EvilTwinSkippy wrote:
Not yet. Only glanced at a few things in the monster codex but will look at it.
So noticed in the Monster Codex that one of the feats has a bonus that goes down as you get more HD. Wondering if that is a typo. Bag of Bones
I wanted a way for my non darkvision players to be able to function in areas of Second Darkness without spending all their gold and taking out a loan, and without making it not worth it have darkvision. This is the custom item I came up with that emits small amounts of personal magic waves from the user that they interpret with the goggles Magic Sight Goggles: Magic Sight Goggles
Aura faint divination; CL1st Slot eyes; Price 1,500 gp; Weight 1 lb. DESCRIPTION These goggles have a slight blue light emitting from them and solid black lenses. They emit a constant wave of magic when worn and are easy to detect by magic detecting effects. If worn in any illumination other than darkness they provide no effect and block your vision. If worn by a creature with normal sight in darkness the creature can see within 20ft as if it were dim illumination. Creatures with heightened senses have the first 20ft as normal illumination and the next 20ft as dim illumination. Creatures with dark vision gain no benefit from the goggles. The sight granted by the goggles is in white and blue. CONSTRUCTION REQUIREMENTS Craft Wondrous Item, detect magic, light; Cost 750 gp. If kept on the head, donning and removing the goggles is a move action.
TheTheos wrote:
I think mundane solutions to complicated problems can a bit cooler than just putting on a magic item. Also can't spellcraft lead
Te'Shen wrote:
Good gods yes You know your DM is out to get your WITCH when the band of knolls runs past the rest of the party to take down the first level witch in the back
shroudb wrote:
Even put on a beater, if your a half orc with sacred tattoo you get a +2 on all saves at level uno. not busted but still quite good
So I was thinking of getting and training a dire badger for the purpose of making tunnels.
Dire Badger:
N Medium animal
Init +6; Senses low-light vision, scent; Perception +10 DEFENSE AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural) hp 22 (3d8+9) Fort +6, Ref +5, Will +2 Defensive Abilites ferocity OFFENSE Speed 30 ft., burrow 10 ft. Melee bite +4 (1d4+2), 2 claws +4 (1d3+2) Special Attacks blood rage STATISTICS Str 14, Dex 15, Con 17, Int 2, Wis 12, Cha 9 Base Atk +2; CMB +4; CMD 16 (20 vs. trip) Feats Improved Initiative, Skill Focus (Perception) Skills Escape Artist +6, Perception +10 ECOLOGY Environment temperate forests Organization solitary, pair, or clan (3-5) Treasure incidental A relentless predator, the violent and territorial dire badger hunts frequently, killing and devouring a variety of easy prey such as rabbits, deer, and occasionally livestock. These creatures are unafraid of attacking creatures larger than they are, drawing upon an almost legendary tenacity that has won them honor and respect among many races, particularly forest-dwelling gnomes. Dire badgers reside in deep burrows and warrens dug with their monstrous claws-but unlike typical badgers, a dire badger's claws are capable of tunneling through solid rock. Dire badgers possess little patience for disturbances or interruptions. Utterly fearless creatures, when confronted they attack brutally, and if injured, they violently erupt into a killing frenzy. Dire badgers stand 4 feet tall at the shoulder, and weigh 500 pounds. My party encountered a situation where we knew there were underground tunnels because of an earth elemental but the getting in and out was slightly more than I was comfortable with. Wondering if having a badger on hand would be a good idea. Potentially carry it around using carry companion
http://www.d20pfsrd.com/equipment---final/armor/eastern-armor-and-shields second from the bottom
Out of the people who allow guns in their game to begin with, who all actually lets advanced firearms in? Like commonplace guns Common Place Guns: Commonplace Guns: While still expensive and tricky to wield, early firearms are readily available. Instead of requiring the Exotic Weapon Proficiency feat, all firearms are martial weapons. Early firearms and their ammunition cost 25% of the amounts listed in this book, but advanced firearms and their ammunition are still rare and cost the full price to purchase or craft.
Honestly I love the ability to be a consistent scaling blaster with an untyped energy. Hard to comment to much because I can't see the spell list and this is a full caster.
Can I use both wild empathy and diplomacy if I can speak with the animals or have something like elven serenity? Elven Serenity:
Benefit(s): You gain a +2 trait bonus on Diplomacy and Handle Animal checks to calm other creatures. You need not speak the same language to attempt a Diplomacy check in this manner. Wild Empathy: Wild Empathy (Ex)
A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier 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 druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.
LazarX wrote:
Not getting bless and a +1 enhancement to wisdom is not going to break the bank on many builds. If your builds gone because you lost your free fireball spell you might want to play a vanilla fighter.
There is also this text in the CRB about swapping the base item. example: Some new items are really existing magic items with a different weapon or armor type, such as a dagger of venom that is a rapier instead of a dagger or a lion's shield that's a wooden shield instead of a metal shield. For these items, just replace the price of the non-magical masterwork item with the cost of the new type of item. For example, a rapier of venom has a price of 8,320 gp instead of the dagger of venom's price of 8,302 gp.
So I asked my GM if I could add Muleback Cord properties on top of my Cloak of Resistance (they take the same slot). He said I couldn't do that because one base item is a cloak and one base item is a cord and that it didn't matter that they took the same slot. Adding Abilities:
Sometimes, lack of funds or time make it impossible for a magic item crafter to create the desired item from scratch. Fortunately, it is possible to enhance or build upon an existing magic item. Only time, gold, and the various prerequisites required of the new ability to be added to the magic item restrict the type of additional powers one can place.
The cost to add additional abilities to an item is the same as if the item was not magical, less the value of the original item. Thus, a +1 longsword can be made into a +2 vorpal longsword, with the cost to create it being equal to that of a +2 vorpal sword minus the cost of a +1 longsword. If the item is one that occupies a specific place on a character's body, the cost of adding any additional ability to that item increases by 50%. For example, if a character adds the power to confer invisibility to her ring of protection 2, the cost of adding this ability is the same as for creating a ring of invisibility multiplied by 1.5. I need some clarification for his sake that there is no rule pointing that out or clarification for my sake to say there is.
Mino wrote: It obviously depends strongly on the class you will play, though a 4 will hurt a lot, no matter where. Personally, I would do a Lore Oracle, with Sidestep Secret and Noble Scion (War), put the 4 in Dex an the 17 in Cha. The only thing aside from skills you use Dex for will be your CMD, which I think would be alright as a primary caster. Would also gimp his initiative. Normally want to avoid if possible. Could always put it into Con and then apply an undead template
Natural Attack Builds Include:
Rangers have 3 Natural Attacks at all times
All of them can level dip into monk to be able to make their iterative attacks with their feet
|