Lobo Lurker said:Approved Ferrix (shooting for all those unnamed compulsion bonuses eh?).
Yep.
Lobo Lurker said:Approved Ferrix (shooting for all those unnamed compulsion bonuses eh?).
Yeah, it does... but I'm not on vacation.Voadam said:But on the bright side your location tag says costa rica.![]()
Pyrex said:Keep the following in mind: You have to spend a Standard Action to activate the ring every few rounds and you suffer your own 20% miss chance when blinking.
Pyrex said:Yeah, you can still sneak attack, it's the standard action every few rounds to keep the Blink going that caused the most irritation among players in my group.![]()
Lobo Lurker said:Tailspinner, an AE feat that might interest you. [SBLOCK]
Hands as Weapons[/SBLOCK]
After a ritual in which participants sear your hands with scalding water, your body can hold special magical abilities.
Prerequisite: Truename (eh, just assume you have one)
Benefit: A character with this feat can add--or have someone else add--an enhancement bonus or a weapon special ability (such as flaming or disruption) to her unarmed attacks. She must add the bonus or abilities normally, such as by enlisting the aid of someone with the Craft Magic Arms & Armor feat, who pays the gold & XP costs, and so on. Like weapons, these bonuses and abilities can be suppressed, but not permanantly dispelled.
Obviously, some weapon special abilities, such as dancing, cannot be applied to your unarmed attacks.
This feat can be used to modify unarmed attacks with natural weapons such as claws or a bite attack. Characters with more than one unarmed or natural attack need not take this feat multiple times.
Pyrex said:It's listed at CL7 but costed at CL5.
I'll let you (and/or Lobo) figure out which value is wrong...
Tailspinner said:If I took this one, how would I go about adding things to my unarmed attacks? Buy them for their normal market price? Also, would it be added to both in the case of claws or wings, or would I need to add it separately to each?