 points of extra damage anytime your target would be denied a Dexterity bonus to AC, or when you flank your target. Should you score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment.
    Weapon Familiarity (Ex) Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word "elven" in its name as a martial weapon.