Access to trick traits?


Extinction Curse


Quick question...
At the start of the adventure path the signature trick traits players have access to do not include Magical or Alchemical. How does a spellcaster or an alchemist create a signature trick that includes those features of their class to create a signature trick performance? Are they limited to only non-magical sig tricks? Feels like it puts them at a disadvantage. Should they really have to wait until another magical or alchemical performer comes along to show them? I'm still running The Show Must Go On. Characters are nearing 5th level. The casters know plenty of magic at this point.
I have a player who really wanted to use dancing lights as part of a sig trick, but there were no traits that seemed to fit.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path Subscriber

They can use magic or alchemy in their tricks, it just can't be focused on to the degree that they get the specific bonuses listed in those traits until they learn how from someone else.

So they could choose Crafting for their trick check and then choose something like Fire/Water for their trick trait. It's all pretty open-ended and they can do whatever as part of their trick, they just need to pick specific areas of the trick to focus upon that they have access to.

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