One bit of detail you can include during the rural travel bits is, if you have a PC that's a noble, mention the that they're traveling through the lands they (or their family) own. That has the benefit of making the character's nobility not totally off screen ("Where does your family's money come from" "We're nobles!" "But where does it come from?").
Having had a big temple to Aroden in it, I'd imagine there's a decent number of people in the city with some old dead guy's Arodenite vestments in an attic somewhere that see this as a chance to use it for something, then learning their clever idea was thought of by about a dozen other people. This can tie in with the next book.
Kurald Galain wrote:
At this point this use is so infamous that "Can I pick a spell with expensive components with this?" is the default question that should come up when giving an ability that offers a choice of SLA.
Magic Trick for Prestidigitation (Thaumaturgic Aesthetics) lists Deceptive as a prerequisite. This doesn't appear to be a thing. What's the correct requirement? It doesn't have any reference to a book or page so I'd assume it's a core feat. I'd guess Deceitful since that's the nearest name in core that makes sense (can't be disruptive) and it's also used for Conceal Spell.
Familiars share your skill ranks. You can have them buff people with Use Magic Device. One thing that can't be underestimated is having a flying familiar at early levels give a literal bird's eye view of areas you're going to be attacking. While this is dependent on the dungeon having above-ground features (castle and bandit camp vs. a cave) but even just ahead of you on the road tells you important stuff like that there's some ogres waiting to ambush you.
While you're playing an Alchemist, they're really good for Aberrant bloodline Bloodrager who get them through Aberrant Tumor. When they bloodrage they get their reach increased by 5 from their bloodline ability, 5 from automatically activating Longarm spell and increase in size by having their familiar hit them with a (UMDed) item of Enlarge Person.
It's more knowing D&D's weird understanding of historical arms and armor. I've seen a joke that they had a book with pictures of weapons/armor without names and a book with name of weapons/armor, but such a joke being true would actually explain a lot.
As mentioned, non-lethal on a PC under some kind of mind control is acceptable. If a character has (Improved) Evasion and a good Reflex save, including them in an AoE might be acceptable, though if they get unlucky with their save neither of you will ever forget it, so check with them first. Technically summons are party members, and they're totally expendable so including one in an AoE might be fine.
Aside from that, there's at least one module/AP I can think of that has a joust as part of a social event, and it's possible for PCs to "fight" each other there.
"Studded leather" is a D&Dism for brigandine, which is leather (or something else) that has metal plates in it. The leather is just to hold the metal. It is absolutely treated as metal armor.
There's actually a special material for silk in Sunsilk, but that gets its benefit when applied to clothes and the rules tend to imply armor is worn over outfits, so you can have both.
In Gestalt you only have one set of actions, one set of ability scores, and one set of feats. Thus the best option is always to pair an "active" class with things that give good passive bonuses, work out combat and don't require their own feat support while either using the same or no attributes as the other class. Wizard is absolutely an active class.
Slayer or Ranger give d10/full BAB, all good saves, bonus feats and 6 skill points per level. Slayer is likely better for Wizards since Sneak Attack is passive while Ranger spells are based on Wisdom (normally of low importance for wizard) and Favored Enemy is situational.
Unfortunately adding your intelligence modifier to things is in short supply. Substituting intelligence is less rare, but still not common outside of spells. I can't think of or find any methods of getting intelligence to things that aren't something a single class wizard could already take.
Honestly, Wizard is probably the class that benefits the least from Gestalt in first party PF only. Wizard is still good in a gestalt game, but ultimately you're still "just" a less squishy wizard.
The above post is accurate. 0 ACP for wearing armor without profiency is also often seen with Mithral Chain Shirt, Mithral Kikko, Mithral Breastplate of Comfort and, for humanoids, mithral buckler (in increasing expense), but Masterwork Studded Leather is the cheapest by far if you don't need to worry about arcane spell failure.
Stranding them on a dead magic permanent demiplane is my prefered method.
Now big T or whatever unkillable monster is stuck on a plane that can't be accessed from the outside, can't be destroyed short of "limited wish, mage’s disjunction, miracle, or wish" while on it, and can't have limited wish, mage’s disjunction, miracle, or wish cast while on it. Nothing short of direct intervention by a deity (read: GM Fiat) can free it.
All the shifter archetypes except Adaptive.
There's a handful of archetypes that can be fixed by restoring unnesiscarily nerfed features. The various druid archetypes no longer gimp wildshape (If it can't restrict the druid to a certain set of forms, don't touch it). Crusader would soley cost a domain (and it still wouldn't be a good option, but it wouldn't be a total trap).
All the archetypes that share names would likely get name changes. Ninja would be compatible with Unchained Rogue (if not be the Unchained Rogue), and all the old Monk archetypes would be Un-monk compatible. Primalist wouldn't exist.
As for tweaks I'd make personally, I'd strip a lot of the random minor and uneeded changes that make some archetypes that would otherwise be a great start. I'd also make it so archetypes that just add options are still compatible with other archetypes. Same with the same feature getting two "this functions as ___ but..."s that are reconcilable.
There's Ancient Lorekeeper, the elf Oracle one. Give up your bonus spells in exchange for picking every one of them from the WIzard list. This means you'll always get a spell you couldn't otherwise pick, but it will always be above the Wizard's normal level. The quality of this trade varies depending on how good the mystery's spells are, but it's never a bad option.
Is there a list of all the ways to live forever without the GM handing it to you (i.e., artifacts, mythic)? Undead don't count. Ones I know of
Immortality: Take Wizard all the way to 20 and pick this as your final bonus feat. Easy.
Celebrity Perks (Ex) (Ultimate Intrigue pg. 11): The vigilante is a celebrity in his area of renown, and adoring fans are all too eager to shower him with the fundamental necessities. While within his area of renown, he can always receive common meals or lodging (worth up to 1 gp per meal or night) for free, and can avoid paying taxes or bribes of 1 gp or less. If he wants a particular nonmagical item worth 1 gp or less, he can spend 1d10 minutes interacting with people in his area of renown to receive the item from a fan (if he ever sells such a gift from a fan, he loses this social talent permanently). If he has the great renown social talent, he can receive gifts of up to 5 gp, receive fine food and lodgings (worth up to 10 gp per meal or night) for free, and avoid paying taxes or bribes of 10 gp or less. If he has incredible renown, he can receive gifts of up to 25 gp, receive exquisite food and lodgings (worth up to 100 gp per meal or night) for free, and avoid paying taxes or bribes of 100 gp or less. A vigilante must be at least 5th level and have the renown social talent to select this talent.
Can this talent be used to obtain services? Can the "gifts" include animals?
For that matter, is a slave a valid "gift" (Your evil vigilante is so famous people will willingly enslave themselves to you just to serve under you!)? They're under "Black Market Items" in Adventurer's Armory.
In updating the setting for the Age of Lost Omens World Guide, we looked at scores of sources that fleshed out the vast city, incorporating events, locations, and personalities that grew organically over the last 12 years. Many of these sources were Pathfinder Society Scenarios, and players of the largest Pathfinder campaign in the world will notice a lot of their efforts represented in the current state of the city. Slavery has been abolished
Was the bolded bit in a PFS scenario? If not, where from?
Sounds neat. One thing I have to ask about this: You say the talent gives "physical" Disguise Self and follows with physical changes while the social talent gives different physical forms? Does it change how Disguise Self is illusion based (like 3.5's Changeling did) or will a handshake destroy your disguise?
Pathfinder adventures are generally designed for four players with characters built from a 15 point build following wealth by level.
More recent ones (I think Skulls and Shackles onward) are made for 20 point buy. PFS used it for even longer.
In general I'd recommend 20 PB over 15, since it benifits classes dependant upon multiple attributes which are always weaker than those focused on a single attribute. The difference between a wizard with 9/14/14/16/8/8 (before racial mods) and a wizard with 10/14/14/16/10/10 is negligible, but for a Paladin, Warpriest, Magus ect. this extra point buy is much more important