this was specifically ruled out in this FAQ :
then it goes on to talk how even ray attacks that can use weapon feats (like weapon focus) still doesn't count as a weapon for effects calling out weapons like arcane strike. (so not only acid splash even normal rays wont get arcane strike)
so... how about an easier way to get and regrow the skin?
1: get one metal clad creature (medium size for the last spell).- might want one of each of the many kinds. getting Adamantine or silver or Mithril might be very much worth it beside gold.
2: KILL IT!
3: cast decompose corpse on it - rut the flesh leave the bones intact. the metal skin will not rot but should fall off nicely with no flesh to hold it in place (think of a bone in armor)
4: take the metal skin to the hoard
5: cast restore corpse (hence the medium size limit).
go back to steps #3-5 and repeat.
-for 2x 1st level spells per cycle this is golden.
so, this might be me getting the spell wrong, but why are you not just casting it on the greatsword itself?
that way you take one hand off. the other hand still hold the sword(can't attack though until re-gripping) -hence you are wielding the metamagic rod as well, and the free hand can do the gestures. no gauntlet needed.
(i mean it's called "Spellsword")
Blast shadows while loyal to their creator - are not controlled by him.gm is perfectly fine with NPCing them into murdering lot who don't attack you but might be against being your factory workers. or demanding payment.
quicken (or normal) true strike = +20 to hit.
not all bloodline arcana modify spells. but i agree that most that do are probably doing it as part of the spell casting.
however the ability doesn't modify the spell itself (nor it's caster level or dc etc) it happen along side it.. the added effect comes only from the arcana. as such what kind of ability it is matter.
as for fast healer. 3 feats are too much to spend for a minor increase to healing when the healing itself is repeatable
well it part of the spell in the sense that it can't work if the spell fail.
beside other things that work like this seem to be (su) as well. even those who use the spell dc and stuff such as:
the ability doesn't say what kind of effect it is, but it seem to me that it should be a su effect.
should the Cloistered Upbringing traint work on it?
i think the absorb blood ability change that on purpose:
Absorb Blood (Su) A Sayona adjacent to a bleeding creature automatically accelerates the bleeding, dealing 1 point of Con damage to that creature once per round on its turn and absorbing the blood through its skin.
while they should have talked about the bleed once the Sayona is away from the target. as long as it's close the bleeding is as they stated 'accelerated' into a con damage.
your missing a point. he can just use his ride by attack. that let him move double the mount speed instead of one movement speed of distance and not provoke from the pick-man.
what you need to consider is OTHER enemies aoo.
with only challenge ability :
with only ride by you get:
both ability and feat:
1: a trip maneuver can replace ANY melee attack (normal.not touch) you have. be it unarmed,natural or manufactured weapon.
2: when using a monk weapon while flurrying the monk can use : the weapon to attack, his unarmed strike or a combination of the two. deciding before rolling each attack he is allowed to. (and as mentioned in #1 can replace any one such attack or more with a trip maneuver).
-monks (but not unchained monks)are not automatically proficient with all monk weapons. only the weapons listed in their class section. (unchained monks are,as specifically mentioned in their class info)
-weapon with the 'trip' special ability (such as the monk weapon 'double chained kama') give a bonus of +2 to the attack roll when using them to preform a trip maneuver. (also to perform reposition or drag maneuvers. this was later errata in)
for more info check the 'FAQ box' in the special weapon features section here
taking both feats would net you at level 15+:
also note. taking a closer look it seams the first feat is pfs legal ,the 2nd isn't...
there was an old AD&D moudle 'Island of Castanamir ' that had an interesting 'maze' mechanic. all rooms had 4 portals (north,south,east,west) and taking a portal moved you to a different room in a specific pattern. until the players learn how the pattern work moving between rooms was very hectic.
also the way to leave the first floor was hidden in a nasty way so players could end up wasting days or months in it looking for the exit..
get a ring of ki mastery to decrease all ki uses by 1 (minimum of 1). it used to cost 10,000 gp but seem like it was errata down to 5,000!
if going for jabbing style (which i totally would) i would advice picking the 'Elbow Smash' style strike instead one of the others as this is effectively an extra attack at -5 if you hit so a lot more damage (nonlethal but still great. also see enforcer below)
i would change the whole Dimensional tree -which i believe was to get the enemy flat footed with savant, and as pointed out ain't working. you need flat footed not flanked. (ur mixing them i think from sneak attack that work on ether flat footed OR flanked. medusa's wrath doesn't work with flanked).
attck wise you go with closing in with flying kick+stuning fist to increase chances of making target open for medusa) if not already in melee range, then elbow smash +the extra attack, if that one hit intimidate and get 2 medusa strike attacks.
can also invest in other things to make enemy fearful
when in melee range just 2 elbow smash.
2nd hit add 2d6 from jabbing master and every hit after adding +4d6 from jabbing master.
also remember , if elbow smash miss the nonlethal attack, or if u need to use other style attacks, you can always deal nonlethal damage with ur unarmed strike without any penalty so you can proc enforcer with .
not a going by the rules.
-im using the old school detect magic theme were when casting it you see the magical aura visibly as a glowing color (maybe themed per magic school.
some kobold themed items and feats:
pit traps that end in small space would force the one trapped to also squeeze for extra debuff.
also i find that when looting the group is not as impotent to an intelligent enemy (what would they do with medium sized gear anyway. ether are small kobold or large trolls), sundering the party's gear can be really bad news to them. does the archer have a spare bow? high ac for cleric doesn't help against sundering his holy symbol (to prevent focus required spells from being cast or any channels) or his armor (which then lower his ac as well). some slimes are useful in that regard as well..
for a charging build i would recommend getting the rhino charge feat. let you charge each turn if you use your movement to get a way (might provoke aoo depend on reach and build etc).
yes, but it cost more.
a wand base price (which again, is half for crafting) is (750 gp)X(caster level)X(spell level).
so a wand of a level 1 spell with caster level 1 would cost 750 to buy and 375 to craft.
same formula goes for higher level of spells.
you might need to add 5 to the dc of the crafting if you try and make a wand that you do not have the caster level of making.
remember that the friend must be with you on each day you craft and expand the spell for crafting the wand (i think for each day of crafting, but not sure)
as for con drain:
well it depends.
now here is a small tidbit about how in 3.5 dead creatures were considered objects but in pathfinder this has not been ruled ether way(yes or no). if a dead creature is still a creature (albeit not alive one), then it is still subject to some spells. restoration is one of them (target is creature. and unlike some other spells this is not said to be only 'live' creature. just creature.)
bonus of same type (except specific like dodge) do not stack.
here you got a very lucky fellow (wind keep blowing arrows away from him, he keep bending to pick up coins when an attack is set for his head) being targeted by a very unlucky mob (wind keep shifting his hair in his eyes, he keep on slipping on puddles of water when charging).
i for one would make him roll twice for his unlucky attack and before rolling each one roll that unlucky roll twice(for his lucky enemy ability) and keep the lowest of that roll as the one to compare for the top two unlucky rolls (lowest of 4 rolls).
hmm. i think i got that mixed from the overrun maneuver where the target can just let you go pass allowing you to succeed automatically.
as well as the fact that if they don't resist and are considered helpless\immobile etc (big 'if' question there) then in the maneuvers section it state it is auto success:
in the shadowrun setting game (Set in futuristic earth + magic) there is a new form of entertainment 'sim' that replaces tv and movies. it allow a user to experience the whole 5 senses of whoever record the 'film' (and if not regulated to keep the senses output in check can also be highly addictive. - chip addicts).
i can see some sort of high class geisha or playboy selling "a night in my 'perfect' body" to rich unattractive\shy\old etc clients.(high fines set to anyone who abuse the body. bodyguards ARE set for the night to make sure).
can also be used as a 3rd party to help negotiate a conflict. hiring out their personal to make the meeting when two sides can't even be set around the same table. (again bodyguards\fines etc).
underwater\flight experience for the morbidly hydrophobic\afraid of heights.
more and more..
oh ye of little math.
with a different spell, a LOT of movement (and a drill Sergent - it need a LOT of cooperation, but can be done) i calculated a level 2 spell to heal 129 hp spread around 63 people per casting (50 charges would be 6450 total healed with full charged wand that cost 4500 gp so roughly 8 sp per hp or 0.8 gp).
and if you buy an extended wand of said spell (3rd level wand so 11,500 gp cost. but it has higher caster level) it would heal up to 1,130 hp spread around 203 people per charge (so 56,500 hp for all 50 charges. less then 0.2 gp per hp healed).
first round would be like so :
at 1st round
with the extended wand it last for 10 rounds adding 20 people per round after the first (1st round has 23 people in it).
so 23 are healed for 10 hp, 20 for 9, 20 for 8....20 for 1 in the last round.
i did the math in a sloppy fast way. others might well improve this method. this uses one medium or small person per square, if you can get more (like ratfolk swarming etc) this would heal a LOT more people (or ratfolks at least).
for a TON of healing (if anyone want to do the math go on a head. im not bothering with this one) i suggest a symbol of healing though this one can't heal the same people over and over in a 24 hour period. unlike the path of glory.
if your two handing a weapon go for shield brace feat. let you use pole-arm or spear group weapons with Shields. i like using Nodachi with a heavy shield. (my warpriest uses the clawhand from above with it so he can cast ,fight with 2 handed weapon and have shield on)
grab a clawhand shield. it's +2 heavy shield (+4 shield bonus total). no problem for arcane casters. no acp. and it make the somatic hand gestures for casting so don't need a free hand to cast.
force shield ring cost 8,500 gp and take up your ring slot. clawhand cost less (8,158) and while taking up the hand, leave it open for casting and such. and higher ac all together (+4 vs +2)
while "never split the party" is a great and informative song(look it up). it is also a metagaming song.
-but all in all metagaming should not dictate how and when a paladin falls in RP.
the players can lift how many eyebrows they like (and i as one WOULD do the same). the characters were not abandoned.
i was taking it to the extreme. just pointing out that since they did survive maybe they were not is such a great danger they needed the big strong paladin to save them.(heck for as much as we know the rest might be 7 feet tall barbarians who hate to share..)
also (@Reksew_Trebla ) in the babysitter example up there. he was abandoning the babysitter not the kids ;)
he didn't leave and go home. he went to face other dangers that might harm some1 less competent.
as i said if he came back and find his entire party turn to bits..yea. that might count as abandoning. if he comes back and the cleric is healing the wizard while the rogue is hiding stuff in his backpack. it was fair game
i'll go with the old fashion way. if they die fighting the enemy he left behind he abandoned them. if they live it was not a danger they couldn't face .he isn't their baby-sitter ether, they are grown men(and women) and it is a war (large scale combat was mentioned).
in fact any paladin in a war who have two low level npc on ether side of him would fall if this was true.
abandoning is going away from combat. not into it. you can't protect them all. you can't save them all. but turning your back and leaving them fighting while you chose not to fight at all is abandoning. going to fight the big bad boss. or his more competent 2nd in command since that is the best tactical way to divide your strength in battle - is not.
you are using the OLD juju oracle reference (from 2010). it was edited(in 2013).
that is how they were going to let them bring up the juju zombies (which by the way, back then could have ANY alignment not only evil).
the new errata to this class took out the whole juju zombie easy access compliantly. (as well as the flavor text suggesting creating them '...including the actual feared juju zombie...').d
this is where the whole weight of coins come in(what was it 20 coins per pound?)
..sure they can try and steal your belt pouch. now what is their str mod and how many coins can they move with in light load? just run after the one who suddenly drag behind. (remember small mean 3/4 of caring capacity as well.young age has str penalty)
your mixing up tactical dividing of troops and abandoning them.
when i wanted to make my 'swift blade' samurai (using dex to hit and damage with a katana) i ended up fleshing a swashbuckler into it. worked very well.
on that note. a Kata master monk (one level to get to use monk & unarmed weapons for swashbuckler stuff) then going into whirling dervish swashbuckler would let you use dex for damage, have monk's wis ac and use cha for panache. flurry with unarmed or monk weapons using dex to hit and damage. and by level 8 (monk 1/ swashbuckler 7) you get the 'Whirlwind Dance' deed that let you move and full attack (with all attacks using highest bab and add flurry to boot).
also you'll be adding all swashbuckler levels to damage via Precise Strike deed
for katana you might need something to be able to count it as a monk weapon (or just go for temple sword)