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Organized Play Member. 306 posts. No reviews. No lists. No wishlists. 4 Organized Play characters.


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

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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

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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

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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

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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

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Assuming your DM is ok with PC designed Intelligent Magic Items. What Bobo said. Ioun torches are cheap, so just buy a couple dozen and try to convince your DM that the ioun cloud gives the torch a mundane miss chance/cover bonus. Also if you can afford it I would suggest giving the torch Guidance at will for 1k, +1 competence bonus on most anything 1/round is a nice little boost.

Also a Fortifying Stone (1k) would give the torch +20 hp, +5 hardness, though it is arguable if the torch would still be able to fly given "ioun stones cannot support more than their own weight", though I think it is reasonable because the Fortifying stone's weight is "-".

Scarab Sages

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Well for one he would have to find a dead 18 HD creature to re-animate, any those aren't too common in civilized or uncivilized areas, dead or alive. Also remember that undead lose nearly all their nice abilities when animated.

He also would have to be careful where he brings his horde/scary undead super-soldier. Necromancers happen to have a stereotypically bad reputation, and hiding a colossal skeleton is easier said than done. He would have to suffer the Role Playing consequences in an RPG

As to what a Ice Linnorm would lose upon being animated, nearly everything. AC drops to 19 (7 dex, 10 NA, -8 size), DR drops to 5/bludgeoning, loses regeneration, loses SR, HP drops to 81, loses all skills and feats (except for improved initiative), loses all special abilites (yes, including the breath weapon), loses flight, BAB drops to 13, fort and ref become bad saves, claw attack damage increases to 2d8+str. That's all I think. In short bit becomes a pathetic shadow of it's former self (which his still terrifying to low level encounters, but much less so than and actual Ice Linnorm)

Scarab Sages

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Just to get it out of the way, I don't see what the PC's gender has to do with anything. Moving on...

Well for one, an anti-paladin doesn't actually draw power from a deity, rather from the essence of chaotic-evilness itself (and paladins draw power from the power of lawful-goodness). So long as they follow their code (yes the Chaotic Evil class has a strict code, great design there /rant) they get their evil powers. And that is the reason that a TN Grey-Paladin doesn't make a lick of sense thematically. The two classes it is the bastard of have strict codes and lose all their powers if they break the code. For this reason, a grey-paladin already exists: the commoner, with no special powers at all. (1) + (-1) = 0

So thematically it makes absolutely no sense in my eyes, but mechanically? It seems fine to me. Sure it would be a bit more powerful that either the paladin, or anti-paladin, but not horrendous.

DM favoritism? From what you say it sounds like there could be favoritism in play, but you could also be jealous (no offense). Another player got a "custom" class because the one they were playing wasn't fun (or they couldn't get int the role, or something else).

Realistically it doesn't matter if everything is fair and balanced, Pathfinder will never be a paragon of mathematical fairness and it shouldn't be. What matters is if you are having fun, and it sounds like you're not. That is a serious concern. It sounds like you're annoyed that a player was blatantly operating outside the lore of their class (I'm assuming that her alignment changed somewhere in this god-changing process), and got rewarded for it (new class made). And that's OK.

Scarab Sages

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Yes

Magic Item Creation wrote:

If you need another character to supply one of an item's requirements (such as if you're a wizard creating an item with a divine spell), both you and the other character must be present for the entire duration of the crafting process. If the GM is using the downtime system, both you and the other character must use downtime at the same time for this purpose. Only you make the skill check to complete the item — or, if there is a chance of creating a cursed item, the GM makes the check in secret.

If the second character is providing a spell effect, that character's spell is expended for the day, just as if you were using one of your own spells for a requirement. If the second character is a hired NPC, you must pay for the NPC's spellcasting service for each day of the item creation.

You could bypass the requirement, just add +5 to the DC. As a wizard you shouldn't have trouble making the higher DC, just remember to find a cozy spot and take 10.

Magic Item Creation wrote:
Note that all items have prerequisites in their descriptions. These prerequisites must be met for the item to be created. Most of the time, they take the form of spells that must be known by the item's creator (although access through another magic item or spellcaster is allowed). The DC to create a magic item increases by 5 for each prerequisite the caster does not meet. The only exception to this is the requisite item creation feat, which is mandatory. In addition, you cannot create potions, spell-trigger, or spell-completion magic items without meeting its prerequisites.

Scarab Sages

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I'd rule it like a "Where's Waldo" book. Congrats, there is magic somewhere in that hallway. Is it the roof? the floor? the walls? did the wizard like to illusion cp into pp? Is the cave enchanted with Prestidigitation to smell nice 24/7 ? who knows?! While they're spending minutes on every foot of dungeon have the thing they came in for mysteriously disappear into a... different dungeon. (NPC/monster left through a back-tunnel, item got stolen/the-wizard-did-it).

Or as suggested, they have to interact with a illusion to disbelieve, so putting a actual trap there becomes especially effective (pit trap, dart trap, or my personal favorite: Explosive Runes "upon close inspection you see there was a door where it appeared to be only a wall, also exploding runes are on the door which you instantly see, enjoy 6d6 force damage")

Or you could just use illusions as time delay tactics rather than traps, one of the wizards I had to deal with last campaign had a habit of illusioning all his doors so that the doorknob appeared to be in the wrong place, making opening a door take that extra round of disbelieving that you don't want when things are chasing you.

Extra credit: Is the wizard wearing and magic glasses/gloves or have any active spells? because if so you could argue he always is detecting those, hence the question "Do I detect magic?" being always true, and him having to spend even more time concentrating to get useful information. Then have the heavy-crossbow wielding mooks come and shoot him/her and instantly run away.

Scarab Sages

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I'm planning on running a high magic campaign and I want some random magic items to sprinkle into the loot. I don't want them to be actually very useful though, so that I can include them from lvl 1 and don't have to include them into the WBL or really think about them at all. Additionally for more fun I would tell them the name of the item, but not the description.

Basically they range in power from minor cursed items to effectively the cantrips of magic items.

Here is the list I have so far:

Armor of UNREAL AIR:
Masterwork suit of banded mail. When completely worn: halts all of wearer’s horizontal movement, user moves upwards at 5’ per round... Forever.

Arrow of Unlively Vigor:
Arrow heals 6d6 to those negatively aligned, cannot deal damage.

Liferaft stone:
Stone cannot go lower than 1” under water. Item must be submerged in liquid or take 1 damage each round, 10 hp.

Useless Ring:
Ring of wishes with 1 charge, command words cannot be found my any method. Command words are “I wish”…

Shield of Self-Protection:
Whenever the wearer fights defensively or takes the "Total Defense" action the shield casts “circle against evil/good/chaos/law” (according to the wearer's alignment) around the wearer at CL 1, focused both inward and outward, binding the wearer in place for 10 min in addition to other effects

Headband of (Il)Literacy:
+2 headband of intellect removes the wearer’s ability to read (including spellbooks) for as long as it is worn and 1 additional day. The headband gives its skill ranks to linguistics.

Belt of Deep Breathing:
+2 Constitution belt reduces the time the wearer can hold their breath to 1 round

Carrying Stone:
Golden stone glows as a torch and, when affixed to a non-living object weighing less than 1000 lb, floats the attached object 1” above any terrain. One point on the object must always be 1” above the terrain.

Chaos Rod:
Cure Serious Wounds 5/day, also roll on Rod of Wonder table.

Scabbard of the Second Place:
+2 initiative as long as a weapon is held in it, wearer must draw the weapon as a Standard action, wearer gains Haste for 1 round after the weapon is drawn.

Helm of Suicide:
Wearer can choose to have any damaging attack on them be a critical hit, in exchange the enemy provokes an AoO.

Diver’s Bell:
Wearer gains water breathing for as long as the helm is worn, also blinded.

Hand of the Dropout Mage:
Mage hand at will, can only affect organic items.

Amulet of Thought Projection:
As a [swift] action, the wearer may project their thoughts to everything within 120’. This does not count as verbal components to spells.

Cloak of Elemental Transmutation:
The wearer may change any type of energy damage effecting them to Sonic damage (this can apply to AoE spells effecting them too)

Vest of the Arcane Tap:
The user may cast any first level spell into the vest to have the vest grow berries as Goodberry. These berries do not expire as long as they are attached to the vest. Only 8 berries may be attached at one time.

Lantern of Detection:
This lantern glows as a torch whenever it is within 5’ of any magic/good/evil/chaotic/law aura, poison, undead, disease, animal, or living plant.

Be more than welcome to post your own or give commentary.

Scarab Sages

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Bad Touch Magi who just wear down their opponents with status effects as well as damage.

Support witches who just use evil eye and enemies have no reason to go after her ("why'd you attack her?" "uh.... she looked at me funny").

There is a terrifying build involving grenadier alchemist that knocks out anything not immune to disease for 2d12 minutes with every hit.

Bards being... bards. Singing and dancing and using diplomacy.

Heavens Oracles who color-spray everything into oblivion.

Summoners, where the PC is the sidekick.

Elven Druids who have Treefolk companions.

Holy Tactician Paladins who give free teamwork feats to allies within 30'.

If you don't have an idea of what you want to play, I'd just look through the classes/archetypes in the SRD until you go "ooh, that sounds cool" and play it, balance be damned.

Scarab Sages

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It's magic? It could be made of glass and I would still accept it working, because magic.
Follow the rule of cool: If it is awesome, ignore logic.
You could also justify that mithril has 3 times the hardness and HP per inch of wood, therefor the weapon would only need 1/3 the material, at 4 times the density this puts the weight at 8 lb.

Scarab Sages

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Archae wrote:
There are going to be times when flying isn't an option.

Why? "move at half speed" is DC 10, and "hover" is only DC 15, and seeing as any character of this race with 1 rank in fly has a +12 before dex bonus any PC who has thought about it has their fly in the "make it with a 1" zone. Even if they needed more than a 1, basically the only time you can't take 10 is combat in which case you're either moving (and don't need to make the check) or full attacking (and can stand still on the ground).

You could give them 5' base speed and I dont think it would make a difference.

With 30' fly you are basically giving the PC constant one of, if not the absolute, best 3rd lvl spell. With 60' you make it so they are faster than most creatures for most of the game.

seeing as they're insectoid rather than bird-like I support the decision to hive them no special senses, it fits the flavor and helps keep the power down.

I personally think that 60' fly is undervalued in RP, but I'd still put this race as "good, but not the clear choice for everything" so it passes the Aasimar test.

Scarab Sages

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I don't have a quote, but I think the intent is clear that there is an implicit "required" before "material component". A.K.A. "...you can cast any spell with a required material component costing the value of that divine focus..."

Continual Flame's ruby dust, yes. Fireball's alchemist's fire, no.

Seems like something that could have table variance though.

Scarab Sages

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A character isnt a lump of numbers and words on a page. A character is a living, breathing thing that acts through you.

Sword vs Bow is different enough mechanically, as are the ranks you'll put into different skills as you level, but that doesn't matter. What does your character strive for? Why are they adventuring? How did they get the abilities they use? The story is the important part your character, the numbers are a means to an end.

Scarab Sages

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Synthesis Summoner with the skilled evolution gets a +8 racial bonus

now with that out of the way...
theoretically every skill has a Masterwork Item associated with it for +2 circumstance bonus (DM's discretion)
Archon-Blooded Aasimar/Suli/Rakshasa-Spawn Tiefling/Devil-Spawn Tiefling/Clever Cat Catfolk for +2 racial bonus
Stern Gaze of an Inquisitor for +lvl/2
Suspicious trait for +1 trait bonus
Cracked Iridescent Blue Sphere Ioun Stone is a 200 gp slotless magic item for +1 competence bonus

Scarab Sages

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The enchantment bonus applies to the armor, not to the overall armor bonus, so an enchantment bonus to a set of armor wouldn't boost mage armor. So you wont be getting actual better armor until a 16k investment, but at least you wont be bleeding gp whenever you want higher AC.

The trait "Fate's Favored" increases any luck bonus by 1, which you can pick up with the Additional Traits feat, after that pick up a Luckstone and you'll be pretty good.

I don't know of any way to get a Scared bonus to AC without going into Holy Vindicator or Inquisitor. Inquisitor is the only way I know of to get Profane bonus to AC. Neither of these seems like a good choice for your character.

Scarab Sages

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Ross Byers wrote:

Neutral is the ground between the extremes. It has two 'flavors'...

The first is non-commitment...The other, rarer form, is 'balance'.

I have trouble with definitions because it doesn't make sense to me for an alignment to be defined by apathy, to me how good/evil/lawful/chaotic should not depend on how intense your motivations are (how does an intensely true neutral character act? passionately apathetic?). I would agree that seeking balance is neutral, but that alone is insufficient to describe everyone who falls between good/evil and law/chaos.

I would give a one sentence definition (ex. selfishness vs selflessness or means vs end) but honestly I don't have one. All I can say on the matter is that neutral alignments for me are the catch-all for things which aren't good/evil/lawful/chaotic, though I will readily admit that the definition is unsatisfying.

As for chaos vs law I still hold that Chaos vs Law is defined by valuing the end goal vs the means to said goal. (ie. for the classic murder 1 to save 10 problem Lawful would refuse to kill the one and try to find a different solution [they see a necessary evil as a necessary evil] where as Chaotic would kill the one [they see a necessary evil as a necessary evil])

Don't suppose we can get a side of "On the nature of neutrality" to go with the eventual "On the nature of Alignment"?

Scarab Sages

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You could house rule it so that firearms target flat-footed AC instead of touch.

It never made sense to me that a heavy shield and full-plate do nothing vs a gun, but you can actively dodge bullets (except shotguns, those take training to dodge). And it makes more sense with the mechanical progression of AC vs attack bonuses too, IMHO.

Scarab Sages

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The only thing I can think of in my sleep deprived state is a Lyre of Building. It is expensive, but depending on how your DM rules the item and how much downtime you have you could use it to get 1,440 gp per day (you perform 14,400 man hours of work per 24 hours and the wages of those men/women would be 1440 gp) hence, given enough work around town, you could pay off the lyre in a little over a week of downtime.

Do note that your DM might be a little mad at you if you do this, but it is totally an awesome item to have for everything from building bridges to paving roads to demolishing dungons you're raiding.

Banner of the Ancient Kings is something for you to look out for in a couple levels for your bard.

If you're running into things which can deal ability damage look at picking up a Blood Reservoir of Physical Prowess

A Wayfinder with a Cracked Pale Blue Rhomboid Ioun Stone will give you +1 fortitude, (average cost of 1300 gp), but ioun stones in general can get pretty silly pretty fast so dont get carried away with all the amazing things that cracked ioun stones can get you.

I personally love Boots of the Cat, as they practically negate fall damage, but that's a personal choice.

Gloves of Reconnaissance are also a personal favorite.

Get the bard a masterwork Shortbow and some Thistle Arrows and he can be a real pain in the butt for any caster he hits (DC 10+spell lvl for any spell they want to cast in the next 1d6 rounds for basically 0 cost on the PC side)

Scarab Sages

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This is the way I see alignment:

Good is "The needs of the many over the needs of the few" (including the self)

Evil is "The needs of the few (typically the self) over the needs of the many"

Law is "The means justify the ends"

Chaos is "The ends justify the means"

Villains don't have to be evil and lawyers don't have to be lawful

Then again I also remove all [alignment] from spells, save if they have the alignment in the name (Ex. Protection against X or Detect X). If you want to use animate dead to create a cheap labor force to work the fields and provide cheap food for your village/city, casting Speak with Dead first to get their consent, then I see no reason it should be evil-bad. Spells are tools, they are only as good/evil as you make them (save for the ones that directly measure/effect alignment)

Scarab Sages

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As the first session of a campaign, the town we started in was plane shifted into The Abyss: demons and fire and fiendish spider swarms, the whole shebang. The character I was playing was a celestial bloodline cat-folk with 4 wisdom (I rolled a 6 on 4d6 drop lowest and couldn't pass up the opportunity) who was also the party face.

The way I played her was that she was completely oblivious, to the point where she didn't trust her judgement as to if someone is good or evil. Instead she uses the bolts of heavenly fire from her bloodline to test if someone, anyone, is trustworthy. If you get damaged by it she will never trust you, if you're healed by it you have her complete trust without question.

This made it a bit awkward when she met the other party members in the streets filled with demons and the first thing she does is fire a bolt of fire at them.

Later on we were getting some elemental orb macguffins that would allow us to plane shift the town back to the material plane and we were grabbing the orb of lightning when a group of Drow started attacking. I ran to the orb so they couldn't steal it and awakened the buffed up Djinni that was the orb's protector. It gave a short speech about the power of the orb not belonging in mortal hands and power corrupting, and said to disarm immediately or perish. Much to my DM's surprise I did exactly that, throwing down my weapon and shield. I thought about what my character's goals were, and power was basically last on the list. I frantically started explaining to the Djinni that I was not after the orb's power, just it's ability to get us home, and that it wasn't safe in the abyss anyway. Once we saved the town I would do whatever the Djinni wanted as to find a proper hiding place for the orb. We made a pact and then it finished off the drow raiding party in a single round. Thus began the famous friendship of Maho-Nyan and Janus.

Being in the shoes of that character was the most fun I've had, just the sheer ridiculousness of role-playing 4 wisdom. Jumping off cliffs and chatting with my genie buddy.

Scarab Sages

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Young Entropic Terror Blighted Ghost Tooth Fairy with a level in Oracle of Bones (haunted, of course).

Spoiler:

-Str
18 Dex
-Con
8 int
15 wis
20 Cha

3d8+18 hp

AC 27 + incorporeal (8 size, 4 dex, 5 deflection)

DR 10/Good and Cold Iron

SR 10.5

Undead immunities

fly 60' (perfect)

perception +14

stealth +28 (plus invisibility 1/day)

Telekinesis almost at will

Fear aura DC 16

The way to get the tooth fairy to rest: Colossal Bone Golem made entirely from the teeth of children. It's ok though, for every tooth she steals she'll drop a silver piece.

Scarab Sages

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Captain K. wrote:

It's plainly awful. You have to be actively suicidal in order to get +2 AC eventually. Not only that, but you slow your party down to an unplayable crawl, insisting on weeks of bedrest after every fight.

I'd say the negatives outweigh the benefits for these terrible feats.

It actually isn't that hard to get 1000 (1250 if you ignore the magic penalty) points of damage if you're going oracle of life, you take the sum of the party's damage and that racks up fast. Plus the bonus of +2 AC (that stacks with other natural armor) at a -2 penalty to Cha checks is better than Dodge (+1 dodge bonus to AC) 95% of the time.

Bad or impossible to get in most cases? yes.
A good feat once you get it? yes.
Far from the worst feat.

The only way this feat is actually bad is that it forces a player to keep track of how much damage they have taken, which is a pain. Also you could make argument for the scars granting a bonus, not penalty, to some cha skills. I would certainly be more intimidated by someone with a ton of scars. Potentially the same for diplomacy, military advice from a baby-face vs scared veteran?

Scarab Sages

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The Vampire companion looks like a grapple-then-deliver-touch-attacks-while-biting type of gimmick.

I call bull!@$% on the skills table, the precedent for undead is "4+int (minimum 1) skill points per HD" nothing published, by my knowledge, has ever goes beneath 1 skill point per HD.

The actual class looks... bad. It is a necromancer that gets an undead companion then... nothing else really related to necromancy. 1/2 BAB while also having a 1 level delay from wizard spellcasting. It even has Animate Dead as a 4th level spell. Terrible.

The only perk I see is casting the evil necromancy spells as neutral, but a lot of tables throw out alignment as a whole. I personally don't see why one type of mindless creature (undead) are any more evil than other mindless creatures (plants).

A normal cleric is better at necromancy than this necromancer.

If you want a necromancer, the Undead Lord Cleric is about as good as it gets. With Gravewalker Witches and Juju Oracles also being cool.

Scarab Sages

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If I'm reading the Minotaur Double Crossbow right it is a large weapon, so scaled down to a medium creature it would be a 1d10 weapon (the same damage dice as normal double crossbow). the only advantage I see is the arbitrary penalty is reduced form a -4 to a -2 for a Minotaur Double.

I would either introduce a houserule where if you spend a full round action to aim and the opponent is flat-footed against you when you make your attack (i.e. supprise round) then you can choose to gain the effects of vital strike for that attack (double crossbows can now deal 4d10 damage), or start using gunpowder. Guards with double-hackbuts can be scary for a long while.

Also all permanent checkpoints (gates and such) would have at least a couple ballistas ready at all times. Scary things live in the wilderness, least of all are the people.

Scarab Sages

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Timeless 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.

Time would actually move normally on a timeless plane but the effects of time would be halted, if that makes sense. Now if you cast time stop, then cast Greater Create Demiplane making it so that 1 second in the plane was equal to 10,000 years in the material plane, then ejected yourself... any heroes going to the plane would return to a planet where the continents have visibly shifted and everyone they have ever known has been dead for millenia.

If the plane's guardians are only undead and constructs then you could also make it so it is minorly negative energy dominant, dealing 1d6 damage to all living creatures each round.

Also with a demiplane I would assume that the creators made it as small as possible, because while money probably wasnt a concern they probably werent wasteful.

Scarab Sages

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One of the campaign starters that I've played in was this: You wake up to a loud clap resounding through the air. As you walk outside you notice the sun is gone, the sky is crimson, and the ground has become swampy with what smells like blood. Over in the distance you hear the screams of tortured souls and mountains of brimstone.
The town that we were staying in was transported literally into the Abyss. That night we ran from hordes of Dretches, as well as a Balor (the balor just laughed at us and said he'll find us later if we survive the night, he was busy). We were level 3. Our quest: stay alive and make it out of, not quite, Hell.

It was certainly a lot more exciting than "You're prisoners on a boat, accused of (possibly) false charges... again". Though I guess there was a campaign that started with us slaves on a boat, which was attacked by the flagship of the elvish fleet, and then proceeded to get thrown into a mile wide whirlpool which we later found out was a fallen god, and we woke up on an island filled with cannibal dwarves and morlocks. We were level 1.

Scarab Sages

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krevon wrote:
Wanted: Head of Vecna

Fixed that for you ;D

Wizard seeks new set of dinner plates, needs Flail Snail shells

Nobleman seeks the most beautiful flower in all the land for his upcoming proposal

Smith seeks Dragon Scales for masterpiece

Smith seeks Adamantine for masterpiece

Village livestock being ravaged, terrible monster needs slain (Quasit or Dretch responsible)

Caravan heading to [TOWN] needs additional guards

Local Bard needs inspiration, seeks a day of adventure

Coven of Hags abducting children, warriors needed

Slaves escaped, wanted alive

Local druid suspects foul play in the woods, seeking investigators

*after a linguistics check to reveal hidden message* local companion seeks release from her pimp, kidnappers needed

Diamond mine raided by rouge wizards, recovery team needed

Goblin King true king! Destroy not true goblin king! Much gold!

Local burial mound found looted, return the dead to their resting place (necromancer responsible)

Psychopath escaped from jail and into surrounding landscape, wanted dead or alive

Local alchemist suspected of producing illegal drugs, investigators needed

Scarab Sages

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Here are the rules for holding a charge

Quote:
Holding the Charge: If you don't discharge the spell in the round when you cast the spell, you can hold the charge indefinitely. You can continue to make touch attacks round after round. If you touch anything or anyone while holding a charge, even unintentionally, the spell discharges. If you cast another spell, the touch spell dissipates. You can touch one friend as a standard action or up to six friends as a full-round action. Alternatively, you may make a normal unarmed attack (or an attack with a natural weapon) while holding a charge. In this case, you aren't considered armed and you provoke attacks of opportunity as normal for the attack. If your unarmed attack or natural weapon attack normally doesn't provoke attacks of opportunity, neither does this attack. If the attack hits, you deal normal damage for your unarmed attack or natural weapon and the spell discharges. If the attack misses, you are still holding the charge.

A magus gets an exemption from the "If you touch anything or anyone while holding a charge, even unintentionally, the spell discharges" part of the rules for his weapons.

Your magus is correct in what he can do, and he can hold a charge forever. Of interesting note is that he can't even touch himself, if he goes to scratch his nose he gets a shocking grasp to the face.

Scarab Sages

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Add me to the bandwagon of "now the Arcanist looks interesting". I'm especially interested to see the limits to what kinds of magic we can tear asunder: Obscuring mist? Bull's Strength? Flesh to Stone? Fireball? Lingering Fireball? Summoned monsters? Undead? Golems? Artifacts? Prismatic Wall? Permanency? Anti-magic field? So many possibilities...

I hope that one of their options is to use their stored reservoir to add a metamagic(s) to their spell(s).

Dibs on front row seats to an Arcanist vs Synthesis Summoner duel

Scarab Sages

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I could see the mental analysis going as so:
Summoner: tried to help, actually helped
Bard: tried to help , kinda helped
Cleric: tried to help, failed at helping
First Rouge: unknown if tired to help (what did you expect from a rouge?)
Second Rouge: Really good sleeper
Necromancer: did not try to help.

The only one I would say actively didn't help you was the necromancer, the first rouge maybe too. The cleric and second rouge could easily just be incompetent.

You're the one who went outside your perimeter and thus had to face the consiquences of your less agile allies not being able to reach you. (also digging a 5x10 trench around your entire camp is a LOT of work, I'm surprised your DM didn't ask as to how long you're going to spend digging up at least 3000 cubic feet of dirt)

Your character could very well internalize that the necromancer (and possibly first rouge) didn't help because they don't care about a filthy lycanthropes, but that is up to your character.