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Scarab Sages

If they get to keep all their stuff from the previous race then there isn't much you can do to make this not be a straight upgrade without the harsh penalties like you suggested. -2 to a stat more or less counterbalances the +2 from advanced ability. The roleplay penalties like the Law-abiding also work well as long as the player knows about it beforehand and the DM remembers and uses it occasionally. The Disguise penalty is directly proportional to how much the player wants to hide their race, if they don't care it's not a penalty. Will saves always hurt, but a -2 isn't unprecedented (crossblooded sorcerer).

You also might think of something like a resistance/immunity to the Transmutation school of magic (Enlarge Person, Bull's Strength, Haste, etc.) with the original transformation spell interfering in some way. That'd also be a decent penalty.
Other skills that could be effected might be Sense Motive/Diplomacy (the animalistic instincts make interacting with normal people a bit more difficult)

I think it's probably more or less balanced with the penalties as is, maybe still a tad strong. You just don't want to nerf it so hard that nobody would want to take it.

Scarab Sages

I'd say the race is on the strong side (being obviously better than human), but closer than most custom races.
Beyond the power level it seems to me like this is a race that is always magically created, and so you have to ask what happens to the modifiers from their old race? Do they lose their old racial stat bonuses before the Animus one applies? What about traits that reflect training? Do elfs forget how to use a bow, dwarves lose their hatred for orcs and goblins, gnomes become worse crafters? If they get to keep the old and new racial traits then I would hope that spell to transform them costs at least as much as a Wish, potentially much more.

I would change some things:


  • Limit the bonus feat to the ones on the Animal Companion list, not much of a nerf but I think it's thematic.
  • Change the movement trait from granting the movement type to giving the +8 racial bonus to the appropriate skill (Acrobatics, Climb, Fly or Swim)(I would be careful with new movement types: glide, swim, and jumper aren't bad but Climb is often about as good as fly before you have access to flight, Fast is just really nice to be able to run down just about any normal enemy, and Burrow is tricky even when you remember that default it doesn't allows movement through solid rock and the like [precedence set by Dire Badger's ecology notes]).
  • Drop Animal Speech: even the animal master, the druid, doesn't get to speak with animals unless they use a spell or a feat, the latter being at least 6th level and only for minutes per day. And Animal Empathy still gives the effect you're looking for.
  • Natural attack might be too strong too, it is a free secondary extra attack per round when full attacking after all, but I like giving martials some love. Also should include Slam in that list, for things like Apes.

Low Light vision, scent, Animal Empathy, and Skilled are all fine I think, nice little perks. Though if you're still concerned about balance Skilled could go too.

It would still be a strong martial race, but I assume that some shady wizard would need to cast the spell in the first place and I feel that's also the point of the race.

Scarab Sages

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Gaseous Form wrote:
It can't attack...

I would say that a kinetic blast is an attack. So no.

Also a Kineticist gains a kinetic blast from the Kinetic Blast (sp) feature, not Elemental Focus

Side note, I don't think that using a utility wild talent would require anything besides being conscious, so you could activate the non-attack ones while in gaseous form.

Scarab Sages

68. Clean - Item is permanently clean
69. Restful - Wearer always has a good night of sleep
70. Tolkien - Item glows in the presence of a type of creature (ex. Orcs or Goblins)
71. Silent - Item does not make sounds
72. Centered - Item's owner always knows direction to a set location
73. Reminding - User can send telepathic time-delayed reminders to them self
74. Scribe's - If armor, item can be written on (and cleared) at will. If weapon, item can write on smooth surfaces at will
75. Measuring - User can precisely determine distances at a glance
76. Night-vision - Wearer treats all light conditions, besides Supernatural Darkness, as normal light.
77. ACME - Wearer can walk on air for 10' before falling as normal, but cannot die due to fall damage.
78. Karmic - Weapon weighs 100x as much per alignment step away from Lawful, Neutral, or Chaotic Good (Creator's choice)
79. Unstable - When item is destroyed or wielder slain the item explodes as Detonate (CL 10) of a random energy type

Scarab Sages

I agree that clothing probably would not provide enough/ enough consistent cover, but with a Familiar Satchel that is listed as "This armored case provides total cover to any Tiny or smaller creature contained within it." Nothing should be reaching them. An enemy could technically sunder it or something, but that seems mean.

Murdock, what's your opinion on using Climb to move across flat ground, and adding an enchantment bonus to a land speed which isn't listed?

Scarab Sages

If a creature hops inside a sealed box, how would channel energy effect it? Channel is specifically a 30' burst, which doesn't effect things which have total cover, it doesn't go through walls.
I think that if they're non-combat it does mean that they're immune to combat, if they could be effected by the enemies why couldn't that be able to work the other way? But that would be involving them in combat. I like to think that PFS is at least fair, and enemies being able to attack you without being able to attack back seems foul.

Scarab Sages

From the familiar feature:
"A familiar grants special abilities to its master, as given on the table below. These special abilities apply only when the master and familiar are within 1 mile of each other."

So I think I would get the +4 initiative bonus (wherever my familiar is, I assume it's within a mile), but not alertness or anything active. My flavor is it leaping into its pouch (where it would have total cover from everything, and be treated as a worn object) and, in any case, mechanically it would be immune to damage and effects, but unable to take any actions or have any influence for being out of combat. Hence why I really want to settle all the Base Speed questions so my shark can be independent.

Scarab Sages

I can have 1 "combat animal" and any number of "non-combat" so at the beginning of combat my familiar safely poofs into his pouch.

Scarab Sages

Well, Seawaters and Neptune have been having a grand old time adventuring; up mountains, through rivers, and across fields. Much to his dismay, when he gets back to Absalom he's berated by his fellow pathfinders for "cruel and unusual treatment of animals". But with the gained experience he prays to Gorzreh and is answered! To the tune of a level in Unsworn Shaman.

The Water Lung Hex fixes the whole "the shark is suffocating anytime it's out of the barrel, you monster" problem, and a Compsognathus familiar should have enough strength to schlep my shark around. I'm even getting him a cage to sleep that could fit 5. My shark will be living in the lap of luxury.

But the whole "what does the term 'Base Speed' refer to, and can I add to my base land speed if it isn't listed?" problem still exists, especially since even the Limbs: Legs evolution refers to Base speed: "Each pair of legs increases the eidolon's base speed by 10 feet". So I have no firm answer to what it's speed would be or if it would do anything at all, RAW. Sky Swim and other 3rd level spells won't be available for another 6 levels, I'd prefer something that comes online sooner.

Also, for the Water Lung Hex: it doesn't list a range, so what is its range? Touch? Unlimited? 30 ft?

Water Lung:
An air-breathing target can breathe water or an aquatic target can breathe air. This lasts 1 minute. If the witch uses this hex on herself, she can maintain it while she sleeps, allowing her to safely sleep underwater.

Limbs evolution:
Limbs (Ex): The eidolon grows an additional pair of limbs. These limbs can take one of two forms. They can be made into legs, complete with feet. Each pair of legs increases the eidolon's base speed by 10 feet. Alternatively, they can be made into arms, complete with hands. The eidolon does not gain any additional natural attacks for an additional pair of arms, but it can take other evolutions that add additional attacks (such as claws or slam). Arms that have hands can be used to wield weapons, if the eidolon is proficient. This evolution can be selected more than once.

Scarab Sages

It's a 3rd level spell though, near 7th level when I could cast it I would probably just get a Necklace of Adaptation so it can breath anywhere anytime without needing to spend spells.

Until then I'm going by the suffocation rules, limiting it to ~7 rounds out of the water, but usually that's long enough.

Scarab Sages

Hosteling Armor and a Necklace of Adaptation are on the top of my list. I have the Create Water Orison to create new water for my shark in the meantime, magic items are expensive.

So Saethori, if you're in the Null + n = Null camp: what do you think the Base Speed of a shark is, since it has no land speed or any listed speed besides a swim speed?

Scarab Sages

Additional resources: Advanced Class Guide wrote:
Hex channeler, mutation warrior, and primal companion hunter are now legal for play.

They updated it.

Scarab Sages

I know it isn't a good idea at all, but I want myself a land-shark and I think I've almost done it, but some of these corner cases have a lot of dust in them and I'd love some more eyes and opinions. Specifically there are two strange things:

1) What is the Base Speed of a shark when it's not in the water?

2) Assuming the Base Speed of a shark when it's on land refers to the Base Land Speed, what is the Base Land Speed of a creature that does not have a listed Land Speed? (possibilities I can think of are either 0 or Null)

2b) Can I give the shark a +5 foot enhancement bonus to it's Base Land Speed and if so what would the resulting Land Speed be?

I use Totem Companion (stag) to give my shark a +5' enhancement bonus to it's Base Land Speed, resulting in a 5' land speed (and 60' swim speed), and 1/day through Primal Companion's Primal Transformation I give it the Climb evolution twice: once to give it a climb speed of 5' (it's Base Speed) and the second to boost it to a 25' climb speed. I use the definition of a slope in the climb rules to climb across the ground.

Totem Companion:
Your animal companion becomes spiritually connected to an animal totem that has a spiritual significance for you or your background, such as a Shoanti clan’s animal totem.

Prerequisites: Wis 13, animal companion class feature.

Benefit: Select one animal aspect from the list presented in the hunter class’s animal focus class feature. Your animal companion has natural coloration suggestive of this aspect—a bear might have a dark spot in the shape of a bat, or a hawk might have unusual tiger striping in its feathers. Your animal companion gains the benefits of the selected animal aspect, treating its Hit Dice as its effective hunter level for this ability. This bonus doesn’t stack if the animal companion is already under the benefit of the same animal aspect because of the actual class feature.

For example, an animal companion with Totem Beast (snake) under the effect of the snake aspect from its hunter owner would get a +2 bonus on attack rolls when making attacks of opportunity, not a +4 bonus.

Shark Animal Companion:
Starting Statistics: Size Small; Speed swim 60 ft.; AC +4 natural armor; Attack bite (1d4); Ability Scores Str 13, Dex 15, Con 15, Int 1, Wis 12, Cha 2; Special Qualities low-light vision, scent.

4th-Level Advancement: Size Medium; Attack bite (1d6); Ability Scores Str +4, Dex -2, Con +2; Special Qualities blindsense.

Primal Transformation:
At first level, a primal companion hunter can awaken a primal creature from within his animal companion as a swift action. The animal companion gains a pool of 2 evolution points that can be used to temporarily give the companion evolutions as if it were an eidolon. A primal companion hunter uses her hunter level to determine her effective summoner level for the purpose of qualifying for evolutions and determining their effects. At 8th level, the number of evolution points in her pool increases to 4, and at 15th level, it increases to 6.

Activating these evolutions on the animal companion is a swift action. A primal companion hunter can use this ability for 1 minute per day per hunter level. This duration need not to be consecutive, but it must be spent in 1-minute increments. An animal companion transformed in this way cannot exceed the maximum number of attacks available to the eidolon of a summoner whose class level equals that of the hunter. While transformed in this way, the animal companion's type changes to magical beast, though the primal companion hunter still treats it as an animal for the purpose of the Handle Animal skill.

If a primal companion hunter's animal companion is dead, she can apply these evolutions to herself instead of to her animal companion. Uses of this ability count toward the hunter's maximum daily duration of evolution use.

This ability replaces animal focus.

Climb Evolution:
An eidolon becomes a skilled climber, gaining a climb speed equal to its base speed. This evolution can be selected more than once. Each additional time it is selected, increase the eidolon’s climb speed by 20 feet.

Excerpt from Climb skill:
With a successful Climb check, you can advance up, down, or across a slope, wall, or other steep incline (or even across a ceiling, provided it has handholds) at one-quarter your normal speed. A slope is considered to be any incline at an angle measuring less than 60 degrees; a wall is any incline at an angle measuring 60 degrees or more. A Climb check that fails by 4 or less means that you make no progress, and one that fails by 5 or more means that you fall from whatever height you have already attained. The DC of the check depends on the conditions of the climb. Compare the task with those on the following table to determine an appropriate DC.

I personally think that an animal always has a land speed, just that if nothing is listed it is 0, so you can give it an enhancement bonus to said land speed of 0 and 0 + n = n.
Alternatively I can see the idea that if a speed isn't listed it's value is Null, and unless something explicitly grants that movement type it is impossible to enhance, Null + n = Null. But this to me means that the base speed of a shark would therefore have to be it's only listed speed: swim, and thus the evolutions would give it a climb speed of 80', which is really good.

Other minor questions I have:
i) Does a shark's scent ability work in the air?
ii) An Aquarium Ball establishes it takes 2 gallons of water to comfortably hold a Tiny aquatic creature and keep it breathing for a day, how much water does a Small aquatic creature require? 4 gallons (double)? 16 gallons (octuple)? What about a Medium aquatic creature?
iii) If I keep the Small sized shark in a barrel I'm holding and have the weight capacity for, does it share my space?

While it may be far easier and more effective to make another character, at level 4 I'll have a ground-scuttling Laser-shark (burning gaze), and that's awesome.

Thanks all.

Scarab Sages

Bardic masterpieces cost either one feat or one spell known (of a specific spell slot depending on masterpiece). So apparently the ratio is 1:1 for 6-level spontaneous casters.

Scarab Sages

Making them actually racially humans seems strange, I would think that Humanoid (Hulu) would be more fitting.
Rewording the Aura of Evil as "The Hulu have a particularly powerful aura of evil, regardless of their alignment. Hulu exude evil as a evil outsider of their Hit Dice." because "particularly powerful aura of evil" is ambiguous.

I agree with the others, at level 1 the Calling and Demonic Magic make this race powerful, anything past level 1 make it potentially insane. Generally Racial stuff doesn't improve significantly over time, I think this concept fits better as a Summoner archetype or cap the Calling ability at 2 HD and then make it a racial feat chain like the Kitsune's magical tail progression

At level 3 Calling is as good as a 5th level spell, equal to a 6th level spell at 6, and better than an 8th level spell at 9, nothing else in the game is that good.

Also, and this is my opinion, any good DM is obligated to provide ample and frequent reminders when prompted why people don't deal with demons often or at all; they're evil and it's their job to make everyone besides themselves lose (PC included). Same with Lichdom, Vampires, genies, and every other "easy way out"

Scarab Sages

Close Range wrote:
The magus can deliver ray spells that feature a ranged touch attack as melee touch spells
Chain Lightning wrote:

Targets: one primary target, plus one secondary target/level (each of which must be within 30 ft. of the primary target)

Saving Throw: Reflex half

Bad news: Close Range doesn't apply to Chain Lightning as it isn't a ray spell, and doesn't requite a ranged touch attack.

If you want explosions of electricity around you try Defensive Shock or Detonate (though you can't spellstrike with them either)

Scarab Sages

Thundercaller Bard
You get to stun your enemies with the power of thunder at level 3, Call Lightning at 8, at 10 you can learn the The Winds of the Five Heavens masterpiece to control winds, and you still get Inspire Courage and all the other juicy bits of being a Bard.
Buy yourself a tuned bowstring and you have functionally infinite lightning.

Scarab Sages

With the lineup as it is I would recommend a Bard. It looks like you might not have a party face in that lineup, between all the fight-y types and the summons from the wizard there'll be plenty of benefactors for inspire courage, it'd help take some of the knowledge burden off the Wizard, and they can go archery reasonably well as well.

Other than that an alchemist could do well with AoE damage and random other fun bits. (I like the Grenadier archetype)

If you want archery (which I think would definitely benefit your melee focused group) I wouldn't go with Fighter, but rather with most anything else. Inquisitor would be my top pick, but a Slayer, Alchemist, or (If you're feeling a bit cheesy) a Zen Archer Monk would all work well.

Besides archery and skills, it looks like you have really most everything on the short list of things to have: divine, arcane, martial. Which means if the other player wants to play something fun it won't really hurt the group. A witch for debuffs, an oracle for their fun abilities, or anything else that tickles your fancy.

I didn't mention blaster casters because I don't feel they're that useful. When presented with the perfect opportunity they shine, but I find most of the time they just don't pull their weight or are shut down.

Scarab Sages

I think it is worth noting that being discussed here is both the Armor Class (AC) and Armor Check Penalty.

A Chain Shirt has a +4 Armor bonus to Armor Class (AC), and a -2 Armor Check Penalty, so a commoner wearing it would have a +4 bonus to AC, and take a -2 on skills that Armor Check Penalties apply (such as swim or climb).

A Masterwork Chain Shirt has the Armor check penalty reduced by 1, changing from a -2 Armor Check Penalty to a -1 Armor Check Penalty, the bonus to Armor Class (AC) is not changed by the masterwork property. The commoner would now have a +4 bonus to AC, and take a -1 on skills that Armor Check Penalties apply (such as swim or climb).

A +1 Magical Chain Shirt is masterwork by definition, but in addition to the masterwork property (reducing the Armor Check Penalty by 1), the +1 grants a +1 Enhancement Bonus to Armor Class (AC) bonus. The magic does not effect the Armor Check Penalty. The commoner would now have a +5 bonus to AC, and take a -1 on skills that Armor Check Penalties apply (such as swim or climb).

Masterwork Weapons grant the user a +1 bonus to attack, whereas a Magical +1 sword would grant a +1 to attack AND Damage. A +2 sword would grant a +2 bonus to attack and damage.

tl;dr : AC =/= ACP

Scarab Sages

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108. Your shadow comes with numbers, and you can tell time by it.

109. Your voice is always an audible whisper coming from right behind the listener's ear, raising your voice only changes how close the listener has to be to hear the whisper.

110. You are transparent to light sources: you don't cast a shadow and people can see light sources through you.

111. Your ring finger leaves an inky trail behind whenever it touches something.

112. Whenever you back up your ankles glow faintly red.

113. Your tears are mildly addictive.

Scarab Sages

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Soilent wrote:

...See also: Impregnating an Eidolon, then threatening to dismiss it, while waiting for ransom.

Eildons are outsiders, and wouldn't work for Jack. Now a Medusa, Skin Stealer or Android... those would be fun.

Sneak over to a pregnant woman in the night, pull out your pregnant other thing, do a little switcheroo, watch as everyone in the hospital/mansion gets turned to stone, suddenly there is a need for brave adventurers to come in and save the day. Now you just need a Medusa breeding farm...

Or offer magical midwife services to rich mothers who don't want that whole "pain" garbage.

Scarab Sages

No idea, magic oils generally also go onto weapons/objects (e.g. Oil of True Strike), so the usage "ointment" instead of "potion" is a bit strange. Nevertheless, here are some common healing solutions:

  • Potion of Cure Light Wounds (50 gp for 1d8+1 healing)
  • Potion of Infernal Healing (50 gp for 10 healing, minor RP issues)
  • Scroll of ___ (25 gp for the effects as above, need to be able to cast the spell or make a Use Magic Device check)
  • Wand of ___ (750 gp for 50 castings as above, need to be able to cast the spell or make a Use Magic Device check) (most cost effective solution)
  • Pay a level 1 druid 10gp to cast Goodberry on some berries (10 gp for 2d4 healing that must be used within 1 day)
  • Hiding in a hole until healed (Guys! I finally get to use the Heal Skill! Guys...? Oh. They left.)

    If your DM is the one that told you about it, ask him for a link to the item, or a write-up of the item. It doesn't matter if it doesn't exist if the DM says it does.

    Or RP going into a temple of Sarenrae (Goddess of Healing and Good), make a donation, and ask for some channeled energy for weary adventurers. (unless you're evil, in which case play up the fact that she is also the Goddess of Redemption and hope the cleric's sense motive is low)

  • Scarab Sages

    Well for Charisma, Wisdom, Strength, Dexterity, and Constitution there is the Nature Oracle - Awaken exploit

    Nature Oracle Capstone:
    At 20th level, you have discovered the intrinsic secrets of life itself, granting you incredible control over your own body. Once per day, you can surround yourself with an organic cocoon as a full-round action. While enclosed in the cocoon, you are considered helpless. Eight hours later, you emerge having changed your type to plant, animal, or humanoid, gaining superficial physical characteristics as appropriate (see the Pathfinder RPG Pathfinder Roleplaying Game Bestiary). This change does not alter your Hit Dice, hit points, saving throws, skill points, class skills, or proficiencies. Each time the transformation is made, you are cleansed of all poisons or diseases, are restored to full hit points, and heal all ability damage. You must select a new type every time the transformation is made.

    Awaken:
    You awaken a tree or animal to human-like sentience. To succeed, you must make a Will save (DC 10 + the animal's current HD, or the HD the tree will have once awakened). The awakened animal or tree is friendly toward you. You have no special empathy or connection with a creature you awaken, although it serves you in specific tasks or endeavors if you communicate your desires to it. If you cast awaken again, any previously awakened creatures remain friendly to you, but they no longer undertake tasks for you unless it is in their best interests.

    An awakened tree has characteristics as if it were an animated object, except that it gains the plant type and its Intelligence, Wisdom, and Charisma scores are each 3d6. An awakened plant gains the ability to move its limbs, roots, vines, creepers, and so forth, and it has senses similar to a human's.

    An awakened animal gets 3d6 Intelligence, +1d3 Charisma, and +2 HD. Its type becomes magical beast (augmented animal). An awakened animal can't serve as an animal companion, familiar, or special mount.

    An awakened tree or animal can speak one language that you know, plus one additional language that you know per point of Intelligence bonus (if any). This spell does not function on an animal or plant with an Intelligence greater than 2.

    Because the combo gives you actual Hit Dice, you get infinite in every physical stat, and CHA is a higher infinite.

    1) Become Nature Oracle 20
    2) Capture a Ningyo or something else that allows you to deal Int damage to yourself safely (Geass it to stay peacefully and willingly in the Timeless plane you've created for it)
    3) Cocoon into an animal type
    4) Reduce Int to 1 or 2
    5) Awaken yourself into a Magical Beast (Nat 20 is always a success on a save)
    6) Repeat steps 3-5 until you become a God

    Infinite Str, Dex, Con, Wis, and Cha. Also you speak every language, and then some.

    Scarab Sages

    Last Campaign I played a LE Arcanist in a neutral/good party. Basically her core dogma was that she wanted to stay safe, and gain knowledge.

    She was entirely supportive of donating to orphanages, tracking down slavers and freeing slaves, overthrowing tyrants, ect. Reason being she knew that being well received by society is the easiest way to prevent conflict (murder hobos being sent after her), and a lack on conflict keeps you not dead. Also Orphans in your debt means allies later, slaves make great target practice, and being on the winning side of a rebellion has it's perks. She also would always do the utmost to protect and work with allies; they won't keep you safe if you don't keep them safe.

    She offered free healing to the rest of her party (her meat-shields) to keep them happy. Any time the party didn't like her actions (wah, don't turn the guards into zombies and send them ahead as a psychological attack to demoralize the rest of the defenders, it's deplorable...) she would calmly try to persuade the party, and when she usually failed, made a note for later and moved on. She had no problem with any amount of horrible things, as long as she stayed safe (physically and socially) and she got some gain out of it. When she could guarantee that nobody would ever find out, she did have a habit of relying on "dead men tell no tales" after extracting all value.

    The party didn't really like her, but she was very useful and always followed the rules. Plus if they needed something slightly distasteful to happen they could just look the other way and the problem would sort itself out, discretely.

    Scarab Sages

    Kthulhu wrote:
    TriOmegaZero wrote:
    TomG wrote:
    If I may be a bit impertinent, it's likely that those suggesting tunneling with a dagger have never, for example, dug a hole or ditch (or grave), hewn stone with a pickaxe, or even trenched a sprinkler system, or any other digging/mining work, using hand tools.
    I participated in plenty of sandbag details, and have grounded my share of generators in hard ground. And foxholes don't dig themselves either.
    Little known fact: every trench in WWI was instantly dug by one Army man as he touched his adamantium shovel to the ground. The earth was cleaved mightily! We're just lucky that the westernmost bits of Europe didn't completely split off from the rest of the continent and float off into the ocean.

    Nah, That's what the Lyre of Building is for! You can go through that ground in only *cough* *mumble* *cough* hours! (but really, does anyone have numbers for how fast humans build/tunnel?)

    Also, 0 hardness =/= 0 hp. It still takes effort to chip through a sheet of ice even though it has 0 hardness.

    Scarab Sages

    I would say that if blood splatters on you while you are wearing your glamoured armor, the blood still gets on you but the glamour effect is actively suppressing your physical appearance and so it would not be visible.

    The blood could be smelled, your armor might be a little slippery, you might even leave a small trail of blood as you walk because of the blood slipping off the armor, but you would not see the blood on you because your physical appearance is being overridden.

    The effect is Illusion, not Transmutation.

    Scarab Sages

    Adamantine: costs flat 3k for a weapon, is listed as a trade good as 300/pound. Go over to the dwarven capitol and buy as many Dwarven Longhammers as you can (20 lb each, 3070 gp, 153.5 gp/lb), cast Fabricate, reforge the adamantine into Ratfolk Tailblades (40 weapons, 120,440 gp, 6,022 gp/lb) or daggers if the merchants claim that they will have no customers (20 weapons, 60,040 gp, 3002 gp/lb). If they won't sell/buy weapons, buy Chainshirts (204 gp/lb), and sell small agile breastplates (small armor is the same value, but weighs half as much) (832 gp/lb). You'll make money even selling for half.

    Fabricate can get a little silly, which is why most GMs will soon after mention that right next to your workshop they're hosting a running of the bulls, but with rust monsters. (Also I wouldn't touch Blood Money with a 10' pole, most GMs know about it and even if they don't it is pretty obviously unbalanced).

    Just remember, there is an actual person running the game, it isn't a computer. They can and will react to new tactics/exploits and often it's by telling you to stop if it is OP.

    Scarab Sages

    I would say that a mundane item should not be more powerful than a +2 enchantment (Wounding) so I think it should deal 1 point of bleed damage for 1d6 rounds, replacing the total damage of the arrow. This may seem harsh, but bleed bypasses DR and forces concentration checks, so the arrows would still have their uses.

    Wounding wrote:
    This special ability can only be placed on melee weapons. A wounding weapon deals 1 point of bleed damage when it hits a creature. Multiple hits from a wounding weapon increase the bleed damage. Bleeding creatures take the bleed damage at the start of their turns. Bleeding can be stopped by a successful DC 15 Heal check or through the application of any spell that cures hit point damage. A critical hit does not multiply the bleed damage. Creatures immune to critical hits are immune to the bleed damage dealt by this weapon.
    As for RAW, I honestly haven't a clue. I could see it being argued that:
    • The arrow deals normal damage for an arrow, but in bleed damage for 1d6 rounds (1dX + str of bow + misc)
    • The arrow replaces the weapon damage of the arrow with 1 bleed damage that lasts 1d6 rounds (1 + str of bow + misc)
    • The arrow replaces all damage with 1 bleed damage that lasts 1d6 rounds (1)
    • The arrow deals normal piercing(?) damage (1dX + str + misc), plus 1 point of bleed damage for 1d6 rounds (1)
    • The arrow deals it's total damage, converted into bleed damage, over the course of 1d6 rounds ([1dX + str of bow + misc]/n where n is the rounds rolled)
    • The arrow causes an argument between the player and DM when shot, and everyone involved takes bleed damage until the argument is over or rocks fall (rocks fall)

    Scarab Sages

    I would say that as long as there is a line of effect from the master to the homunculus it would be reasonable for the telepathic link to persist. Telepathic link makes no distinction about dimensions, so if the two points are within 1,500 ft it simply works. I personally would rule even less strict, but maintaining line of effect seems like a simple and clear restriction.

    As for size, seeing as the homunculus is the same listed size as Animated Manacles, I see no reason it couldn't fit in any of the sizes of bag'o'holding.

    Scarab Sages

    Perception Modifiers wrote:
    Distance to the source, object, or creature: +1/10 ft

    If a patrol is over 200 feet away then the party is practically invisible.

    On topic:
    A knife that cuts through the toughest steak with ease!
    The ultimate pushpin, stick your Theses on almost any surface!

    Scarab Sages

    Would you have to enchant the shield as a weapon though?
    Of the two listings for "Glamoured" the armor one looks like the enchantment only effects a suit of armor, and makes the armor look like clothing. The weapon version makes the weapon appear as an abject of a similar size, and turns off for a round when used to attack.

    Glamoured (armor) wrote:

    Price +2,700 gp

    Upon command, a suit of glamered armor changes shape and appearance to assume the form of a normal set of clothing. The armor retains all its properties (including weight) when it is so disguised. Only a true seeing spell or similar magic reveals the true nature of the armor when it is disguised.
    Glamoured (weapon) wrote:

    Price +4,000 gp

    A glamered weapon can be commanded to change its shape and appearance to assume the form of another object of similar size. The weapon retains all its properties (including weight) when so disguised but does not radiate magic. Only true seeing or similar magic reveals the true nature of a glamered weapon while it is disguised. After a glamered weapon is used to attack, this special ability is suppressed for 1 minute.

    Scarab Sages

    Maybe your player is misreading the "Table: Ability Modifiers and Bonus Spells" and thinking that their score of 20+ in their casting stat allows them to cast higher level spells? (it only grants the spells if the PC's class "unlocks" the slots first)

    There isn't anything in the rules that allow you to cast a 5th level spell as a 5th level PC without a magic item.

    Scarab Sages

    The ability to get a natural 20 on a single roll is nice... but I think we're are forgetting that Flash of Insight says "one die roll" and a d% should qualify. What tomfoolery can we get into by being able to declare a natural 100 (or whatever number we like best)?

    Rod of Wonder
    Bag of Tricks
    Reincarnate
    Chon Chon Elixir

    And perhaps my favorite: Strange Fluids

    Any others?

    Scarab Sages

    Tiny Coffee Golem wrote:

    ...

    Interesting, but where does one get a supply of strange fluids?

    They're from Numeria (Pathfinder Campaign Setting: Numeria, Land of Fallen Stars). "Engine fluid, coolant, hydraulic fluids, and stranger substances have mixed together, the chemicals further transformed by the strange radiations of the ship's drives. Fluids can be found in pools or springs, or collected as they drip from larger pieces of wreckage"

    But they're nothing inherently magic, so I would suppose you could make some doses with Minor/ Major Creation, or if the prospect of a temporary fluid making a permanent effect makes you a bit queasy, True Creation

    ---

    VRMH wrote:
    Vomit Twin. Vomit lots of twins, and send out an ooze clone army to take over the world!

    "You cannot have more than one vomit twin at a time"

    ---

    Gauthok wrote:
    ...Plane Shift to your Timeless plane, then Gate back in with 5 or 10 rounds of buffs on. Not one second has passed on the Prime, so you didn't abandon your allies or really leave the fight...

    As Tiny Coffee Golem wrote, Timeless planes don't work that way: they only make it so time based effects don't apply while on the plane:

    Timeless Plane wrote:
    On planes with this trait, time still passes, but the effects of time are diminished. How the timeless trait affects certain activities or conditions such as hunger, thirst, aging, the effects of poison, and healing varies from plane to plane. The danger of a timeless plane is that once an individual leaves such a plane for one where time flows normally, conditions such as hunger and aging occur retroactively. If a plane is timeless with respect to magic, any spell cast with a noninstantaneous duration is permanent until dispelled.

    You would Plane Shift to your Timeless plane, then Gate back in with 5 or 10 rounds of buffs on. Then you'd find all your allied dead or looting the bodies since you totally abandoned your allies and really left the fight.

    Scarab Sages

    Eigengrau wrote:

    Not really a problem for a 20th level Wizard and being able to get Arcane Discoveries.

    Immortality
    Prerequisite: You must be at least a 20th-level Wizard to select this discovery.

    Benefit: You discover a cure for aging, and from this point forward you take no penalty to your physical ability scores from advanced age. If you are already taking such penalties, they are removed at this time. This is an extraordinary ability.

    Even better: Strange Fluids

    DC 25 Craft Alchemy check to identify the effects a specific dose will have on you with 75% accuracy

    Get both you and your familiar to at least +15 so you can take 10.

    Keep checking it until both you and your familiar predict that you'll gain the effects of 100, 1 (The drinker no longer takes penalties for aging (bonuses still apply) and does not die from old age.). The probability that both of you are mistaken and predicting the same erroneous result is around 1 in 9000, plenty safe.

    Get a Parapet of Health if you really care about the chance at being addicted (Addiction is a disease).

    Immortality is 500 GP and an arbitrary amount of time (and having access to some numerian drive fluid) away.

    You can also get blindsense 60', 30' non-magical fly speed, the ability to turn ethereal, and other cool stuff.

    Scarab Sages

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    A Salve of the Second Chance is 800 gp to make and casts Resurrection on a target (yes, it is cheaper to make the salve than get a diamond for the spell). Then restoring the 2 negative levels (2560 gp paid to a 7th level cleric), and then you're good.
    Between 2.8k and 4.16k and your character has a second life (albeit in a possibly different body). Not that expensive.

    To the OP, there is nothing in the description of Reincarnate that impedes the PCs from Reincarnating an NPC, assuming "the subject's soul is free and willing to return" and "a creature that has not been turned into an undead creature or killed by a death effect" are satisfied.
    If the demons managed to trap the soul somehow, raise the head as an undead, or the NPC happens to enjoy the afterlife he has earned then the PCs would have a problem.

    Scarab Sages

    Overall, OP. Far better than most races for many roles.

    First off, you technically gave them the Incorporeal subtype, and with it the incorporeal special quality. So in total they have:

    Average stats
    medium size, normal speed
    Darkvision or blindsense 10' (I would personally always pick the blindsense because it covers a fair number of common enemies and the ability to guarantee know when things are close to you is quite valuable)
    DR/magic = lvl/2 [min 1] (it is the worst kind of DR, but this is still something that very hard to get, and very good to have)
    +2 vs some nice stuff
    +2 (I assume racial/circumstance bonus) to stealth
    Unarmed strike Ghost touch (This one is cool and flavorful) or increased miss chance (because of the incorporeal subtype the miss chance is the correct choice 100% of the time)
    CL/DC bonus and some cantrips
    Weapon proficiency w/ 2 weapons or 2 skills as class skills

    Overall not too bad, the DR is probably the largest offender here, without it the race would probably be good, but not likely OP... bu this is what incorporeal gives you:

    Immunity to Critical Hits, Precision damage (sneak attack mostly), being tripped or grappled, falling damage, and non-magical weapons
    DR/50% to magic not tailored to incorporeals, miss chance 50% to non-damaging spells.
    Deflection bonus = Cha bonus
    Ability to phase though objects
    Attacks that ignore armor, natural armor, and shields.
    Free Weapon Finesse and Agile Maneuvers (also no strength score)
    And "they cannot take any physical action that would move or manipulate an opponent or its equipment, nor are they subject to such actions" aka they can't hold any non-ghost touch gear.

    Just do what most every other humanoid race does and go "Humanoid (the name of your race)" aka "Humanoid (Xindi)" or invent a new subtype like "Humanoid(Specter)" and and put the incorporeal bit in an ability farther down. Just don't reuse a subtype that has qualities associated to it.

    Full text of Incorporeal:
    An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it takes only half damage from a corporeal source (except for channel energy). Although it is not a magical attack, holy water can affect incorporeal undead. Corporeal spells and effects that do not cause damage only have a 50% chance of affecting an incorporeal creature. Force spells and effects, such as from a magic missile, affect an incorporeal creature normally.

    An incorporeal creature has no natural armor bonus but has a deflection bonus equal to its Charisma bonus (always at least +1, even if the creature’s Charisma score does not normally provide a bonus).

    An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object’s exterior, and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from an incorporeal creature that is inside an object. In order to see beyond the object it is in and attack normally, the incorporeal creature must emerge. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. An incorporeal creature cannot pass through a force effect.

    An incorporeal creature’s attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against it. Incorporeal creatures pass through and operate in water as easily as they do in air. Incorporeal creatures cannot fall or take falling damage. Incorporeal creatures cannot make trip or grapple attacks, nor can they be tripped or grappled. In fact, they cannot take any physical action that would move or manipulate an opponent or its equipment, nor are they subject to such actions. Incorporeal creatures have no weight and do not set off traps that are triggered by weight.

    An incorporeal creature moves silently and cannot be heard with Perception checks if it doesn’t wish to be. It has no Strength score, so its Dexterity modifier applies to its melee attacks, ranged attacks, and CMB. Nonvisual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to incorporeal creatures. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see.

    Ghost Touch, Improved should use a swift action instead of an immediate action, swift actions are done on your turn, immediate actions are done off your turn. I'm going to guess it is meant to be used on your turn.

    Spectral Energy Resistance is good, but in my opinion not OP. Energy resistances are good, and if this were combined with the Unscathed trait it would be quite close to OP, then again some would say the same about Fate's Favored and the Half-Orc's Sacred Tattoo.

    tl;dr: Axe the DR, change the subtype, change Ghost Touch, Improved to use a swift action, and it's probably good in my books.

    Scarab Sages

    If they aren't masterwork, a casting of Masterwork Transformation will fix that issue quite quickly. There is no clause that the item has to be non-magical, only non-masterwork.

    Scarab Sages

    Level 1 Bard with a tower shield
    rich parents
    army of 29,000 cats (3 copper each, cheaper per pound than trail rations)
    or an army of 87,000 rats (1 copper each)

    Use the tower shield to give yourself total cover whilst cheering your legions of animals forward. (make sure to train them all with handle animal first, for a couple years 556 years)

    So I guess the reason that people don't weaponize armies of animals is that they take too long to train... TIL

    Scarab Sages

    A Cleric/Paladin of Desna (or any of the other deities that value freedom) sees your casting, or hears about it in some way and interviews your cult as to why they follow you so closely (sense motive to see they have no good motive). When they see you cast they successfully make the spell-craft check to find out your are hypnotizing people. They then arrest you, or (in the likely scenario you are using your pawns as meat-shields) they hire a justicar to beat you six ways to sunday and then arrest you. Or you happen to be screwing up the plans of a less than ethical elected official and he sees you as a threat to his position, he hires an assassin and you're dead (uses bluff to infiltrate your cult and then stabs you in the neck, dealing more than the very small amount of health you have).

    Or the people in your cult could just have a conscience and realize that what you are doing is against their personal morals (NPCs have morals too), after all: you aren't magically controlling them. If your best buddy started getting you to help him hypnotize people (it is kinda obvious), could you think anything fishy about it? At best you would probably need to start paying off some of your subordinates, there is a reason that very few cults get large: at some point there are too many people to personally interact with and you'll need to start relying on the charisma of your lieutenants, and the larger you get the more likely someone with authority is going to try to shut you down. If you're lucky that means a frontal assault and you have the chance to run away, if you're not that means they pay a mid-level adventuring party to scry&fry you. Also Hypnotism only works if "The request [is] brief and reasonable", if someone can convince your puppet that you are untrustworthy then suddenly your house of cards topples.

    Also I would go bard rather sorc. Then you can get the Spellsong feat which is another level of safety/subterfuge. Plus it is much more common lore for a Bard to develop a following because he is just that good, non-magically; it gives your operation a bit more credibility.

    Scarab Sages

    1) Learn Craft Wondrous Item, and decent have Spellcraft.
    2) Create a Salve of the Second Chance (fun fact, making the item is cheaper than casting the spell)
    3) Commission a Homunculus with you as the master
    3b) Add nice abilities if gold is available, 500 gp for effectively constant Undetectable Alignment might be worth it if you don't want others to catch on (tax fraud reasons probably), or Dream Feast if you want to minimize food expenses (we're playing the long game here)
    3c) Create a Pathfinder's Pouch for your Homunculus and Salve to hide in for a very long time
    4) Have the Homunculus recognize when you die through telepathy, hop out, quickly chop off some hair, hop back into the bag, and say the command word to close the opening
    4b) Hope that you weren't killed by a death effect or a necromancer
    5) Have the Homunculus use the salve on your body part after a day or two has passed
    6) Hope that luck is on your side for your new body (or kill yourself, controlled death isn't a big problem, just remember to do it during a full moon)
    7) Spend ~2.5k on Restoration
    8) Enjoy your new life!
    9) Repeat steps 2-8. You are immortal as long as you avoid necromancers, just your body might change every 80-600 years, you'll just need to raise ~3.5k + living costs each life, shouldn't be hard for someone with Magic.

    Using Greater Create Demiplane and permanency to create a timeless Demiplane is another way, but the NPC might have a trouble leaving the plane after a couple decades.

    Scarab Sages

    If you want to go the magic item route there are a couple that can help.

    The Scabbard of Stanching will flat out make the user immune to bleed (as long as the DC is less than 16 to counteract it)

    The Stanching (+1 equivalent) magic armor property reduces bleed damage by the armor's enchantment bonus.

    The Periapt of Wound Closure will also make the user immune to HP bleed damage.

    The Shawl of Life-Keeping or Aegis of Recovery will heal the user if they fall below 0 HP, so at least the villain won't die, and with a good bluff check (s)he can just play dead and the get the surprise on those pesky PCs the next time.

    Depending on your definition of "Magical Healing" an extended potion of Infernal Healing would be a 20 turn safety time for in combat.

    Scarab Sages

    You need both Magic and Silver.
    So +1 silver/mithril weapon, or a +3 weapon, or a mundane silver weapon that can bypass DR/Magic (such as using Arcane Strike).

    Scarab Sages

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    Warning, I do not support the use of this information in actual games, it is broken to hell.

    Alchemist - Grenadier - Alchemical Weapon wrote:
    At 2nd level, a grenadier can infuse a weapon or piece of ammunition with a single harmful alchemical liquid or powder, such as alchemist's fire or sneezing powder, as a move action....The alchemical item takes full effect on the next creature struck by the weapon...
    Drugs wrote:
    Drugs are alchemical items that grant effects to those who make use of them.

    Get yourself a level in gunslinger, make those ranged touch attacks and knock out literally anything in 1 hit with Dreamtime Tea.

    RAW drugs are untyped, not even poison or disease. RAI they are probably poison. Want to take out Cthulhu? Be a Alchemist Grenadier 2 with a rifle, chug a potion of true strike and watch her fall. If that is still too close for you just get yourself a siege engine, still fires ammunition.

    Scarab Sages

    Personally I would not allow him to resign, the people recognize that it is not in his character to release an ancient evil and see that he is one of a few people that can make the situation right again. Neither resignation or death will make it right, it will not raise the dead in Restov nor repair the burning rubble (aside, what a pathetic capitol that gets completely raised in a single ancient dragon attack).
    Building orphanages is great and all, but not what the state needs right now, have a Lyre of Building commissioned (assuming they don't already have one) and prepare. There is now a very big threat over the horizon and it isn't going down without a fight. Fortify the city, make air-raid shelters, offer free healing to adventurers, gather an army (or decide to submit to their new overlord).

    The PCs might play along with the dragon, while fortifying their town, because hopefully if a wizard could trap the dragon once, he could do it again. It buys time and gains an ally (hopefully).

    What would be justice? Certainly not another needless death, there has been enough of that. Justice would be seeing the beast that murdered countless civilians turned to ash. The governor's crime was one count of negligence on account of destroying a magic mirror, his punishment is to seek and nullify the beast released. If he seeks death it should be at the maw of the dragon, fighting to restore the peace he shattered; not at the gallows, depriving the state of a resource they might use to defend itself.

    Bonus points: commission a Helm of Opposite Alignment, place it on the dead green dragon's corpse (whatever is left) and then cast raise dead. Now you have a CG Ancient Green Dragon ally. *ding* *ding* Round Two: Fight.

    Scarab Sages

    Ranged Attacks wrote:
    With a ranged weapon, you can shoot or throw at any target that is within the weapon's maximum range and in line of sight. The maximum range for a thrown weapon is five range increments. For projectile weapons, it is 10 range increments. Some ranged weapons have shorter maximum ranges, as specified in their descriptions.

    So your max range would be 1100' with a composite longbow, 800' with a Rifle, 1200' with a heavy crossbow, or 4000' (roughly .75 miles) with a gargantuan trebuchet. Still impressive because you would be as accurate at a quarter mile as 10 ft.

    To the OP: Since you're probably not as tied to your physical stats as most martials, you might be able to get away with a 1 level dip into Synthesis Summoner (since it is for more flavor than power I can see it being allowed), 1st level you would get physical wings with an evo point to spare, possibly being put into increasing the speed by 20' (80' fly would be sweet). Plus if you wanted to continue into DD, summoner qualifies.

    Scarab Sages

    I would think it to be a Knowledge (nature) to know what you're trying to emulate, then either a Linguistics or Perform (sing) check to actually reproduce it. Or you could use Ghost Sound theoretically.
    To me Survival is more used for tracking and foraging/hunting than animal calls, though I suppose an argument could be made.

    Scarab Sages

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    Lets see for spells...
    Goodberry (nice to see some goodberry love)
    Blood of the Martyr
    Lend Judgment*

    ... that's all I got.

    The anti-conjuration field would also probably interact with class features.

    As you said, Channel Energy would probably be blocked.
    A witch's Healing hex would debatable, but based on the wording I would say it is blocked.
    An oracle's Energy Body is debatable, but would probably be OK. (the spell Elemental Body is transmutation)
    An oracle's life link would probably be OK.
    A Cure X Wounds extract made by an alchemist is debatable, but probably blocked.
    A paladin's Lay on Hands is debatable, but would probably be blocked.
    An inquisitor's healing judgment would probably be OK, and then they could use Lend Judgment to share the healing.

    For magic items I believe there is a pair of boots that heal you for 1 damage per round as long as you don't move, might or might not be conjuration powered though. Nothing else I can think of off the top of my head.

    Constructs wouldn't mind at all since Make Whole isn't a conjuration spell.

    With the mana-infused land and lack of conjuration healing (and thus competition for healing services), sounds like the perfect place for a strong druid community selling bags of goodberries at a premium, 1-5 gp per berry or so. Plus goodberries will stay fresh for a while (1 day/level) and also cover the party's needs for trail rations. You might want to nix the "maximum of 8 points of such curing in any 24-hour period" for balance reasons though. It isn't a huge change and your players are unlikely to complain.

    I say go for it, players could use a little more fear in their eyes. Also it sounds cool. (Not that I have been in a game where there was a conjuration blocking effect)

    Scarab Sages

    With a quick "1st level" search of the SRD I got these:

    Revered Guidance

    Fiendish Facade

    Fiendish Heritage

    Island Blood

    Unusual Origin

    Elven Spirit

    Country Born

    Human Spirit

    Jackal Heritage

    Fey Foundling

    Country Born

    Scarab Sages

    Mysterious Stranger wrote:

    1.) Stay in the room

    2.) If I come into the room follow any orders I give
    3.) If anything except me comes into the room destroy it
    4.) After dealing with the thing coming into the room start over until I order otherwise

    Also remember that there is going to be a lot of YMMV and DM discretion with this. Following Mysterious Stranger's orders could very well lead to the Golems allowing you to enter the room, then recognizing that your gear is not you and attempting to sunder it all into dust.

    I would treat commands to mindless creatures like wishes, if you trust that your DM is going to let you do what you want, go nuts. But if the DM doesn't want it to go through then there are a million ways for him to make it fail.