Fire Giant

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I actually own a couple of sword canes and they're presenting a pretty accurate realism in the way they've got the stats set. For one thing, you can't "use it as a club" because it's hollow and usually not even 2" in diameter. You try to use the cane as a club and it'll shatter around the blade. It doesn't crit as easily because the handle and balance are not as good as a regular sword. The same lack of balance and design limitations is why its a more complicated weapon. (That being said I'd house rule that Bards and Rogues get to use it as their class, it is a stealth weapon)

The sword cane is also one of the two weapons the Magus Archetype Black-Blade can use for it's intelligent weapon.

This is a style weapon.


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Well, you'd need to swap Brutality for Discovery, that'd keep your advancing in that area long the same power stream.

I'd swap Burly for Resolves: Half his level to all Wisdom checks do to his calm mind and strong sense of self. This includes Will saves.

I'd swap Nimble for Attractive: While not as strong minded as his Alter-Ego the Mind Chymist develops an ethereal beauty in his physical form that gives him half his Chymist levels as a bonus to all Charisma checks.

Obviously swap the Fort and Will saves.

Given that the bombs are based on Intelligence you could switch so that while the Mind Chymist gets MORE bombs per day (as an alchemist of his combined level) he doesn't gain the additional bomb damage. (Reversing the Master Chymist's pattern)

I'd swap the Draconic form with "Angelic/Demonic Form" in which the Alternate Form gains wings and a fly speed equal to 3X his land speed.

Switch Scent with Swift +10 land speed.

Maybe swap Feral with Resistant = Gains SR = Mind Chymist levels

Then swap Furious with Improved Resistant = Gains SR = Mind Chymist levels + 6 (Yes, I realize this caps it at SR 16, but you're not replacing a HUGE power)

I'd actually replace the Growth Mutation with Healthy = Gains Fast Healing 1 (doesn't seem like a lot but it's replacing a permanent 1st level spell)

You could replace Night vision and Evasion, but I don't really think you need too, same with Disguise and Dual-Mind, they both still work pretty well.

If you absolutely WANTED too.. Maybe swap Night Vision with Arcane Vision = Detect Magic for a number of rounds a day equal to his Intelligence score.

Anyway, those are just my 2 cents.


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Faith
Paladin Codes: pg 26
Iomedae
"The paladins of Iomedae are just and strong. Their mission is to right wrongs and eliminate evil at its root. They are crusaders and live for the joy of righteous battle. They serve as examples to others, and their code demands they protect the weak and innocent by eliminating sources of oppression, rather than the symptoms. They may back down or withdraw from a fight if they are overmatched, but if their lives will buy time for others to escape, they must give them. Their tenets include:

* I will learn the weight of my sword. Without my heart to guide it, it is worthless--my strength is not in my sword, but in my heart. If I lose my sword, I have lost of a tool. If I betray my heart, I have died.

* I will have faith in the Inheritor. I will channel her strength through my body. I will shine in her legion, and I will not tarnish her glory through base actions.

* I am the first into battle, and the last to leave it.

* I will not be taken prisoner by my free will. I will not surrender those under my command.

* I will never abandon a companion, though I will honor sacrifice freely given.

* I will guard the honor of my fellows, both in thought and deed, and I will have faith in them.

* When in doubt, I may force my enemies to surrender, but I am responsible for their lives.

* I will never refuse a challenge from an equal. I will give honor to worthy enemies, and contempt to the rest.

* I will suffer death before dishonor.

* I will be temperate in my actions and moderate in my behavior. I will strive to emulate Iomedae's perfection.

The bold is mine. I just thought those were the two points of the Code of Iomadae's Paladins that were the most relevant to the original point. Assuming the OP is still following the thread.


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Also, these:

Karnid Characters
-4 Dexterity, +2 Constitution +2 Wisdom: Karnid are clumsy but naturally sturdy and very alert to their surroundings.
Small: Karnid are Small and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Slow: Karnid move at a speed of 20’
Climb: Karnid can climb at a speed of 20’
Bite: Karnid have a natural bite attack that does 1d3 points of damage.
Cunning: Karnid gain a +2 racial bonus on Survival, Perception, and Stealth
Weakness: Karnid take a -2 penalties to all saves dealing with Sonic affects due to their keen ears.
Scent: Karnid have the scent special ability.
Karnid begin play speaking Common, Karnid with a high Intelligence can also take the following bonus languages: Dwarven, Gnome, and Undercommon.

Karnids are small beings that live on the island of Aragos. They are dog-like bipeds with large noses and big ears. They tend to range in color from a pale cream to a dark gold with irregular patterns of darker browns and blacks traveling through their fur. Karnids have tails but they are very short and puffed. Their long fingers and toes make them strong climbers, as do their thin claws, which are too small to use as weapons. Karnids are quite clumsy and prone to excitement but for all that are crafty woodsman and hunters. Their canine jaws give them a surprisingly painful bite though the more civilized among them consider it barbaric to bite another sentient creature. Karnid society has no native language as far as outsiders can determine.

Karnid males stand 2'8 + 2d6 and weight 20 + (2d6 X 3)
Karnid females stand 2'6 + 2d6 and weight 15 + (2d6 X 3)

Karnids reach maturity at age 20, middle age at 70, old age at 120 and venerable at 170 and die within 3d10 of reaching that age.

Karnids are a tribal society that lives in steep terrain and hidden valleys. They tend to attack from ambushes using reach weapons to make up for their small stature. Few Karnids are proficient in ranged weapons though the use of nets is not unknown among them. Karnids tend to follow a pack mentality where the strongest females dominate the clan hierarchy. Karnids have no racial hit die, their CR is based upon class levels - 2.

Example: Karnid Warrior 1 CR 1/3
LN Small humanoid (Karnid)
Init +2 ; Senses darkvision 60 ft.; Perception +4
Defense
AC 12, touch 9, flat-footed 12 (+2 armor, -2 Dex, +1 shield, +1 size)
hp 7 (1d10+2)
Fort +4, Ref +0, Will +1
Special Abilities: Scent
Weaknesses: Sharp Ears: -2 to Sonic effects
Offense
Speed 20 ft.
Climb 20 ft.
Melee shortspear +3 (1d4+1/ X2) or Bite: +3 (1d3+1/X2)
Ranged shortspear +0 (1d4+1/×3)
Statistics
Str 13, Dex 7, Con 14, Int 10, Wis 13, Cha 8
Base Atk +1; CMB +1; CMD 10
Feats Improved Initiative
Skills Perception +4, Stealth +5, Survival +3; Racial Modifiers +2 Perception +2 Stealth +2 Survival
Languages Common

(I made them up, hope they don't suck.)


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I've found the Alchemist to be a pretty good character for a low number party.

Depending on the discoveries you take the Alchemist can be a solid party healer.

Depending on the skill points you take he can be a good rogue.

Depending on the bomb feats you choose he can be good at crowd control and booming.

Depending on your mutagen focus and armor choices he can be a good melee character.

A lot of people are put off by the versatility and point out the fact that if you wanted to do these things you can arguably do them BETTER by focusing on a different class. Cleric, Rogue, Wizard, Fighter... but to me the beauty of the Alchemist is that while you're not a specialized, you're a specialized generalist.

If you've only got a 3 person party and one of those people is playing an Alchemist, that player can tailor his character to shore up the parties weak spots through naturally developing game play.

Alchemists are like mad genius jacks-of-all-trades. They're not the most powerful at ANYTHING (aside from poisons and alchemical item making) but they're good at a LOT of things. They might be the single most versatile class that Pathfinder has produced in terms of niche filling.


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If you're really concerned with Wishes imbalancing the game there's a pretty simple method of controlling it. Add a Spellcraft check that represents the Wizard's control of the arcane forces with which he's trying to warp the Universe.

If he's just recreating the effects of another spell, make the check 20 + spell level. Any Wizard should be able to hit a Spellcraft 29 by the time he's casting Wish.

On the other hand if he's trying to warp the foundation of the Universe then institute a DC 30 (min) check on the Wish. The kick though is that for every point above 30 they get a 5% chance. So if they roll a 40 they've got 50% chance of their spell working the way they want it too.

That way you're rewarding the Wizards who have put a lot of time and effort into perfecting their Spellcraft skill and still giving them the CHANCE to alter reality. Basically the more "learned" they are in arcane theory the more chance they have of doing it right.

And the failed check doesn't necessarily mean that the Wish fails, it just means that SOMETHING went wrong. A mispronunciation, a slightly wrong tilt of the pinkie during casting. Etc. But this mistake has caused a ripple effect that travels through the Wish. That way the DM gets to be creative.


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Yup, that worked, and was pretty cool. A pretty nice race choice too. It's nice to see a semi-aquatic race that could function decently in a sea-side campaign and doesn't automatically die on land.


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I think it's always something of a mistake to try and stat True Gods. I mean, beings who are supposed to have been part of the creation of the Universe.

Take Sarenrae and Asmodeus. Between the two of them they are supposed to have split the planet of Golarion in half and encased Rozagug inside an interdimensional space which they filled with Hellfire and elemental fire, then locked with a series of interdimensional filters and then just zipped the planet back up.

So, while it's always kinda cool to want to see the possible stats on a God because every Epic player dreams of being able to take on a God, just look at it this way. Ask yourself (realistically) what kind of power it would take to open a planet, create a planet sized dimension, create a God-Holding planar binding, create a dimensional anchor (also God Sized), create a barrier that prevents almost all interplanar travel, summon enough magical energy to fill a planet sized pocket dimension with said never ending fiery torment, and then put the planet back together, without having broken the planet into chunks. Then say to yourself, how EXACTLY do I expect people to portray THAT much power numerically?


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I wouldn't mind more material for aquatic based games, maybe some playable options that don't immediately start to die if they leave the water.

On that note, some Amphibious creatures, that work almost as well out of the water as in the water. That way players who want to have sea based games aren't immediately SOL if the game takes them suddenly into a desert terrain.


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Sylvanite wrote:
I noticed this too. I would just advance something that is Large for now if I really wanted to use this spell.

Huh, nothing in the wording SAYS that the Monstrous Humanoid you're turning into has to be the same size as the size you're turning too. So I suppose your DM could make a judgement call and allow you to turn into a Huge Minotaur

or a Diminutive Minotaur, which is hilarious on a number of levels, but probably not very effective.


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I was actually being rather amused at the thought of Bruce Banner mutating into The Leader, to follow the analogy.

Finesse instead of Brutality swap Burly and Nimble so the Mutant gets Nimble and the Alchemist gets the Burly.

It was just an idea I was toying with.

Yes, from what I've seen there isn't any indication that the Mutation process isn't malleable. I'm playing a Master Chymist in a game right now and I've got a primary "custom" build which is focused on Strength and Con (and in another 2 levels the Dex'll boost too) So I was just curious if that "custom" build would be the one that came up unless he specifically made a mutagen to cause a different configuration.