Depends on how much cheese you're willing to swallow.
requirement wrote: Ability to cast mage hand and at least one arcane spell of 2nd level or higher. No Caster Level is required, just an "ability to cast". And since drinking a potion or UMDing a wand makes you the caster of that spell, *technically* you just need to own two of those to qualify.
Probably not. A Simulacrum "has no ability to become more powerful". I'd say creating spawn falls under that category.
One option is using a Hand of Glory, as horses do have a "neck slot".
Diego Rossi wrote: To take master Master Craftman you need 5 ranks in a crafting skill, so it can't be taken before level 5. Hence the need for retraining. Take a "dummy" feat at 3rd level, Master Craftsman at 5th and then retrain the dummy for Magical Arms & Armor, for which you now qualify. Though all of this still not answers the original question: what would the NPC's paycheck be?
OmniMage wrote: Any pure caster could do this at 5th level. You get feats at 1st, 3rd, and 5th level. You could get scribe scroll at 1st level, cooperative crafting at 3rd, and then craft magic arms and armor at 5th. Even a 5th level (Human) Commoner would suffice: Harvest Parts needs no Caster Level yet qualifies a character for Cooperative Crafting, and Master Craftman qualifies you for Craft Magical Arms and Armor. You'd need to retrain a feat though.
The fluff doesn't quite match, but the Consigliere Rogue or Geisha Bard could work. The Pathfinder Chronicler prestige class seems to fit too.
graystone wrote: How about a normal wizard/sorcerer/witch? No ACP/arcane spell failure risk means no minuses to wear and casting is normally a standard so giving up a move action to gain 2 + enhancement bonus AC doesn't sound like a bad deal. Plus: by the looks of things you can still wear a haramaki, giving you +1 AC at all times or +2 when moving. Wearing a throwing shield is also a good combo: drop the shield as a free action (its only use is giving AC when surprised) and step away to avoid stumbling over it. So you have +2 shield AC while getting ambushed, and +2 armor AC in the first combat round.
You can add a Steelbone Frame to a regular armour as an exo-skeleton, if you're not married to Fallout's version of a power armour.
And sticking to the theme of Gnomes: A level 1 Gnome Commoner might have the Adopted and Celestial Commmunity traits. Since Gnomes have three SLAs, a simple level 1 commoner can cast Cure Light Wounds three times a day while taking half the damage himself. A truly notable martyr!
Backpack wrote: dumb NPC's using weird/fun build that would normally not work Hm. Let's see. A Gnome thief who keeps escaping by turning into a raven... who actually is a raven turned into a Gnome; the real thief is a 3rd level Adept with a Fey-touched Improved Familiar.
Alphavoltario wrote: Bag of Marbles is my favorite way to go, weighing in at around 2 lbs and can be used as early level CC with adding a trip square on the field. If your GM permits this, the sky is the limit. Put, say, alchemists' fire inside a bag and then shoot the bag at the enemy. The container is destroyed... but the content can still do its job.
Can characters with distinctly separate personalities (like a Master Chymist or a Splintersoul Vigilante) have different Gods for their personas, and so qualify for different feats or even Prestige classes that have specific Deities as a prerequisite?
A Detached Hand will "acts as a wizard’s familiar, using your character level as your effective wizard level". Does that mean it can take Familiar archetypes, provided it has the required abilities to replace? I think only the Elemental archetype is actually available, but a flying, Auran-speaking hand would be... interesting. And since a Detached Hand is posessed by a "ghost, spirit, or outsider", having an air elemental spirit in your pinky matches the fluff.
Get a talking Familiar maybe? The Bonded Mind teamwork feat is an option too, but that means demanding all PCs "waste" a feat.
Once you lived ten lives in the wilds already, it becomes time to get a taste of civilization. And the Society is a good way to encounter many different cultures without becoming too attached to specific cities or nations.
Another wrench in the works is that Secret of Magical Discipline allows you to cast a spell. But while Brew Potion expends spells, you're not actually casting them. Edit: at 4th level, a Herbalist Druid "can create concoctions of spells from any spell list, as long as she can cast the spell". So a literal reading of that would make the whole trick work after all, I think.
A Drill Sergeant. Always shouting. Always rude, crude and in-your-face.
"Singing? Playing the violin? Are you trying to mock me, child? Get out there and kill me some Orcs, or I'll play you like a violin. And child, you'd be the one singing then!"
About Stolen FacePamela Tortillas
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+2 to One Ability Score: Half-orc characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature. Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size. Normal Speed: Half-orcs have a base speed of 30 feet. Darkvision: Half-orcs can see in the dark up to 60 feet (see darkvision.) Intimidating: Half-orcs receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature. Orc Blood: Half-orcs count as both humans and orcs for any effect related to race. Sacred Tattoo Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity (tramp stamp). Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon. Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin. FEATS
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Money left: CLASS ABILITIES Favored Enemy (Ex) At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures. At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2. If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher. Track (Ex) A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks. Wild Empathy (Ex) A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check. |