Anthropomorphized Rabbit

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John Lynch 106 wrote:
Also if this kid has CHA 8 he's just outta luck with wanting a potion to work.

Only dwarf infants would have 8 CHA, since now you start with 10 in all Abilities. So by now, people would know that potions do not work very well in dwarves, and be wary of possibly wasting precious resources (if the potion was a communal good in the village) on them. And that's how racism begins :p

That said, yes the potions are expensive as hell for the everyday commoner. Expert healers, as suggested by shroudb, would be the solution?


Necroing for a question.

What is the Curse-Eater archetype supposed to trade? The way it is now it simply add more power to the curse-handling aspect without taking anything. Was that an overlook?


You're right. I just saw the Wonderbuild archetype in Cutting Edge. It may or may not fit in my character. I'll look up. But thanks for the look up.


Huh, just got the Machinesmith and the Cutting Edge supplement. Love this. I'm making an engineer for a coming necro-steam-punk campaign, and the machinesmith fitted like a glove for my concept. Just one question.
The way that the greatwork entry is worded made me wonder if there are rules form more than one greatwork. Like, I start with an analyser, and at 10th lvl, instead of upgrading him again, I choose to create a mobius weapon, no upgrade version. Is that possible? Or I'm just being obnoxious, and the intent is to have one greatwork and just that one, never changing it? Or something between: if your greatwork is destroyed, you can create another type.

I mostly certain that is the second option, but there's no harm in asking, right?


Sorry for the necro. One of my players got this on his bramble brewer. The ability says:
"The alchemist designates one creature in the squares affected by the cone to be the target of the bomb and makes her attack roll against that creature; all other squares in the cone take splash damage."
He's reading it as automatic damage, no saving throw to ignore halve damage. I'm was a bit skeptical, but let that pass. But his blasts became annoying the last levels, so I went looking for a clarification. The splash damage here is automatic, or is like a normal bomb (saving throw to negate half)?

Edit: also just noticed that I have been a bit unfair to him. Reflex only halves the bomb splash damage, do not negate it. He will be happy


Had you considered the Repose Blessing? The minor blessing is a good "Get the hell away from me" power to a ranged character (also, hella strong, staggered with no save), and the major blessing is pretty iconic thing to yell when healing your allies while midly annoying near undeads. If you don't want it, the knowledge is ok, even if you need to go melee to use the blessings. The death one... I don't really think it fit in the concept, but that's just me. Don't know your character background/theme deeply.


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There are exactly 9 spells that staggers a target without a save (not counting mythic versions):
- Dictum;
- Fool's Forbidance;
- Stunning Finale;
- Suffocation;
- Frigid Touch;
- Overwhelming Presence;
- Terrible Remorse;
- Waves of Ecstasy;
- Energy Siege Shot;
Frigid Touch is the only low level. Both it and Gentle Rest need a rebalance. Staggered is a really strong debuff...


Fiend Blade. Fiend is more abrangent, evil-outsider-ly speaking, so you can avoid demon and daemon's complaining. But there's also the Survival side of the discipline... what about Fiend Fury?
Iron Bulwark is nice. Can we know the discipline's skills, so we could name it properly.


Sorry for the necro, but looking at the Briar Bombs:

Briar Bombs (Su) wrote:
At 2nd level, a bramble brewer gains the tanglefoot bomb discovery, but the entanglement's duration persists for a number of rounds equal to the bramble brewer's Intelligence modifier (minimum 1 round). Additionally, when a bramble brewer throws a tanglefoot bomb, it transforms all squares in its splash radius into difficult terrain that persists for as long as the bomb's entangling effect. Although these bombs deal no damage, for every 1d6 points of damage the bramble brewer's regular bombs deal, the briar bomb's splash radius increases by 5 feet.

It means that normally a tanglefoot bomb do damage, but when lobbed by a Bramble Brewer it never do (although it has increased radius and whatnot)? He at least can choose betwen damage or area CC?


I suppose that by APG Psionics you mean Expanded Psionics. What level will you guys start?


Grit (Ex): A rogue with this talent may choose one 1st level deed from the list of gunslinger deeds and one grit feat that he qualifies for. He may spend cunning to activate these abilities as though he were spending grit. A rogue must have Exotic Weapon Proficiency (firearms) to select this talent.

Is that intended or an oversight? Maybe it should be "or". One deed AND one grit feat is basically 2 feats.


Nice to hear that. About normal rogue talent with prerequisite Major Magic has, as it is a obvious advancement from Minor Magic. I'll make Quick and Amazing Reactions this way. =]

Also, unchanged talents coming from ninja that have a saving thrown (like Choking Bomb), we should change the DC to use Int modifier instead of Cha modifier?


Thanks for the reply. I'm not thinking to merge Amazing Reactions into Quick Reactions, but I think there's not so much benefit to make it an Advanced Talent.
You could make it a normal Talent with Quick Reactions as prerequisite, or make it cost no cunning and keep it as an Advanced Talent. You should note that probably only ranged rogues will ever take Amazing Reactions, as Quick Reactions provide almost all that a melee rogue need (aside some situations as starting the fight within <10 feet of the enemy, or if he wants to use a swift action). Watcha think?


Sorry about the necro. I really liked this revision when I saw it. And now probably we will playtest it in a Rise of the Runelords campaign (if any of the players is interested in using a rogue). For the while I'm just translating it to the player's who can't read english (brazilian here), but come to this:

Amazing Reactions: What is the point of this talent? I mean, Quick Reactions already let you take standard + move actions, isn't it the same as a full-round action? Or it isn't, and with Amazing Reactions I could do a full-attack action or take a swift action too? If is that, is a advanced talent really needed for this?


@LazyCorpse One should note that it's only D20pfsrd.com that classificates darts as Ammunition (Thrown). Looking at the book or the PRD they're Thrown weapons. Then at page 141 of the Core Rulebook, in the Ammunition paragraph, the rules state about shurikens:

Core Rulebook, page 141 wrote:
Although they are thrown weapons, shuriken are treated as ammunition for the purposes of drawing them, crafting masterwork or otherwise special versions of them (see Masterwork Weapons on page 149), and what happens to them after they are thrown.

But nothing about darts. Quickdrawn is needed then. But I agreed with Narrater about changing the feat. At least changing it to work like shurikens (except proficiency). It even makes more sense, damage-wise.

On the topic, I'm sad that you did not let us use 3PP. Dreamscarred Press' Advanced Psionic Guide has some killer feats for use with thrown weapons.


The DSP books are great (I own both), but if you want to test it before buying, both Psionics Unleashed and Psionics Expanded are already on D20PFSRD. Give it a try.
As for Psylocke, soulknife with the Gifted Blade archetype is the way to go.


Sorry for the necro. But while I was looking these old threads, this one come up. I watched the movie (awesome, by the way), and while I think that no sane DM should allow these feats, Critical Momentum has some potential if rewrite and balanced. I come up with this:

Critical Momentum (Combat, Critical)
You learned to use momentum created by a well-landed blow to dispatch your foes.
Prerequisites: Critical Focus, base attack bonus +11.
Benefit: Every time you confirm a critical hit, you can immediately make another attack. This attack uses the same base attack bonus of the attack that triggered it, but has a -5 penalty if the weapon's base critical multiplier is x2, or -2 if the base critical multiplier is x3. If the weapon's base multiplier is x4 this attack has no penalty.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.

I'm not so sure if I would add this:

"This feat can only be used one time per turn for every +5 BAB you possess."

You see, the original feat is neat, just had some balance issues on the number of attacks made. Making the extra attacks harder to land resolve part of the problem, but I did'nt wanted to make it a wasted feat to those who doesn't uses large critical ranges. If it still too good, add the limit on the number of attacks made. If it became too nerfed, exclude the Critical label. Or another combination...


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I'll try to explain more.
He's pretty good at roleplaying, has nice ideas and is a "smart" player. The problem is that commonly his characters are... douchebags. Not sure if consciously or not. Full of themselves, his characters MUST be the best at what they do, and sometimes even what they don't do (remember once his swashbuckler paladin explaining to the party monk about ki stuff). Also must have the biggest and allmightiest backstory from the party (Carrion Crown AP, his summoner has kidnapped by a night hag and proceeded to amass an outsider army and defeat her in her Dream Kingdom, before waking and fleeing from her... all this before level 1).
Also he really know how to build a character. Look to all possibilities, feats, abilities... do a pretty much good overall work. But also is know to "cheat"... suspicious rolls here and there, attack and saving throws bonus sometimes too high, shown up with some items that "were purchased last time we visited Absalom". Mainly to maintain his characters superiority.
We already tried to talk to him. While this tone him down a little, some sessions later his back. We still play with him because his a good roleplayer after all, is one of the few of us that could DM, and is a good friend outside this.

Well, if it was for him to play the synthesist I could understand (and do not allow), but gimping the character wittingly... this make my spider-sense to tingle. I just want to know why...


One player asked me if he can play a Hellspawn, as follow:

Not exactly a hellspawn, more like a "dude coming from hell with a symbiont that let him fight things". He want to play a synthesist, but with no magic powers whatsover (no caster levels or summons SLAs), adjusting just a way to heal the symbiont "HP" (fast heal evolution, or letting it being healed by cure magic).

Normally I would say no to the synthesist. I even showed him the much more balanced aegis DSP class, reworking the fluff to fit a hellspawn, but he didn't liked it, as he wanted the "symbiont to be a living thing, with his own HPs". But taking the casting and SLAs, I'm not sure. As the guy is our resident min-maxer, is there any way that he could break a cast-less synthesist? And if yes, ways to counter it if he became out of hand?


Sorry for the necro, but I'm starting to convert Bo9S to Pathfinder, starting with the Crusader, who I'll unleash against my players in a tournament final. As the majority of you, I think the classes are balanced to PF classes (just some tweaks to some maneuvers, but that's still from the original book). Did the skill conversion suggested in the other thread, but after seeing the class table some things come to my mind:

- The class has some "dead levels", or not, if you take in account new maneuvers and stances knows (much akin to casters). Is that a problem, or not?
- The Smite ability. Not sure if I should convert it to function as Pf Paladin's Smite Evil, as I have some doubts about the balance (not much, as there's so few uses/day). Or if I should let it as it is, only one strike, and increases the uses/day (solving in the same time part of the problem with "dead levels").

Any more thoughts?


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Bloatmage Initiate feat wrote:
Benefit: You learn the basics of the ancient art of hemotheurgy. Pick one school of magic in which you possess the Spell Focus feat—you cast spells from this school of magic at +1 caster level. This bonus stacks with the bonus from Spell Focus. Unfortunately, the side effects cause you to be constantly under the effects of a medium load—your maximum bonus to AC from Dexterity is +3, you gain an armor check penalty of –3, and your speed decreases as appropriate (generally from 30 feet to 20 feet for a Medium creature).

Why would they need to stack? They confer different benefits. We could let aside the Spell Focus stacking bit, and assume it only increases CL. But then the Ruby Phoenix Tournament stats in one NPC that the "Bloatmage Initiate feat allows him to cast spells of the xxx school at +1 caster level (his save DCs already incorporate this bonus, but duration and other level-dependent effects do not)". Another wrong information, as CL does not increases save DCs.

The feat needs an errata. Considering the drawback, allowing it to increase both CL and save DC isn't out of order.


The wording on Kirin Strike is a little confuse for me:

Kirin Strike(Combat) wrote:

You have read the texts of the perfect way, and know how identify to your enemies' weak spot.

Prerequisites: Int 13, Kirin Style, Improved Unarmed Strike, Knowledge (arcana) 9 ranks, Knowledge (dungeoneering, local, nature, planes, or religion) 3 ranks.
Benefit: You gain a +2 insight bonus on Knowledge checks made to identify creatures, including the one Kirin Style allows. While using Kirin Style against a creature you have identified using that feat, as a swift action after you have hit a creature with a melee or ranged attack, you can add twice your Intelligence modifier in damage (minimum 2).

That means that after I hit the acknowledged creature, I can spend a swift action, and all my attacks after it will get the bonus, or that after I confirm the attack I can spend a swift action to add the bonus? I find the later more plausible, just find odd to spend an action after hit a foe, but BEFORE roll the damage, and stranger yet if I spend the action AFTER roll the damage, like if I added insult to the injury just thinking about the creature...


.


How about conjuring Shadow Conjuration/Evocation/Shades using motes?


The Bestiary states that the Nosoi "Despite their size and apparent lack of hands, they may use medium-sized drawing and writing tools without penalty". I can't see why they cant use wands if they can use a pen.


Runescarred Fury's rage, unlike Eldritch Rampager, functions like barbarian's rage. That means that he cannot cast spells while raging, what makes the Ragecaster ability useless. But I guess it was a slight overlook.


Drejk wrote:
Shadow jumping allowing teleportation to marked subjects is one of the abilities I like to add. I am still considering how to make it - initially it was "spend move action, teleport to square adjacent to existing mark, remove mark" knack that required 8th level but I am concerned about balance issues of unlimited short range teleport. Want to get on the other side of the hedge? Shadow mark a stone and throw it on the other side (it was great in Flashback but I expect players to abuse such ability to an unexpected degree).

Maybe there's a use for the motes?


Drejk wrote:
I created this class mostly for flavor reasons.

Captain Sui-Feng from Bleach spring to my mind.

Drejk wrote:
Some 3/4th of classes I have pending on my drive awaiting for further development is Charisma based. I wanted a bit of change. And I can't exactly see this class as Wisdom-based. I considered Intelligence but for now I settled for Dexterity. Captain, my previous base class, used Intelligence as a secondary ability score and at least another class I would like to develop in the future will be using Intelligence as well.

Got it, a personal choice. Still think a mental attribute setup is better. =]

Drejk wrote:

Not at the moment. At first I thought about 1 minute time limit but I'd like for shadow marks to have non-combat use. I might add the clause that shadow mark can be removed with certain forms of magic but at the moment shadow mark can only be removed by exceeding the distance. Note that remaining within the distance might be a challenge for the Stalker.

I am thinking about reducing the basic distance and adding a few steps of max distance increase.

Some ideas:

  • Concealment/stealth bonus against marked targets.
  • Is shadow jumping out of question? Maybe only to marked target's shadow?
  • Maybe a little off the flavor: Damage dealt to one marked target is received by another. Consumes mark. Has both friendly and hostile uses.
  • Capstone suggestion: A target marked by all your marks is subject to a death effect (yeah, I liked Bleach).

    Drejk wrote:
    I have yet to develop that part more. I initially thought about something akin to summon monster/shadow monster effects but its specific are fluid at the moment.

    I can see this in more caster type of class. On the other side, if it's only one servitor (much like shadowdancer's companion shadow) it fits.


  • I really loved the flavor of the class. And if you make the Shadow Weaving correctly, it will be a fantastic substitute of the shadow magic classes. Some things:

  • I really didn't like the use of a physical attribute defining a supernatural ability efficiency. Why not use Charisma or Wisdom?
  • You talk about damage reduction. The shadow lash damage is physical in nature?
  • Will be there any way to a target to get rid of a shadow mark beside wander off its limits?
  • What about a knack that creates a special mark with no maximum distance? Something like a "prey mark". I think it gives a "stalkish" feel. Of course, only one at time and only lasheable from the normal marks' distance (the later not really a problem, as you would want to mantain it to track your prey).
  • I like the Shadow Weaving quasi-real servitor idea. Maybe something like a "twin" with which you shares an action pool (like Alchemist's Twin Form or DSP Dread Shadow Twin)?


  • - The aforementioned point buy per level thing;
    - 25 point buy: my players start to cry if I suggest a lower value. But I'm seeing that the become a lot more powerfull, as I constantly need to rise monsters HP on the fly (see below), or give them a quick boost on the rolls. I really need to start a new campaign with 15 or 20 points;
    - Actually my monsters have flutuant HP between the media value on the Bestiaries and their maximum. So they die when I think they contributed to the battle. Rule used because the party are really powerfull;
    - EvilLincoln Injury/Strain system: help so much when they have no healer on the group;
    - Athletic skill;
    - Similar BAB and Save progression from multiples classes are added to calculate it: so a Rogue 1/Alchemist 1 has BAB +1 and Reflex +3, but a Wizard 1/Cleric 1 still has BAB +0;
    - Luck Points: 1d4 (1d6 at level 8, and 1d8 at level 15) luck points per session that can be use in 1)Confirming a critical 2)Negating a critical against you 3)Reroll any d20 roll 4)Stabilize 5)3 points to auto-pass a Saving Throw 6)All your remaining points, min 2, to escape death (stay a -Con and stable). Unused points do not carry over to another session. As I don't use a shield, I also receive some points (2d8) to use against them (a relatively big group, not uncommon to have 5 or 6 players, already GMed to 8 players at time).


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    For stat increase I utilize a 1 point buy per level instead the 1 attribute increase per 4 levels. For attributes above 18 you need 4 points per increase. That way a mage increasing always Intelligence there's no change, but MAD characters got more mileage from the points. The point in the first level must be spent AFTER racial adjustement.


    How to recharge the charges of a Mobius core? Only recreating it? Daily?


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    Sorry, must say it: Ezren becames Muscle Wizard!


    lantzkev wrote:
    My bad, Dusk, you're still wrong on this particular issue as a whole though.

    Hello lantzkev. While Duskblade tone wasn't the better, he's actually right about natural attacks providing extra attacks. The cannibal NPC exemple illustrates this well. Let's see it again:

    D20PFSRD wrote:
    Melee greatclub +6 (1d10+6) and bite +1 (1d4+2) or unarmed strike +6 (1d3+4) and bite +1 (1d4+2) or bite +6 (1d4+4 plus +2 bonus on grapple)

    His BAB is +2 and his Strengh (raging) is 19 (+4 bonus), which give us the +6 bonus on attacks. He's using a greatclub, a two-handed weapon, which give 1-1/2 Strengh bonus on damage, +6. Now, receives a extra natural attack, as he has only one attack from his BAB. As he's using a manufactured weapon, the natural attack is secondary, hence +6 - 5 = +1, and the damage bonus is at 1/2 Strengh, +2.

    lantzkev wrote:

    He's not exceeding a full round attack option with two weapon fighting.

    Your greatclub example also has him apparently wielding it in one hand. hence the +6dmg while raging. Since he's one handing it, he could make a second attack using twf with his offhand, and in this case he's using the bite in place of that offhand.

    Sure, but if he has using two weapon fighting he would receive the penalties, -4 main hand, -8 off hand, or -2/-2 with the feat. The stat block doesn't have it.

    As his BAB only provides one attack, and he's not two weapon fighting, he's receiving an extra attack from the natural attack. This is as long as he's not using a member being used for another attack (his hands). As he's biting, everything is fine.

    That said, I understand why you thought it didn't could receive more attacks. At low levels it's easy to get a lot of attacks with naturals at a high bonus. But as they level up, manufactured weapon attacks becomes better as they're easier to enchant.


    Not into a ranged weapon, but into a piece of ammunition, yes. As long as it is a liquid or powder, so no fireworks or grenade. But the best item (IMO) to infuse, the tanglefoot/tangleburn bags, can't be infused...


    Bombardier + Explosive Expert: You add your Int bonus to damage twice? I'm guessing yes, as the original bonus is untyped and the Explosive Expert's bonus is a luck one. But I'm just making sure. The combination make him a better bomber than the alchemist, but I think it's just fair, as you are giving a major class ability (Greatwork).


    Tongue of Sun and Moon should be made Student's Secret, maybe with a level requirement (5th?).


    First of all, wonderfull revision...
    The table states at level 12 a "Dimension Step". Is that a left-over of a previous version or some mistake?
    I'm not sure how I fell with monk getting a better full-attack routine than the fighter at 12+ (flurry + monk training) (well, not so much with unarmed attacks, but with monk weapons). While normal BAB + Monk Training is really nice, the flurry bit make maybe a little too good? Can you elaborate about this choice of yours?
    Finally, just a clarification on Catfall: While I get the option of free manifesting at level 4th, I still can manifest it paying PP for a higher fall until level 20th, when I can fall freely for free, right?


    Also, the craft check is damn easy (CD 5 + Caster Level). So to low level items, isn't impossible to the crafter to add +5 on the CD to halve the craft time. To higher level items there's some risk. You can the offer the PCs the bargain: relatively "safe" but slow craft, or take some risks and get the item earlier.


    In my campaign, I treat readily acessible items (like potions in a potion belt, or wands in waist sheats) as weapons for retrieve purpose. So you can retrieve a wand as part of a move action as long as it is easily acessible. Sudenly Quick Drawn becomes a better feat, as you can pop a potion in half the time needed before.
    The balance in my vision comes from the fact that as you walk with wands and potions dangling from your belt, enemies can easily see it and Steal/Sunder. So if you want your potions safe, stow it in your backpack/handy haversack.


    Pretty neat, I'm probably going to use this rules in my campaign. Just one thing. What about turn Defensive Training into 3 distinctions, like saving throws? The reasons are: armor enhancements are cheaper than weapon enhancements. The price is the same as a clock of resistance with the same bonuses. Also at higher levels armor does not escalate well with attack bonuses. As Defensive Training requires armor use, it will remain relatively balanced while fixing Armor Class at High Levels problems. Not really sure if this is adopted, if dodge and natural armor should be increased to five distinctions.
    Also, in what Magical Training is based?


    Fair enough... one more question: how it would interact with a antimagic field (and to a lesser extent, dispel magic)?


    That's superb Evil Lincoln. Since I started to GM I began to see the vulgarity of "Ok, I start to loot their bodies using Detect Magic. Any magic item I put in my bag". As a player I was used to it, put thinking about, I just wanted to remain effective (always rolled support undereffective characters in the middle of a bunch of power gamers). Was looking for something like it, take necessity and let the awesome in the magic items. I saw Kirth Gersen rules and was tempted to use the Ability Increase feats, but it would take resources from the players. As you said, Ashiel's rules are nice, but they seemed a little too high on the power side. Your rules are fine, but I have some questions:

    - There's still normal level ability increase? (may or may not be relevant, but we use one ability point buy per level instead the normal increase)
    - If yes, I would like to differentiate them. Maybe like Kirth Gersen feats, some required time training them or the bonus disapear. At least to make the players note that it isn't a granted boon, and as a way to take it from them if needed (long term incarceration, or retirement). What do you think?

    Sorry for the english...


    Pretty much almost every ability like that one must be used after the roll is made but before the result is know, but generally the ability specifies it.


    Plus, awesome character image =]


    Just that the blue rose cavalier do not take penalties for do nonlethal damage with a lethal weapon. If he wants he can state that he's always doing non-lethal damage. But he doesn't. Not that he doesn't know, I stated it to him. But is fun to watch him trying to convince golems and skeletons to surrender... xD


    Yeah, I'm also treating nonlethal damage as strain. I think I'll just mantain the spell as it is. After all, is a nice thing converting some injury to strain. I really don't know what I was doing converting the AC bonus... thanks for the help.


    [lame joke]Hello mister president, hunting a lot of vampires recently, eh? [/lame joke]
    I'm using the rules, and had to say, my group loves it. But had 2 issues: first, our ice magus really loves the Ablative Barrier spell (last campaign worked wonders for the undead bloodline sorceress). But under the rules the nonlethal mitigation part of the spell sudenly become non-effective, as lethal to nonlethal now is strain to strain (except when it's injury). On the fly I ruled that it convert injury to strain at the same rate, and for some reason changed the AC bonus to natural. Some seasons later I realized that I powered it a little too much, as now you have a easier to stack buff that takes a lot longer to wear up. Should I change it back to armor bonus? Change the mitigation to something like "the next injury damage is converted to strain damage, up to 5 points per caster level, discharging the spell", or something like? Suggestion?

    The other issue (not a big one) is our blue rose cavalier. The second level ability confer him a +2 bonus on damage when dealing nonlethal damage. Again, non-lethal = strain, so basically it's a free +2 to damage. This is not really a big issue, since there still the obligation to leave the foe alive, and the cavalier is also an Honor Guard, so he's focused on defense and his damage is abismal low compared to the barb/fighter 2hander or the magus or the ranger, so a little more damage is okay. Also he's a great roleplayer. But I want to hear you in this point too.


    The spell have a concentration duration. To concentrate a spell one should spend a standard action. On combat it can only be used on the first round, as soon as the caster casxt it, or (with GM adjudication) on AoOs. But then he will spend his next rounds just maintaining the spell. For combat it's fine.
    Outside combat is the thing... But the spell states that the max cutting deepness is six inches. He could not cut six inches one round, and next round cut more six inches deep, no room for the fingers. So yeah, a chest or wood door is no problem for him (but traps are for this), but if you want to stop him outside, use foot-thick stone doors.

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