"Shapechanger (Su): At 1st level, a metamorph gains
The above bolded area is where I'm seeking clarification. Does it imply that I can change from one shape to another without reverting to my original shape? and will it cost me an additional use of the ability to do so since it specifically says the effect lasts until you "change back"?
I lean towards yes and yes, but I can see an argument for yes and no since you never "changed back".
My first thought would be to ensure you have an Amulet of Mighty Fists, as it will apply to all your natural attacks and depending on how you spec it can offset some of your 1/2 BAB penalties. My second recommendation is that you focus on transformations with a large number of natural attacks, claws, bites, tails, wing buffets, tentacles, since you won't be gaining any iterative attacks anyway the more primary natural attacks you have will help average out your to hit. Associated with that would be the multiattack feat for any secondary natural attacks you may have, again taking the -2 compared to the -5 puts you on average back on par with the fighter.
As promised, I present Draco the Kobold Barbarian
Kobold Urban Barbarian 6
So my new GM has an interesting house rule. When your character dies, the other players get to pick the race and class of your new character. I actually really like this idea, maybe not all the time, but it's a nice way to mix things up and move people out of their comfort zone and it lets the party flush out its role gaps.
Now I've been playing Pathfinder since it came out and I'm familiar with all of the ideal builds. The challenge I want help with is finding the worst possible race/class combinations and then seeing if there is anyway to make it viable. The GM is generous with the rolling of stats but for this challenge I'm gonna restrict myself (and anyone else who wants to play) to an array of 18,16,14,12,10,8 and I'm gonna build to 6th level with a minimal amount of gear, no more than 12,000 gp worth.
My first thought for bad would be Kobold Barbarian. Can anyone think of worse?
Actually had this scenario in our game last week, the gm thought he'd be clever and use this to knock me out of rage, which is how I would personally rule it as well. The problem was I was also a reincarnated medium and the channel self ability is a supernatural ability as well. If that got nullified I became helpless and in a deathlike coma, which again is how the gm and I interpreted it. Was this an accurate ruling? Is it equivalent in this respect to entering an anti-magic field?
But that will cost you your animal companion, whom you are specifically allowed to cast enlarge person on, for that large, flanking, friend at level 1....
What about a Kasatha Bow Nomad? Their version of deflect arrows allows them to deflect any ranged attack within 30ft of them, without rolling. which moves the question in this one, very limited, instance to is a fireball considered a ranged attack? If so Kasathans just became ridiculous.
Ryan Dancey wrote:
So in your opinion, the ability to harvest and protect more resources per outing doesn't count as a mechanical advantage? The ability to remove yourself from the world by ducking into a smallholding if you get attacked is not a mechanical advantage either? I'm sorry but these items are pay to win. They drastically increase a players survivability and profitability. Player housing should be player built, player bought, player sold, and player traded. Premium items should only be aesthetic or they lead to a pay to win culture. Power creep happens, and will likely happen with your premium items as you try to entice future purchases. I'm an early enrollee and this announcement has deeply disappointed me.
I asked this once but it got buried.
What if you belong to multiple companies?
Will you always count as your primary or once your primary has a tower under control if you stand in another capture circle are you gaining points for your secondary?
Can a group be in 3 companies all tied to the same settlement, thus having 1 group (if its large enough) pull 3 towers (one for the primary company, one for the secondary company, and one for their third company)?
edit-great minds warstein...
Will we be able to belong to 3 companies on day 1, could I potentially be contributing to the training level of three different settlements? What if 1 company I belong to is fighting another company I belong to for control of the same tower? Will my presence contribute only to the higher priority company?
Any chance of seeing Sarenrae added along with non Avistan styled armor and weapons for Garundi / Keleshite players?
My guess is that any settlement with a large number of ranger types with a variety of knowledge skills (as knowledge skills will apparently affect mob drops) will create an enticing local for crafters.
Precisely why I plan to make just such a character as my alt. I'm hoping that mob drops will be the best method for farming the alchemical ingredients my main intends to use.
I'm experimenting with the shadowdancer and various builds, this is just one that I was looking for rule clarification on. As a player I don't really see much difference between losing your abilities when you lose your weapon and losing your abilities when you lose your spellbook or component pouch, effectively i see that as something to RP not something that would diminish the game in any way.
delay of game, the gunslinger (who is both the most experienced player and the party's biggest damage dealer) was busy larping some zombies.
so now I have more time to fine tune the encounter.
sadly OmniBlock the story is mostly set in so much as terrain is concerned, but I could probably add an underground lake for the hydra to retreat to in order to heal up, cause that's a fantastic idea and the party has no druid to wildshape and give chase.
what other ideas do you guys have? remember i'm looking for deadly but winnable.
luckily all the dark folk use poison so fort saves will be present in mass.
I did consider the pyrohydra, but the party just finished a fight with some flame drakes and I don't want to hit them with the same trick twice in a row, the warden hydra meshes well with the dark folk and has a lot of unique abilities the party won't expect