Search Posts
I was considering a Greater Passwall spell, that functions basically the same as Passwall, but works on metal and harder materials, and additionally allows passing through wall spells safely, from wall of fire to wall of force all the way to prismatic wall. Does that seem reasonable for a ninth-level spell? Also, should the range or duration be changed (shorter duration for spells)? I have a few other ideas for changing it in various ways, but I don't know if that would increase or alter the power too much or make it too complicated.
So I am running a cartomancer witch, and I know I can add spells to my deck from scrolls if I find or buy them, but I just wanted to check if anyone knew any other methods for adding spells to the deck. Can I still get them from another witch's familiar? How does adding spells in downtime work, do you use the spell research rules for that to determine price? I'm just asking because getting to higher levels (and in a game where like 90% of loot is rolled randomly, so I have no guarantee of finding scrolls in loot) it gets more expensive to try to find scrolls to add spells I might need to my deck. We just reached level 7, so I'm looking at 4th-level spells and there are a lot that I like. I'm also using my Favored Class Bonus from being a Changeling to add a spell of one level lower than my highest level to my deck every level already.
Looks like Boon Companion has some weird cases anyway, so here's another one to add to the pile: Can a Druid with Racial Hit Dice take Boon Companion to make their animal companion more effective than the companion of a Druid of that level would normally have (but closer in effectiveness to a druid of that CR would normally have)? If a Ranger with Racial Hit Dice takes Boon Companion, does it only provide the normal +3 Levels the Ranger's companion is delayed by? Or do the racial HD allow it to provide the full +4? This is mostly relevant for monster NPCs or unusual games, but it can be a significant deal - if a wood giant hunter, or a nymph druid, or a janni ranger, or a yamabushi tengu samurai has an animal companion according only to their class level, it could be on the weak side or even basically irrelevant, but boon companion could make the companion much more commensurate with its master's threat level.
Just a question that came to my mind from reading the campaign summary. The question is two parts: Is the original Archduchy of Ravounel indeed just the small area northeast of the Yolubilis with the forest and plains up to Kintargo, and an island or two? Does it continue along that strip of coast up towards Nisroch, or down toward Pezzack? Or does it go inland and include some of the north plains or the mountain ranges? And secondly, how big of an actual area is that? It seems small compared to the region, but I believe Cheliax is fairly large. What sizes of settlements are dotting that plain and forest without getting noted on the map?
For an upcoming campaign, I'm building a Cartomancer Witch. Pertinent Details: Chaotic Good, worshipping Desna or Black Butterfly; Changeling (Witchborn) (+Int +Cha -Con instead of +Wis +Chan -Con); Hag trait: Into the Wind (Storm Hag) (+1 damage on ranged attacks)
The DM has ruled that I do not need quick draw to draw cards for Deadly Dealer, and I can enhance the Spell Deck as a weapon without needing feats as it's similar to a Wizard's Bonded Item. Also, because our characters for this game are the children of characters from a previous game, we're starting with 1000 gp, but can't spend that on magic items (except maybe potions). The campaign will have some kingdom-building and exploration-of-new-territory traits. I plan to mostly go with claws and cards for weapons, and Evil Eye for my level 1 hex, but that and the use of the point buy are somewhat changeable. The charisma is highish both for character reasons and because I don't know if we'll have a reliable face in the party, and for UMD probably. I am trying to decide specifically about Patron, Traits, and First-Level feat. I've also never played a prepared caster before (though I've played spontaneous casters), so I would appreciate any advice on spells to have in my deck, and to prepare, or better yet to know how to decide what to prepare from day to day. The party has no dedicated healer, but has a Shaman who can do some healing in addition to some healing spells being on the witch list. Sorry for that being kind of a mouthful, but do any caster veterans have any advice? I can't guarantee I'll take all the advice as is, since there are some character ideas I already have, but from looking at guides, I'm having a hard time narrowing choices down.
I am the DM for a group, and I want to set the party against another party of adventurers - but the other party is made up of more-powerful races. The parts of the party I have chosen so far are a pair of twin Janni Tactician Fighters and a Shae Shadow-bloodline Sorcerer. I'm trying to think of other CR 4 monsters that fit reasonably well with the group, specifically for a divine caster but another member too (the player party is a little larger so I don't want them to have too much numerical advantage). Does anyone have any ideas for monsters they think would fit well?
In connection with the Dog-Headed Men I posted a while ago, I'm trying to build a race of Monopods/Sciapods. I'm thinking low CR but with racial hit dice, like the Panotti from Murder's Mark (which they would be living somewhat near), and probably inclined towards advancing mostly by class levels. The race has a human- or dwarf-like torso and head, but below the waist a single leg and an enormous foot the size of their torso. However, there are some things that I'm unsure about that maybe people more experienced designing monsters could help with: 1: How to handle the move speed? They can only move on land by hopping or springing. Should the hopping be represented by a low move speed but with a speed bonus when running? They will probably have a racial bonus to acrobatics to jump, and I am considering giving them a version of Spring-Heeled Jack's Vault ability:
Bestiary 4 wrote: Vault (Su) Spring-Heeled Jack can jump up to 20 feet (vertically or horizontally in any combination) as a move action without provoking attacks of opportunity. 2: They also have the ability to use their foot as a boat and float on water, propelling themselves with an oar or staff. Would that be a swim speed, some kind of water walk ability, or a special move type? They can't move very well floating on the surface without a pole or oar, since they would have to crouch down and paddle. Also, should they be able to swim well below water as well? I feel like the foot may be able to work as a kind of fluke for propulsion... 3: Should they have an oversized kick or slam natural attack with their foot? Should their jumping movement include the ability to charge with either a kick or handheld weapons? 4: They probably have some natural armor and good strength, but I am torn on whether their dex should have a bonus. One one hand, they are fairly agile, but on the other, their movements might look kind of awkward. 5: Should they be Monstrous Humanoids, or ordinary humanoids? Or perhaps even some kind of Fey? I am leaning Monstrous, but some humanoids have pretty nonstandard body plans (Merfolk for one). 6: Should there be a mechanical aspect to their habit of resting on their backs with their feet up in the air as an umbrella? Either a weakness they're compensating for or a foot-based defensive ability perhaps? Any input or feedback more experienced monster designers can offer would be very much appreciated, as it is I am just kind of muddling about with the Panotti and some other CR 1-3 humanoids and monstrous humanoids trying to see what ticks.
I have a trait that I designed that I am wondering if it should be a feat instead: Magical Homeleand [Regional]
What do you think? Is it too good for a trait? Would it be more balanced without the wild empathy modification? Currently only NPCs have it so it's not a big deal yet but I wanted to check peoples' opinions.
So I have a campaign set in an exotic land, and I am using Panotti and Blemmyes in it, but I also wanted to use the Cynocephali that go with them. I learned that Eric Morton presents had a humanoid dog race thing partway through building, but I had already started so I just finished it; may grab that later to compare notes. Mostly looking for feedback on how this seems balance-wise and flavor-wise from people who are more experienced at designing races than I am. It is somewhat based on Catfolk but I changed and added more than I left, I think. Also debating changing the name to Kalystrii/Kalustrii or Hemicyne, which is another name found in some sources for the Cynocephali, but I don't think I like those as much (and since they don't speak common, their name is probably one given by another race anyway). Cynocephalus Characters [16 RP]
Alternate Racial Traits
Dogged Ferocity: Some cynocephali are more reliant on physical prowess and sheer stubbornness than intimidation and coordination. If the hit points of a cynocephalus with this trait fall below 0 but it is not yet dead, it can continue to fight. If it does, it is staggered, and loses 1 hit point each round. It still dies when its hit points reach a negative amount equal to its Constitution score. This trait replaces Terrifying Howl. (Considering also including an improvement to the bite attack, either giving it grab or improved critical when at low health?)
Haven't come up with racial feats or favored class bonuses yet, but their most common favored classes are probably ranger, druid, barbarian, skald, hunter, shaman, maybe bloodrager or witch. Most common alignment probably lawful neutral? I have a bestiary entry I'm almost done with, and still need to do more of the flavor chunks that race entries usually have, but this is a good rough-out for the mechanics I think. I'm slightly concerned that their RP is too high. Was also debating adding something like "Animal-Minded (2 RP): Skinwalkers have a +2 racial bonus on Handle Animal and wild empathy checks." but that would DEFINITELY make their RP too high.
I get that the "Big Six" (adding up to enhancement bonuses to abilities, weapons, and armor, resistance bonus to saves, and I think Deflection/natural armor?) is built into assumptions about character stats as they level, but since I've never been in a group with predictable treasure or players familiar with such traditions, I've never had beyond a vague clue at what levels players are expected to have what degree of bonuses from those items. Can someone lay that out for me, at least in general terms?
I am building an NPC/Enemy for a campaign I'm running who is an awakened animal 20 racial Hit Dice (after awakening) and also a 10th-level wizard. Normally when I make monsters with class levels, I mostly give maximum ranks in a group of skills. However, at 30 HD, I'm wondering if there are any skills that are worth putting 30 ranks into, or if I should cap most of them at 20 and spread them out wider. So, what skills is it worth having 30 ranks in, particularly for a wizard who is a very large and powerful animal? I know I want ranks in Spellcraft, Knowledge (Arcana), and some social skills (intimidate, sense motive, maybe bluff and diplomacy) with options for linguistics and other knowledges, especially planes. I'm just wondering where diminishing returns on more ranks catches up.
Quick question hopefully. When you cast Awaken on an animal, its ability scores are adjusted and it gains two hit dice. Awakened animals are then able to take class levels. If they do so, do they then get the usual +4/+4/+2/+2/+0/-2 to ability scores to tweak them for the class, or is the awakening considered all the stat changes it needs? Technically as I am the GM making the NPC I can do it either way if I want, but I'd like to know what is correct and what others do first.
So I am considering trying out Dreamscarred's Psionics stuff (I never played 3.x so I don't have any experience with the original). Aside from using the rules on d20pfsrd, if I was going to get the actual books/PDFs, which ones should I get to avoid redundancy? What other products does Ultimate Psionics include and what does it not?
I am pretty sure I know the answer to this one, but I need to double-check for reverse-engineering purposes. With a net, characters proficient in it can fold it much faster than a nonproficient user. Do nonproficient users also take a -4 nonproficiency penalty on ranged attacks with the net? I assume they do now, but I had thought before that the only penalty was the slower refolding (and the penalty for using a nonfolded net replaced the nonproficiency penalty).
This came up because I have a gremlin-related (along with other evil fey) plot going in a game I'm running. The bestiary recommends for Jinkin, Monaciello, and Vexgit gremlins in large enough groups to include trained animals and rogues, which is easy, but also to include some sorcerers. What bloodlines seem most appropriate for this? Fey doesn't seem right to me. They only need to be level 3 at most so it's mostly the bloodline arcana, the first level bloodline spell, and the first and second bloodline powers. I'm also thinking of just making one up, with I'm not sure exactly what powers or spells.
I saw that the Vengeance patron had been removed from the Winter Witch archetype list due to having a lot of fire spells in it, which the winter witch can't cast. However, the Water patron is still allowed, and its level 10/5th-level patron spell is Geyser, which also has the Fire descriptor. Is that allowed, can water-patron winter witches not cast that spell in spite of technically having it, or should this patron be banned to the archetype or have a different spell for that level?
So, after several levels of not much time in-between adventures, my party has finally gotten some time to shop and trade instead of relying on what we find. My character is a level 14 Invulnerable Rager Barbarian, and I have no idea what kind of equipment a level 14 character should have. I'm open to general overall suggestions involving trading in stuff I have, but what I have mainly is a +4 cloak of resistance (which probably needs to be upgraded if anything), a Belt of Physical Prowess Str/Dex +2, and a plot-relevant artifact weapon (2-Handed 1d12-when-medium B+P +2 Furious Invigorating Dragon-Bane Cold Iron Tree Trunk currently, though it has evolved before and probably will again). Also, the character is a Human Werebear through an unusual set of circumstances (changing is at-will, but takes a full round, and the DR/silver is only 5, so it's overridden by the invulnerable rager DR anyway). I also have a mithral breastplate I'm considering getting enchanted with some bonus and an ability or two (bolstering?) I'm not sure exactly where we are on WBL and most of my party are inexperienced players (even more than me) with no shopping lists, so I don't know where I should be gear-wise; I don't want to be too selfish even though I have some ideas on where I should go with upgrading what I have and new stuff. So I'm looking basically for as much advice as I can get, to decide between.
I had an idea, as I was thinking of how Wizards seem to be so important in Golarion, of a setting where Sorcerers are the true/paragon arcane casters, with wizards being the ones trying to emulate sorcery with learning (and arcanists somewhere in between). I think the only changes really needed for this are giving sorcerers the odd-level spell progressions and wizards having it delayed, and giving sorcerers their bonus spells when they get their spell levels. Would anything else need to be done to wizards to bring them down, or sorcerers to elevate them, or would they be reasonably balanced that way? Or, are they balanced as is, and it would only take a change in flavor? Also, since they don't need to be cloistered, would giving sorcerers 3/4 BAB and/or d8 HD be too unbalanced? I am going for a slightly different world flavor, but I don't want to screw balance too badly.
There was a trait, or maybe a feat, I think suggested for Orcs or Half-Orcs, that gives you a bonus to diplomacy, but if you fail a diplomacy check, you lose that bonus and get a penalty for a while. It's something to do with frustration or temper. Does anyone remember this trait or where it's from?
Hello! This artifact was invented by a friend of mine, who gave it to my GM, who gave it to our party, and I ended up using it (as a barbarian, because having a lot of hit points helps with it). However, because of the way it was created mostly ad-hoc, there are some issues with its functionality and I'm not sure about its balance. This form I wrote up, and I already modified the way the HP drain works a little - we'd been doing it basically that the damage is gradual but the GM is in charge of your HP while using it. Anyway, what do you all think? I included some matters for discussion at the bottom. Blood Bow
The Blood Bow is a magical Adaptive Composite Longbow. When drawn with an arrow nocked, it has no other special properties, but when the string is drawn without an arrow, the grip of the bow bites into the user's hand and an arrow is formed seemingly from the wielder's blood. Arrows formed in this way are by default +1 Arrows, but as a free action, the wielder can cause the arrows to increase in enhancement bonus up to +5, and can cause the arrows formed to be blunt arrows. The wielder can also add any ammunition-effecting ranged weapon special properties (See below or GM's discretion) to the arrows, to a maximum of +10 combined bonus and ability cost. However, the blood drained to create the arrows takes a toll - the wielder takes 1 HP of damage for every point of bonus and ability cost on each arrow fired. This damage is not immediately noticeable (and should be tracked by the GM), and is dealt all at once when the user lets go of the bow or at the end of combat. The bow has had many wielders prove victorious in battle, only to die afterwards from the weapon's damaging effect. Its longest-term successful wielder was a Paladin, who mitigated the effect by laying hands on himself. (Ammunition ablities: Flaming, Flaming Burst, Shocking, Shocking Burst, Frost, Icy Burst, Corrosive, Corrosive Burst, Igniting, Anarchic, Axiomatic, Holy, Unholy, Bane, Merciful(?), Brilliant Energy, Conductive, Cruel(?), Cunning, Lesser Designating, Greater Designating, Ghost Touch, Limning, Seeking, Phase Locking, Planar, Thundering, Compassionate(?)) Matters for consideration: Should there be a Heal check to notice the effects of the damage sooner, and what DC? Should the damage be healable before the bow is released, either by being dealt gradually or by having healing spells able to count against it? CON damage instead of HP damage (as blood loss often is)? Die roll damage per modifier instead of flat 1 HP? If so, d2? d3? d4? d6? Should Cruel, Merciful, and/or Compassionate be allowed as enchantments (Merciful and Compassionate might not fit the flavor, and Cruel, since it gives you temp HP on kills, could be a little cheesy)? Should applying/changing the bonuses be a free action, or a swift (Strongly inclined free, since the cost is per arrow). Should assigning special abilities rather than just flat enhancements require a Spellcraft or Knowledge (Arcana) check, at least for the first time for each ability? (the bow is capable of forming the effects, but the check would be for the user to basically be able to understand and communicate what they want the bow to do.) If so, what DC?
It kind of bothers me, for a few reasons, that Sorcerers get their Bloodline spells a level behind other spells of the same level. In addition to sorcerer spells already being delayed a level beyond wizard spells, you'd think the sorcerer would be no worse with, and indeed might be better with, their bloodline spells than with other spells.
So, what do you all think about the idea of lowering the level that sorcerers get their bloodline spells to the same level as other spells of that level or even the level before? Would it be helppful? Enjoyable? Would it have negative implications on game balance?
If I'm not mistaken, this werebear is still built without the ability score adjustments that the lycanthrope template normally has. Its ability scores in human form are: STR 16-DEX 14-CON 13-INT 12-WIS 12-CHA 8 Which fits in with the normal array for monsters with character levels (15-14-13-12-10-8) with the human racial +2 in WIS (for a ranger spell at level 4) or INT (for skills) and +1 in strength from its fourth Hit Die. Lycanthropes in human form are supposed to have +2 WIS and -2 CHA, so shouldn't it be either WIS 14 CHA 6, WIS 10 CHA 10, or INT 10 WIS 12 CHA 8? Additionally, the Hybrid form has: STR 21-DEX 14-CON 19-INT 12-WIS 12-CHA 8 While the grizzly bear has: STR 21-DEX 13-CON 19-INT 12-WIS 12-CHA 8 So the hybrid form has the best of the scores between the human form and the grizzly bear... which is the problem, since its strength and con are supposed to get a +2 in hybrid and beast form. Am I correct in this? Is it an intentional simplification of the template because the bear is stronger than the wolf and (dire) rat that were lycanthropized in the bestiary 1? I'm OK either way, and I know from looking it up that this monster's statblock has been an issue before, but I was rebuilding a character as a werebear and I noticed the discrepancy. (For what it's worth, I think the weretiger includes the +WIS -CHA but not the +STR +CON in hybrid?)
For the Huntmaster Cavalier Archetype, am I correct that they do not get the bonus light armor proficiency? And do they count as combat trained, or trained in some other way, or not at all? EDIT: Additonal question: while the Tactician ability only affects the hunting pack for the huntmaster, the order abilities still work with all allies, right? ...The Huntmaster still gets an order, right? There are at least a couple that really don't work with it (Shield and Sword)
So my Human Sorcerer was just reincarnated as an Aasimar (DM Fiat) after a painful death by gelatinous cube. However, the sorcerer had a Racial Feat for Humans since level 1: Fast Learner (basically, you get both the hit point and skill point as favored class bonuses; DM doesn't allow the alternate favored class bonuses in general so that avoids the question of if you can trade out one or the other). If it was something like the racial feats that give claws, obviously it would have to be retrained, but this is pretty mental, so should I Keep it? Lose it? Have a chance to Retrain it? I had forgotten I had it until I was checking over the changes, so I didn't have a chance to ask; I'll ask him when I see him next but what do the rules say/what do you all think?
Just sort of a question to see if the idea had occurred to anyone else, What do you all think of an alchemist with both the Vivisectionist and Chirurgeon archetypes? It seems like a healer who would be good at his job, but not really like people - and would be really handy with a scalpel (Reminds me of Ton Phanan from the Star Wars X-Wing Wraith Squadron books, a bit). My biggest issue with the combination is the asynergy (Dysergy?) between Anaesthetic and Cruel Anatomist. Heck, Vivisectionist even gives you Regenerate as a formula...
The main page of the messageboards has a lot of active stuff at the top, and some active things near the bottom, but in-between are a lot of things that really have no reason to see current active use - Old playtest forums, alpha and beta discussion forums, and previous RPG Superstar forums. While I'd be the last person to believe or suggest that the old information shouldn't be kept available and accessible, it does seem to take up an awful lot of space. If they could be moved into condensed subforums such as Closed Playtests, Previous RPG Superstar, and Alpha and Beta discussions, so that they take up just those three entries of space on the main page instead of over a dozen (The categories would still be separated as they are inside those forums, this is only about how they appear on the main page), it might be a more effective use of space. It's probably harder to do than I think, and it might result in some broken links for old stuff, but I figured it wouldn't hurt to make the suggestion.
So for an ocean-going campaign, I'm thinking of building a ranger (possibly freebooter) who specializes in using an underwater crossbow. My current thought is an undine but I'm not totally sure. I'd probably take the archery style since it has most of the good things the crossbow style has anyway, the only thing it's missing is rapid reload and that can be taken normally. Feats I'm looking at: Point-Blank Shot(for Prereqs mostly), Precise Shot, Improved Precise Shot, Rapid Reload (Light Crossbow), Rapid Shot(for Prereqs mostly), Crossbow Mastery, Focused Shot (I usually run a higher INT than necessary), and then maybe Snap Shot, Combat Reflexes, Weapon Focus Light Crossbow, Improved snap shot, and/or pinpoint targeting once I get the essentials down. Any recommendations beyond that, and to specifics of when to take what? The Ranger's prereqless bonus feats make the order on some of them flexible I think. The starting stats (20 point buy) that I was considering (after racial adjustment) are: 11 STR, 18 DEX, 12 CON, 12 INT, 15 WIS, 10 CHA - I prefer not to tank stats unless absolutely necessary, but how do those sound?
I was relooking at the bonded item arcane bond for the wizard, and I noticed that there was no specific limitation given on what type of staff, wand, amulet, ring, or weapon the bonded item can be, aside from Masterwork and that the weapon can't be of any special materials. I imagine it can't be just any magical staff, ring, wand, or amulet, but even the lowest-priced staves, rings, and amulets are well out of price range for starting characters (even cantrip wands are more than any normal starting wealth, but not by much). So how is this supposed to work? I know the item is free but are there any guidelines about what kind of thing it is?
Would an additional feat that enabled Elven Curve Blades to be used as Scimitars for Dervish Dance or an alternate feat that allowed you to get dex to damage for them be reasonable or balanced? What kind of prerequisites and limitations should it have? And what would you think would be the best way to work around or alter the restrictions about what you can do with your off-hand? My initial thought was something to the effect of 5 ranks in dance and maybe a higher dex requirement (not sure, since that would boost the damage) plus Elven Curve Blade Proficienct (on top of the reqs for dervish dance) for an additional feat whose text was mostly "You can use Elven Curve Blades as Scimitars for the purposes of the Dervish Dance feat and that weilding an elven curve blade two-handed doesn't count as weilding a weapon or shield in the other hand, or something, but you don't get any additional damage from the two-handedness (or power attack). Actually, can you even use power attack with finesse? It seems kind of counterintuitive, but I don't see any specific prohibition.
I haven't played any Pen and Paper RPG that much, and none of the games I have played in have lasted very long, but in them I have played spontaneous casters of different types, but never a prepared one (Actually, I now recall that I played a cleric once, but I mostly just used the spontaneous healing ability rather than worrying about 1st and 2nd level spells - the game never got very far). I have two main issues with prepared casting: The first, which I can't really do anything about, is that I don't entirely trust the DMs I play with to remember to make spellbooks or equivalent available in loot, which would make spells known more of an issue. The second, which is the main thing I'm asking about, is that I don't know how one determines what spells to prepare regularly, and particularly how many times for each spell. Are most adventuring days predictable enough that you just do the same thing every day? Do you use methods to prepare spells later in the day as you need them? Do you usually find you can stop to rest and recharge spells whenever you need to? I'd be concerned, if I prepared a spell only once, that there would be two or more instances where I would need it, especially since wizards and such have fewer spells per day than sorcerers and oracles, if I recall. I guess I'm just having a hard time getting into the right frame of mind for prepared casting, and wonder what you all do, since it's pretty popular? I'd kind of like to try it sometime.
Adventure paths are obviously mainly for running adventure path campaigns, but I know they have other flavor and crunch information in them and am wondering if you think they are worth picking up/looking into for that information, either in general or any of the specific adventure paths in particular. What kind of tastes would the extra information be most suited to?
I've seen it stated repeatedly that Alchemic Silver's damage decrease doesn't apply to bludgeoning weapons, but I can't find the source for that. It makes logical sense I suppose, since silver is soft but heavy, and I'm probably looking in the wrong place, but can someone tell me the specific source?
I've been looking at the Mammoth Rider Prestige Class from Paths of Prestige, and it seems pretty cool for a campaign where you'll be outside a lot. I was thinking about building one, but it occurs to me that it seems to have quite a few ways to lead up to it. Druid (most archetypes, with Animal Companion), Cavalier (Almost all archetypes), Mounted Fury Barbarian, Ranger (most archetypes, with Animal Companion), or even Paladin (with Mount Divine Bond) or Cleric (with the Animal Domain) can qualify (though in some cases you'd probably want Boon Companion). The Prestige Class only requires BAB and effective druid level for companion to be 6, but it has two 9-rank skill requirements, so whatever class(es) you do beforehand you'll be spending quite some time in. So, which class/archetype or combination of class levels do all of you think is best suited for a future Mammoth Rider, or what's best for different goals? It seems at the very least that you can focus on either Martial or Magical, and either could have some benefits.
The Kitsune Change Shape racial trait says it functions as Alter Self minus the ability score changes, and that it's a standard action, but it says nothing about frequency or duration (aside from Alter Self's duration, which seems too short for the fluff of Kitsune in mixed societies spending most of their time in human form). My instinct would be that it is more or less at will and as long as the Kitsune feels like it, but that seems like it might be overboard (of course it's still a standard action either way). The same question applies to the Kitsune's Fox Shape racial feat; it similarly has no duration or frequency aside from "functions as Beast Shape II;" this one actually gives a stat boost, so it has better crunch reason to be limited but not so much for fluff (plus you have to pay for it by having BAB +3 and 13 CHA plus taking the feat, so maybe not). The Tengu's Long-Nose Form racial feat, for comparison, does specify once per day and functioning like Alter Self (including the +2 Strength, this time, plus scent, but no disguise bonus), but also doesn't say anything specific about duration and 1 minute/level doesn't seem like enough flavor-wise. From what I've read, Dragons and some other things with Shape Change have the duration be basically as long as they want, though most of them have the number of times they can change to and back from their alternate forms limited per day, like the Tengu, but unlike (as far as explicit statements) both of the kitsune's forms. Looking for other opinions I guess but especially any official word would be much appreciated, thanks.
I'm trying to pick up some useful/interesting materials, but there are some that seem like they have some to a good deal of overlap. If I have the Dragon Empires Primer, what would the benefit be of getting the Dragon Empires Gazetteer? If I have the Inner Sea World Guide, is there anything beneficial in Humans of Golarion or Inner Sea Magic? I'm trying not to spend too much, but I also don't want to miss out on anything too important/interesting.
I'm surprised I couldn't find anything here on this, it's probably really obvious and I'm just missing it... Greater Magic Weapon and Magic Weapon bestow bonuses on weapons temporarily, I'm wondering if since Cold Iron is much harder to enchant (hence the 2000 gp extra) it is harder or impossible to cast the magic weapon spells on a weapon made of cold iron. Sorry if this is a dumb question. |