pobbes's page

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I don't want to detract from the other great advice on this thread, but I would like to offer another suggestion.

Pay attention to the time being given to that player. If the player is being disruptive, this is often because he is getting an uneven amount of play time to follow his misadventures. Just divide up the actual play time according to the people at the table. For example, imagine four players and one spends five minutes of actual time trying to rob some random store, then after that time you make sure each other person at the table also gets five minutes of time. If those players are together, that time is added consecutively. Therefore, the lone player gets five minutes of play time while the other three all share fifteen. The lone player is "busy" with his robbery while the others are playing. Eventually, he'll get the point that playing with the group gets him more fun time.

Granted, this only works if this player is actually leaving the others to start his own trouble. That is an assumption I'm making from the way you described his behavior.

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Hmm... a few things. First, I don't think a MoMS needs Dragon Style to qualify for Elemental Fist (this is important later). I believe the restriction listed in the bonus feat section doesn't mean you must meet the prerequisites of Elemental Fist, but rather you must have Elemental Fist for any style that requires it. In other words, you can't take the elemental styles without Elemental Fist, but you can take Elemental Fist at any level as a monk bonus feat.

Some style feats have great synergy, and it would be much more advantageous to truly discuss what those great combos are, but I just want to say you should take Snake Style first, and snake fang as soon as possible. The MoMS gets so few attacks that you should be attempting to get AoOs as much as possible. Another good style for MoMS is Tiger Style, as Tiger Claws will probably your best Full Attack Action unless hasted since you have no flurry.

The dragon and elemental feats present some interesting utility in that you can perform a kind of AoE stacked debuff by combining Dragon's Roar with the enhanced Elemental Fist. Having enemies in a cone rolling against double status effects. The biggest problem is keeping those saves high which will require you to focus on bumping wisdom over your attack stat which lowers damage output.

Crane is kind of a must have, but is really only valuable when your enemies care about hitting you. It combos well with snake and those two are the most popular pairing for good reason. I would wait on dragon style unless the debuff combo is something which appeals strongly to you.

Monkey style does not mix well for the MoMS styles unless you skip straight to Monkey Shine, and take feats to boost the effectiveness of stunning fist. Mantis Style and Wisdom as well as Dragon Ferocity come to mind. This is also a kind of debuff build, but can be quite effective. Combine with the Crushing Blow feat for some devastating debuff action.

All in all, it takes a lot of time and forethought to build a really great monk.

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Yoda's race is the totality of descendants of the crossbreeding of kermit the frog and miss piggy. Since he was created and voiced by Frank Oz, I believe this is most likely the truth.

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Yes, dragon hide lets druids wear better armor. It also gives a 25% price reduction on energy resistance enhancements for the same energy type as the dragon's immunity.
In the piecemeal variant armor rules, A suit of complete dragonhide (so all three pieces are made only of dragonhide) grants energy immunity to the wearer if all three pieces have the same immunity.

Adamantine armor grants DR. It is possible an adamantine armored kilt would grant Dr 1/-, if your DM allows a kilt to be made of adamantine.

Also, dragonhide isn't metal so it is immune to any effects which target metal. ie. heat metal, chill metal, rusting grasp, repel stone or metal. You get the idea.

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82. A quiet town by the lake sees little of the supernatural or the outside world into an exhausted nixie walks out of the water and on to the shore. She explains that the lake is an entrance to a vast underwater labyrinth of caves forming the kingdoms of the gillmen. They are being overrun by their enemies and have begged the nixies to bring back any surface dwellers who would be willing to help. the gillmen will reward their saviors.

83. A powerful sorceress invades the center of town hurling destruction in every direction. Her magical flames murder hundreds before powerful guardians arrive to dispatch her. The party is among those hundreds who awake on shore of the river styx awaiting a boatsman for the afterlife or a divine herald to take them to their god. The waiting seems to go on forever as a few boatmen arrive to ferry a handful of souls away, and the heralds seem to have other priorities. Then, the sorceress responsible for so many deaths materializes among her victims. Instantly, a powerful demon arrives to declare the sorceress' soul must pay its price for her power, but the dead sorceress is not so harmless. She unleashes her magic to destroy the demon then rips open a gate to another plane and steps through. The gate stands empty for long moments after the sorceress steps through granting those brave, stupid, or bored enough a means to escape the endless waiting of the dead.

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I have a few quick tricks that I use.

I generally like to use real maps of earth locations and just make them campaign worlds. My characters have trekked through Central America and the Phillipines. They never knew it, and they still don't. I just never let them see the world map. They only see the parts I draw for them. I find lack of information can really be as useful as information. If you draw a map with a bunch of blanks, you often get desire to fill it in for completeness, but leaving it blank is just as useful for putting something there when you need it, and not wasting your time on something the players never see. This is something that having real maps helps with sometimes because the map seems filled out, but really there is no reason the fantasy world needs to have things in the same place as the real world. So, the map is really as blank or already filled in as I need it.
Otherwise, I tend to make maps off of major features and fill the rest later. Mostly, I don't build the whole world. I figure the things everyone in the world would recognize... think ancient Mt. Olympus, the Nile, the Pillars of Hercules. After the majors are named, build the things the characters will interact with first, and leave the rest kind of blank.

Keep these as short and direct as possible. If I say the Theocracy of Gygaxia is an Egyptian culture of jackal people, then I've said all I need to unless the players go there or I'm making them go there. Other details can be added later. Obviously, I like having poorly defined things around to use as design space on the fly. Generally, you really only need the facts you told your players. Write those things down. Oh! Also, again use uncertainty to your advantage. I find often that world makers tend to just give their design facts as facts to the players. This works against you by limiting your options. Everything is perspective, so when the Meritocratic Atlanteans talk of the Gygaxians, it is always derogatory to their superstitious nature, and strange furry heads. The characters will doubt the nature of the information which causes this amazing thing where the players develop their own opinions. I always find it funny how after a campaign or during it you can ask players about some deliberately vague aspects of the world, and they always have different thoughts or opinion. Those ideas are never the same as yours.

Character Centric:
The hardest part of world-building as a GM is that ultimately it isn't just your world. It belongs to the players as well. By letting them lead the game somewhat, you allow the world to come into existence around them. I find this kind of sandbox style gratifying. Mostly, this is because I don't spend time on things people never see, and, secondly, it allows my players to feel they are really a part of the world. When characters go off the beaten path, they know it, and they often enjoy being able to help tell their own story. I really don't know how many thieves' guilds I have had to make because my players wanted to interact with the seedy underbelly of some new town.

Take LOTS of notes where you can find them later!!!

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Some things....

  • Armor - You're queen of the jungle needs to go into her jungle kill some large creature, skin it, and tan its hide into some armor pronto. It's a quick armor upgrade and fits will with your ethos. If it ever becomes available, a dragonhide breastplate (preferable from a dragon she killed herself) would probably be your best bet in the long run. As for enchantments, jungle people have clerics who can enchant things by praying to their crazy Quetzacoal or whatever. D&D + Pathfinder has some ways that more primitive cultures can compete with more modern tech. A witch doctor (read: cleric levels) can give a +5 bonus to a stick of wood (read: club) and make it more dangerous than any finely crafted metal weapon. From the way you describe it, it doesn't seem your character is anathema to stuff just the common ways of collecting it. You and your GM can probably find a good solution.

  • Weapon - the spear is fine. I actually think throwing it isn't a bad idea, and is probably the best reason to get the vital strike chain. Moreover, at level ten, your trapper can load a trap on the spear before you throw it which could make for some interesting synergy with vital strike. If you are going to keep the spear, take weapon focus in it. If you are going to be vital strike throwing it, give it the returning property when you can.

  • Feats - Take boon companion. It pimps your panther. Take it as soon as possible. I recommend sticking with ranger through at least level 6 to get Great Cleave for free (it's pretty useful in a crowd). Iron Will is obviously a great choice, but I would take it after boon companion.

  • Classes - I would stick with ranger to at least ten to load up my traps on my spear. After that, I can get more ranger toys from feats. If you are going to cross class, well let me break it down by class options.

  • Fighter - The thunderstriker archetype could remove that penalty for using a buckler at level 3. The weapon master archetype is also a viable option if you are truly committed to just the spear. Polearm master is pretty great if you are willing to swap to longspear. Interstingly enough, phalanx fighter would also be a pretty nice archetype that could really work well for this character. It might seem weird given the name, but the abilities benefit spear users with shields and would provide some bonuses to defense. Taryn would eventually be using a larger wooden shield, but there is nothing really wrong with that.

  • Barbarian - Lost of good option here. Savage barbarian honestly feels like too much investment time for too little bonus. I would go with invulnerable rager for quick damage reduction. For the spear use, I would consider hurler while grabbing some extra spears and the hurling charge rage power.

  • Rogue - Danger! This is going to make you less effective in melee. However, there are a few archetypes you could dip into quickly and out before your BAB suffers too much. Thug comes to mind, which helps you frighten and sicken your opponents. This will help you survive in melee by debuffing your opponent (your panther also provides a reliable flank partner). Survivalist provides an array of non-combat buffs and helps compensate for a lack of magical gear. Useful talents include: befuddling strike, offensive defense, resiliency.

That concludes all the valuable(?) options I can see for Taryn.

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So... why don't you just take the fighter's tactician archetype? Gives you tactics, diplomacy, sense motive, 4+ skill points. You might have to settle with medium instead of light armor for a decent AC, but with a shield and armor training it won't be so bad. Your fighter hp and decent AC should let you frontline effectively in a non-tank role, and the tactician feature lets you be a leader. Take the fast-talker trait and bluff is on your class skill list, and world traveler to get knowledge (local).

... and done.

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I reckon Azathoth would be pissed and take your high-level wizard into a demi-plane of soul-roiling torture before unmaking his mind from existence. Everything else that happens would be irrelevant.

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Yeah, what he did was evil, borderline neutral. Good characters value all creatures, evil creatures only value their own. When he chose the life of another being was forfeit for the "possibility" of an inconvenience to himself, he chose evil. If he was honestly trying to protect his fiends, that pushes the decision much more in neutral territory by choosing to value the safety of his friends and loved ones over a stranger, but there was certainly no imminent danger.

His argument is weak. The BBEG is no less likely to find them whether the guard is dead or not, and guild by association is unacceptable in any court of law unless this wizard comes from some culture which explicitly enforces such. So, he had no proof of guilt other than the name of his employer, and he's deciding that he has the authority to decide who should live or die. This decision borders on non-lawful.

That being said, a single action does not an alignment change make. He would probably get away with it if no of his allies confront him, but I would inform his character that what he did wasn't good or lawful. Killing a man in cold-blood without a trial rarely is. Just note how often things like this happen and inform him his alignment will change if he continues. If he resists, just remind him there are a large number of ways to protect themselves and their identities during the interrogation (masks and hoods come to mind). Still, no punishment is necessarily warranted for one misguided action.

I recommend having some relevant PC speak to him about it. Especially, you can have them witness the BBEG paying compensation to the now dead guards widow and child. Alignment doesn't work well in a vacuum or in a conversation between player and DM. Alignment works when PC actions have consequences which make them reflect on their decisions. A general manhunt for the guard's killer among the laymen of the town could also serve as a suitable lesson.

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Sitting in camp overnight was my elf wizard. He had slept his four and was just chilling with the middle watch killing time until he could prepare his spells. DM rolls a random encounter for our hilly terrain. His eyes widen a little, but he rolls for encounter distance and then flips back to the MM. He asks for anyone awake to make a DC X perception check. Watchman 1, "I fail." Watchmen 2, "I fail." Me, "No luck." DM hesitates for a second and then says, "I guess it charges in the surprise round." He rolls randomly to determine its target. The dice falls towards me. My wizard has no active buffs and is caught by surprise, my AC was tissue paper. I shrug, "Roll it," I say, "I should be fine if I win inish. I still have dim door." DM rolls a natural 20, and I was pretty sure there was no way short of a one anything wouldn't confirm. DM rolls a few dice and looks at me with the how-much-hp-do-you-have face.

An adult red dragon swoops out of the night sky and chomps off my elf's upper torso. He raises his head back and swallows with a large gulp. I say, "No wonder my parents didn't want me to be an adventurer."

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Raje wrote:
pobbes wrote:
The djinni feat only adds the wisdom to damage on an elemental fist attack. He would only have two per day if he even qualified for the feat (which he doesn't).

He doesn't need to qualify if he uses a MOMS bonus feat to take it though, as long as he's picked up the style feat in a similar fashion (another MOMS bonus feat or the Unarmed Fighter bonus style feat (I believe it ignores prereqs too). That he wouldn't be able to use the style until he picks up Elemental Fist is another matter.

Except, the MoMS does bonus feats explicitly state that they don't allow you to ignore the prerequisites for Elemental Fist. A synthesist 3/ MoMS 2 does not meet the prerequisites.... Wait.... maybe I am wrong. Alright, now I am confused.

I can't seem to figure out if the wording for the bonus feats states you need to meet the pre-requisites of elemental fist or that elemental fist is the only pre-requisite you need to meet to qualify for applicable style feats. The wording is still pretty confusing.

Raje might be right. He may have elemental fist. It still only applies to a single attack on each use.

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Buffs. I seriously went through a game with a new player who asked us what to play, and the group decided he should play a bard to hang back from combat, provide buffs, and a little extra healing.

He saved the whole group more times then we could count. His buffs and bardic music made our two melee characters never miss and just add crazy damage over a whole fight. He had some choice heals during boss fights, and the game almost broke when he discovered shatter late game. The barbarian character cried when he shattered a big bad's greataxe until we realized the bad's only other weapon was a dagger. That was classic!

He also always got the bar wenches in town. The barb and rogue had always ended up having to pay.

Seriously, at the end of the campaign you'd thought he had been playing the game the longest.

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In an old game, my friend and I played a fighter and rogue. I had carpentry, he had forgery. We would find abandoned buildings in the towns we came to and start squatting. I would fix the place up, he would forge a deed. After we were done, we'd sell the newly renovated place for profit.
Biggest problem: You have no ideas how many villains like to use old abandoned buildings as part of their diabolical schemes. We both leaned to the chaotic neutral side of alignment but became default good guys because we kept stumbling into the plots of powers much more nefarious then ourselves.

Edit: One more thing. We once got caught with the fake deed by one town bureaucrat. The solution: the rogue bluffed that we had been sold the fake deed by some shysters to make us look the victims. It was brilliant.

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yeah, a martial caster disparity thread that turned into edition wars!

I think the OP's original intent was something more akin to making campaign setting rules that fit either low, mid, or high fantasy with the assumption that a fighter type class through 20 levels represents low, and a wizard-type class through 20 levels represents high. Then, for the various campaign types you either add or subtract abilities as appropriate.

Personally, I think the biggest problem is with the fighter class. The key feature of the fighter class is getting a feat every other level which makes it the same as every other class over 20 levels. So, every class essentially gets the most defining features of the fighter for FREE. The only way to remove disparity is if every other class could learn spells provided they met the ability score and some other related requirements.

You see the problem is if every character has what the fighter gets, then fighters aren't "fighter-y" they are just "character-y". They are generic because every ability you give them can be had by everyone else. In 3.x, Wizards tried to fix this with ToB:Bo9S by making martial characters who had unique abilities. It was IMHO, a complete failure (for so many other reasons I will not litter this thread with, but) mainly because it went too far, and it ended up making classes that were considered a joke.

Still, Book of Nine Swords does actually provide the best solution to removing the problem of fighter/caster disparity which is to just remove the fighter. Then, replace the fighter with a martial class that has its own unique mechanic (like every other class in the game).

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3. Staff of the Ki Master
This winnowed rattan staff is topped at each end with a silk wrap which once adorned the arms of a qinggong mystic. It allows the use of the following spells:

  • barkskin (1 charge)
  • blood crow strike (2 charges)
  • dragon's breath (2 charges)
  • hydraulic torrent (2 charges)
  • scorching ray (2 charges)
  • ki shout (3 charges)

    A quinggong monk with access to any ki power of the same name counts as the ability to cast a spell for the purposes of using a Staff of the Ki Master. Additionally, a monk may restore one charge to a Staff of the Ki Master by spending 3 ki points once per day provided he has one of the ki powers of the staff.

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    Min2007 wrote:

    Yes offense is indeed the best defense. Look at it this way: If a group of characters faces a final battle with a set of bad guys then the best possible defense is to limit the number of attacks your opponent can make. Every opponent your side drops reduces the number of attacks the enemy can launch. It is in the first casualties of the fight where the whole fight is won or lost. If one side can wipe out the other sides DPSers early then the rest of the fight becomes a cake walk.

    PS : Sorry if someone else may have pointed this out already, I am entering the debate late.

    This isn't actually completely true. Limiting the number attacks is always advantageous, but the math is not actually driven by (less attacks = less damage). That statement is only true if the probability of taking damage (or significant amounts of damage) are the same. Ultimately, the percentage of damage prevented by "limiting the number of attacks" is only better if you don't allow more attacks to hit than would already miss because of higher defenses.

    A simple example using only AC, offensive fighter takes down opponent in ten rounds both getting one attack a round. In those ten rounds, opponent hits on a 9 or higher so 60% success rate so six successful attacks. Defensive fighter now enters the fight with an AC 4 higher than offensive fighter. His opponent has a 40% success rate, therefore defensive fighter actually has 15 rounds of combat to weather before his methods are less successful than offense fighter.

    Obviously, this is not perfect science, but you get the idea. Offense is not better simply because of "attack # limits". Additionally, different classes and action economy cloud the issue, but that is why this is a complicated concept.

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    17. At the once thriving Metropolis of GreenPort, sand blows through streets towards the Great Sea stopped only be the few living unable to leave. All the cowards have run, and all the brave have walked into the ever encroaching desert never to return.

    18. A massive exodus of armored dwarves spill out of the western mountains. The human kings of the hills leave their gates at first approach curious to know what could cause their xenophobic neighbors to flee their ancient caves. The first dwarf to approach calls in a booming voice over the walls of man's civilisation, "King Myovanir has called the dwarves to retake our ancestral lands. From this day forth, swear fealty to the thanes of the Cloudspike mountains or perish."

    19. On the outskirts of Cata Thrayak, an ancient stone stele was unearthed from ages past. It bears an indecipherable inscription which is said to radiate which has dazed even learned scholars. The great mage Anonlyos took great pains to travel to Cata Thrayak and announced he would unravel the ancient writings which he believed to contain an ancient deistic spell. After three months of toil and study, Anonlyos left the stele and Cata Thrayak suddenly. He has not spoken one word since.

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    CE Chef wrote:
    The title pretty much sums it up. Why shouldn't all PF gov't be ruled by the highest levels around?

    So, this is an easy one. There are plenty of meritocracies in D&D/Pathfinder, that is because a meritocracy is a dictatorship. This is where the person with the greatest power (merit) dictates what everybody else has to do (ocracy). So, there are plenty of examples of this all over fantasy worlds.

    Sadly, the state of a dictatorship only lasts for the life of a dictator after which most devolve into a monarchy because the dictator leaves his offspring in charge. Possibly, the dictator will make a regency where he appoints someone who he believes to be most fit to rule after his death, but, often, this involves choosing the person he likes the most not the best qualified. It is at this point that our ideal meritocracy has failed until some new powerful persona (maybe a PC) destroys all opposition and becomes a dictator himself at which point our glorious meritocracy has been restored.

    From a longevity perspective, meritocracies make for horrible states because the judge of merit is not measured by who makes the best decisions for a state but who is best able to control it. Therefore, governments who obtain longevity seek more stable forms of rulership (see roman senate, british house of lords, imperial diet of the HRE). To maintain a constant meritocracy would require an endless cycle of war, revolution, and usurpation much like the early civilizations of Mesopotamia or those societies which form after the collapse of more stable systems of government. For example, during eras like the Dark Ages after the fall of imperial rome which most fantasy settings are loosely based... and i think I just talked myself in a circle.

    Actually, the more I think about this meritocracies just sound like horrible ideas. I mean who measures the merit, and class levels certainly don't ensure alignment or good decision making skills. It really represents the ability to survive the worst situations usually be overcoming your opponent... with force. We have many governments like that and they are being overthrown in the Arab Spring, made war on by Nato, or being hit with trade sanctions by the west. Also noted, most citizens hate living in these countries unless they have enough merit to be the one in charge.

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    Third time trying to re-write/re-post this... so I apologize for errors made in my frustration....
    I thought I'd take a stab at a very basic forming concept for the separate pantheon/worlds approach. It doesn't cover all the bases, but at least it would be a small start.


    There is always the primordial void, dark and unknown, which hovers just beyond the beginning of all things. A place beyond foreign known too many people by many names: nun, ginnungagap, chaos. It is the birth place of things both terrible and unnamed, but also fortunate spawn of others. For from this nothing came Gaia, Ra, and Ymir. Each their forefathers of generations of immortals who in turn became the progenitors of mortals taken after their own image. The Greeks made with the olive skin of Aphrodite and the curly hair of Zeus. The Norse crafted of the fair skin of the all-father Odin, and the fair hair of his son Thor. The Egyptians sprouted from the sweat and tears of Ra with his brown skin and sharp eyes. Yet, all the lords of creation set within the heavenly homes which they crafted, content in the knowledge and dominion of the realms they created. For they knew all the lengths and breadths of their lands, both the expanses and the boundaries. They knew the farthest reaches of the boughs of yggdrasil, or where the sea ended into emptiness beyond the pillar of hercules, and how Geb stretched to the ends of the three deserts of kush, nubia, and libya beyond the last oasis of bahria until the great wastes meet the salt and then there is no more. All these realms themselves lay firmly anchored upon the infinite void from which they sprang... or so they thought.

    It was the void which kept its mysteries from those creators who had burst from it. Its endless abyss kept many secrets from those who now lived in the light. Alien were those things which hid within its innumerable cavities where could sleep the unborn creators of a thousand more worlds or perhaps the destroyer of them all. Also unfathomable were what tides and currents moved within the great expanse or those which moved those things moored upon it. For, though the gods thought they knew the ends of their worlds, Norse has met Greek and Greek, Egyptian. What secret bridges or unknown passages which had been formed between these worlds were now the the most sought after discoveries of mortal and immortal alike. For what boundaries would be formed of these new neighbors could spark a conflict to engulf the worlds of the mighty, the mortal, and the monstrous.


    Yeah, I don't really no much about india or japanese mythology, but I'm sure they can be added. Hope you like it.

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  • Locate creature while he is rejuvenating is a good method, but it is easily blocked.
  • Legend Lore is always a good start to finding out information about the lich.
  • Scrying while you have a piece of the old body would also be a good choice.
  • Divination is considered pretty good because arcane magic can't fool it, but it tends to be more cryptic then legend lore.
  • Another good option is camp in the lich's layer with detect scrying constantly cast. The lich will eventually want to see what you did to his old layer, and if you pass a check you will see his new location.
  • Also, gather all the loot you've found, stand a safe distance away and cast dispel magic. This will set off any explosive ruins, but also dispel any magic auras which the lich can use to pass off his magical phylactery as a mundane item for a duration in days as his caster level which is more than enough for him to rejuvenate.
  • The best option, use gate or greater planar ally to summon a powerful outsider to find it for you.

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    blackbloodtroll wrote:
    A shield is noted as a weapon, with stats and all. Not an improvised weapon. All the crazy weapons introduced, and a shield is the most disputed. Why? It works, and in a world where you can walk on water, and turn water into wine, two handing a shield is not so far out.

    Because people are trying to twist the rules. There is no written restrictions which stops people from doing this, and want to do so to combine all the two handed feats with the shield user feats. They want to power attack for the highest amounts while vital striking getting a +7 to ac and getting a free bullrush plus an additional attack on a critical all while using a weapon with the same stats as a greatsword minus the crit range.

    It is clearly rules abuse, but it is not illegal. These players are very willing to blindly deny RAI that the feats which are arbitration of actual combat physics. Shields are impressive and useful combat weapons, but they are not designed or ever used in the same manner as a greataxe or greatsword. The additional rules in the advanced player's guide exist to help represent shield combat in a way that it is effective and attractive while mimicking how shields were used in actual combat. Therefore the shield bashing feat tree is most RAI appropriate, but certain players want to use the THF feat tree which is not RAW illegal.
    It is up to a DM how they want to allow things like this to work. As you can tell from my point of view that I would not allow such a thing.
    As for good ole cap, I always though he was amazing because of his ability to be effective with a "non-weapon". He certainly seems less so now that you have proven his shield is actually the greatest weapon in pathfinder because of its multi-utility and low cost of enchantment. I guess cap was just always bending the rules to try and beat the nazis.

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    ProfessorCirno wrote:
    Having now read the question I am happy to say that my initial answer is correct. In the current rules this is not possible. Ask your DM to create a custom enchantment if you want.

    Nocked: This special ability can only be placed on a ranged weapon. A nocked weapon produces a single piece of ammunition for every time the wielder makes an attack. Ammunition produced in this way has no special properties besides those imparted by the firing weapon. A nocked weapon does not produce ammunition if the wielder has already loaded a piece of ammunition to be fired. A firearm with the nocked property produces a bullet but not powder.

    Moderate conjuration; CL 7th; Craft Magic Arms and Armor, minor creation; Price +1 bonus.

    Wrote this two weeks ago for someone else with a similar question.

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    92. Motley Crew.

    A female dwarf, a male human, a male elf, and a halfling female are all gathered around a table covered in what looks like primitive drawings. They are unfittingly well-armed, but their hands are busier with mugs of ale and frantic gesturing around the drawings.

    Spot check to recognize the drawings as hand crafted maps hastily filled in.

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    Miranda wrote:

    ..and no one has mentioned Gaiman's "American Gods" !!

    +1, and much respect to Miranda for bringing this book up. It is both amazing, and, rumor has it, Mr. Gaiman wrote this book to prove to another author that he could win a best fiction award. It does an amazing job of putting perspective on the absorption of Gods into different cultures. Quite simply summarized, the alignment of a god says absolutely nothing about the god, just how our culture views them.

    Makes an interesting idea for a PF game where a secret cult worships a good god in an evil way, and it is slowly corrupting the faith's church. From a relativistic perspective, it could corrupt the god as well!