Has anybody gone through the words of power and give each one a word in Draconic or some other language? I think it would be cool to have a name for your spells as opposed to "Burst Fire Blast" which sounds cool but not what the word of power actually is.
So the idea would be to create a Prefix, Infix?, and Suffix for each Target, Effect, and Meta word respectively.
This seems like a big undertaking by an expert in linguistics, so I'm not about to pretend like I could do this. Does anybody know of an existing set of WoP translations?
Acrobatics:This text doesn't mention anything about the roll being anything but a skill check. Nowhere in the rules does it state that a natural 20 on a skill check is an auto-success. In comparison, two situations where a natural 20 is an auto-success are on attack rolls and saving throws.
In addition, you can move through a threatened square without provoking an attack of opportunity from an enemy by using Acrobatics. When moving in this way, you move at half speed. You can move at full speed by increasing the DC of the check by 10. You cannot use Acrobatics to move past foes if your speed is reduced due to carrying a medium or heavy load or wearing medium or heavy armor. If an ability allows you to move at full speed under such conditions, you can use Acrobatics to move past foes. You can use Acrobatics in this way while prone, but doing so requires a full-round action to move 5 feet, and the DC is increased by 5. If you attempt to move though an enemy's space and fail the check, you lose the move action and provoke an attack of opportunity.
The answer: No
wonk wonk, haha, you're totally right! Of course fighters are proficient. I don't know what I was even thinking! In that case, fighter/ek is the best option. The question is how valuable is the bloodline? Also, remember Robe of Arcane Heritage Caderyn!
Bravo, and, touche. My logic is fine, since my point was that you can get your effective ACP down to 0 with Armor training. It WILL affect your character since you'll be taking a -1 to all your attacks with an ACP in an armor with which you're not proficient.
Your build looks really awesome, and I like it! He just can't use celestial plate without taking ray penalties. That aside, great build!
Also, remember with EK that you lose 1 lvl of spellcasting, which gives you an effective +1 CL over a Fighter 3/Sorc x
Edit: I just noticed that you already addressed the +1 CL.
Unsolved mysteries ^^; Like the Rhino Hide which is not a material nor an ability you could place on any armor.
Rhino Hide: +2 Hide Armor with Rhino abilities
+2 Hide Armor
Difference: 5,165 - 4,165 = 1,000gp
That 1,000 gold pays for the additional "Rhino" abilities that the armor gives you.
This is a
Hmm I guess but not so sure since for example Celestial Armor gives a Max Dex bonus of +8 which I found like impossible to have since its suppose to be a Chainmail and even if you make a Chainmail of Mithral you still never reach a +8 Dex bonus.
Well what you need to do here is do a comparative analysis of Celestial Armor and Celestial Plate and see which characteristics are impossible to obtain through alternative materials, and then see if there is continuity between the two armors. Once you've isolated what those "impossible" factors are, then you turn those things into either a "fixed cost" upgrade or a "+1, +2 etc..." upgrade.
Well hmmm.... there is >THIS<... thought it's pretty ambiguous. Unless there is something in the rules stating otherwise, it should be safe to assume that it IS okay. The hard part is, for specific weapons and armor, deciding which abilities should be considered as "+1, +2, +3" etc vs fixed price (transformative, dueling, etc).
Lets try on an example:
Aura faint abjuration; CL 5th; Slot none; Price 5,940 gp; Weight 2 lbs.
1. Whispering Shrike is a +1 wakizashi of incredibly beautiful design.
Craft Magic Arms and Armor, shield other; Cost 3,140 gp
This item is a +1 wakizashi with two additional abilities:
1. Cast shield other once per day
2. You may store a flask or other item inside of it
Lets do a price breakdown:
This exercise could be done with the Celestial Armor and Celestial Plate
The real necessity comes at lvl 3, which is armor training 1, giving you 30 speed in fullplate, and dropping your ACP to 0 if you follow my formula.
As for levels in fighter hurting, I'm not so sure they will. Considering all the bonus damage as well as the increased to-hit from full BAB, your ray spells will be just as effective. For every bit your DPS drops from damage dice, it goes up for accuracy and fighter features.
Ask anybody who has played a blasting sorc into high levels, they weren't worried about Spells per Day, they are worried about how much damage their spells per day can do. Save the metamagic for maximizing instead of making your proficient with armor.
Celestial Plate (Armor) + Comfort (Enchantment) + Arcane Armor Mastery (Feat) + Armor Expert (Trait) + Fighter (3-5) = Full Plate Armor, 0 ACP, 0 ASF, 30 Speed, 3-5 lvls of Fighter (+3 BAB, Weapon Focus (Ray), Weapon Specialization (Ray), Weapon Training (Ray?)),
Just pick a couple of ray spells from lvl 7 and below, and invest all of your feats into them. Use maximize and empower, etc metamagic and you will be godlike.
I don't think your sarcasm really responds to the essence of what he was saying, and what I agree with. Playing with a DM who thinks that "the metagame" is so important that he will inexplicably and arbitrarily break some encounters just to counter your characters strength is an example of poor DMing in my experience. I know plenty of DM's (probably including yourself if I may be so bold, which are also not aliens) who would know how to throw a challenging encounter at a party without making it obvious that he's just fudging the numbers.
If you, as a character, are intentionally unbalancing the game, that's really your problem, and I would have that conversation with you as DM. If your DM struggles to properly handle this and so he decides to over-compensating just to counter your unbalance, then that is also a problem. A DM needs to be able to see beyond that, and let characters have their fun, while naturally exploiting their weaknesses when the time is right, which will teach them the lesson they needed to learn.
To the point on the table, I think weapon focus goes a LONG way for some characters, especially TWF, and 3/4 BAB characters. Powergamers understand the cumulative DPR implications, and the average game begins to notice when they're not hitting enough. My first TWF Rogue was oozing with flavor and fun combat options, but really struggled to hit. Weapon Focus was an important bump (along with a few other feats and pieces of gear) that helped me to see his combat abilities become useful.
int 10, wis 16, & 5 cha... intersting.
Intelligence determines how well your character learns and reasons.
A general overview of this character:
2. An eccentric, socially extroverted, but knowingly undervalued individual. Constantly considering "what if" for past, present, and future events. He is someone who has clear goals set out in mind, and works hardly to achieve them, but struggles when it comes to working with others. Is painfully aware of his inability to lead, which is extremely frustrating, and too much of an individual to be led. He is valued for his strong will, and sometimes becomes a leader because of his sheer determination, but only for a short time. His friend and confidant is another high wisdom character who understands him.
3. An over-critical coward. Someone who thinks he knows everything about everyone else, but struggles to show any self-understanding. Is quick to analyze and interpret the behavior of others, but will socially justify any of his own shortcomings. His feelings are hurt when he gets a taste of his own medicine, but he is able to get over grudges on his own. Painfully aware of his own weaknesses, he seeks to displace his self-loathing on other people. His harsh personality is only ever curbed by a group who doesn't put up with his crap, some kind of selfless behavior for a higher cause, or perhaps a love interest who brings out a softer, more sensitive side of him.
The question is what spell to use. From a formulaic standpoint, you're looking at this:
(A(SL*CL*2000) + .75*B(SL*CL*2000) + .5*C(SL*CL*2000))/(5/Uses)
So lets say we built it with the following...
((2*3*2000) + .75*(1*1*2000) + .5*(1^2*2000))/(5/1)
(12,000 + 1,500 + 1000)/5
The weapon looks like this
Price: 2,900 gp
The Secret Weapon resembles the hilt of a sword, a piece of wood wrapped in leather and chased with silver wire. When activated, it transforms into a +1 weapon of the wielder's choice and grants the wielder proficiency in the use of that weapon while he is wielding it. The item can be used as a weapon for 10 rounds per day. These rounds do not need to be consecutive.
EDIT I've done some heavy editing here :) It is considered to be one use since a level one use of the spell summon weapon lasts 10 rounds.
I am starting a new campaign in two weeks (just coming off of book 2 of WotW) in which magic is less understood than normal. Basically, I went through and reduced spell progression.
I've given them all either bonus feats, improved HD, or improved BAB (3/4).
After looking through all of the different level spells, I came to the conclusion that level 5 is essentially when you start opening up "god mode". Level 5 spells are extremely powerful, problem solvers, so I figured that should be the pinnacle of their power.
I also removed the possibility of SR for energy damage, and increased the lvl cap of bonus healing that cure spells do.
If you're interested in the progression I developed, I could upload it for you.
What kind of adventurer takes all of their personal belongings on every quest? You take what you need, not your guild arsenal.
But yah, if you insist on taking all of your gear on a quest, bring a Heavy Horse with a Heavyload Belt and mule-back cords.... haha. Thats a light carrying capacity of 2097 lbs., or maxed out heavy at 6300. That's 3,000 gp in investment, and what's the worst that can happen for overloading?
Multiclass: Barb 1/Cavalier (Huntmaster) X
Give us a better look at what you want exactly with those three things and I could help you.
Trade in your light armor proficiency, or just spend one of your regular feats for a variant of this feat which you and your DM find balanced:
CANNY DEFENSE (COMBAT)
The Kirthfinder System has a simple method: Battle Fatigue
Battle Fatigue wrote:
Battle Fatigue wrote:
Aelryinth, can you cite for us in the pathfinder ruleset the following statements?
1. Dexterous characters have superior control over light weapons that don't require much strength to move
2. can move them with great precision and steadiness.
3. Coord has very little to do with speed.
4. In PF, moving weapons faster is a question of BAB.
Agile Weapon: Agile weapons are unusually well balanced and responsive. A wielder with the Weapon Finesse feat can choose to apply her Dexterity modifier to damage rolls with the weapon in place of her Strength modifier.
Weapon Finesse: You are trained in using your agility in melee combat, as opposed to brute strength.
The Pathfinder ruleset IMO does not agree with your conclusion based on your logic.
Edit: I'm not saying your logic is bad, I'm saying that the in game interpretation explains why dex can contribute to damage.
John Kretzer wrote:
Where is this quote found. This wording is nowhere in the GMG.
Pathfinder is setup so that all creatures are built around the same rules and assumptions. That means you can take any creature and start leveling it up as you would a hero, improving their saves, HD, etc. Not saying it will make sense or be balanced, but you can.
A good way to pump up a Goblin to be a boss is to give it a lvl in something, or give it the advanced simple template.
Templates have an inherent CR. leveling them up is a bit more complicated I think when determining CR but the rules are there.
You, sir, should be kept nowhere near 12 year old girls...
my second version of the feat takes this into consideration partially, since to me, "quick strikes to vital places" is only 1/2 of the equasion. Def a balancing factor.
As for fighters... Fighters dump dex all the time. By the time they can even use it effectively to enhance their AC, they can afford a belt to pump their dex up to 12 to match a full-plate, or 16 later on for mithral full-plate.
So a maximum of 5d3*5 damage?
5 (dice) * 2 (avg dmg) * 5 (rays) = 50 dmg avg at lvl 5.
Lets compare that to Shocking Grasp, which has a maximum damage of 5d6
5 (dice) * 3.5 (avg dmg) * 1 (touch) = 17.5
I would say that this spell is grossly overpowered.
Might I suggest...
1 ray per lvl at 1d4 per ray, and no increase in damage.
1 (dice) * 2.5 (avg dmg) * 5 (rays) = 12.5
the 5 point reduction in damage is a price to pay for more missiles and ranged touch vs touch.
Wait, what? You mean leave the off hand at .5 or have it always at 1? also, don't allow 2h finesse weapons at 1.5?
Captain Sir Hexen Ineptus wrote:
Thanks Ineptus. Sucks I can't edit the original, but that's a great idea and I'll have to think of an accessible way to do it.
True that. Potions of negate aroma and invisibility trick help, but don't solve.
There is still something very appealing about the rogue and I would argue that it is probably one of the most played classes out there.
I totally agree! I love playing rogues, and they will always have a special place in my heart. They are iconic and very commonly played at my table and at those I play on.
Me, I reject this statement. Alignment is a part of a character that grows along with his experience and decisions.
A player is not bound by alignment, but should pay attention to it.
I beg to differ, and so does this text:
Weapon Finesse (Combat)
In that clip, the scar-face albino dude fights with Strength. A lot of strength. He directly blocks (he does not deflect, he flat out blocks) full power swings from those big bird-head guys. Just because he spins a little some times does not mean he's not using a power style, or that powerful people can't spin.
OK bro so 4 things:
First of all, he's not just some "scar-face albino dude", he's the effing elven prince Nuada so show some respect.
Second of all,
Third of all, if you read what I said earlier, I said "momentum through agility"
Fourth of all yes, powerful people can spin... if they're not wearing heavy armor and don't have a tower shield and can manage to place some ranks into acrobatics... yes sir, you are correct.
It would take an epic DM to spin a story that good including this band of evil Drow fighting for evil and ultimately saving the pure in heart from themselves... though would invite it. Usually, Drow are just Drow, not epic universe altering Drow.
To drive home the point, destroy and/or remove things that are important to them, but leave them with their lives. Ultimately, the loot distribution is up to you, so you get to choose when they get what you want them to get.
Have them imprisoned and their gear lost or stolen.
Have an important mount killed (but not one that will damage stats)
Have an important NPC killed because of a party oversight.
Knock two PC's unconscious through damage during combat, leaving them at the brink of death.
Have the king/mayor view them as a threat, and harass them, treat them poorly.
Have the townsfolk observe or misunderstand a misdeed and spread rumors around town, villainizing them unjustly.
Thanks for the dialogue guys! This is going awesome!
This was one of those powers I threw in to get people's reaction.
From my perspective, there are two visions of what "Finesse" fighting means. Some say that it's quick jabs with thin weapons that quantifies "finesse", but there is the other side that considers the creation of momentum through agility as opposed to raw strength. Perhaps it's both. I encourage everyone to watch THIS
I think you're right here, thanks for you two's input!
3. Resulting dpr of twf/rogue or fighter builds using this feat still do not touch the dpr of a two-handed fighter archetype, though it has gotten close on occasion. I do not, personally, see this as a bad thing.
I concur with this as of today, which is one of my big motivators. The truth is that this thread is a sister of the "rogue fixes" phenomenon going on.
The Boz wrote:
Has anyone thought about how a feat like this would work with composite bows?
I simply cannot understand how it would work.
To the OP, I am in the crew that believes dex is too strong a stat already. My recomendation to balance this feat is either to limit it to only a single one handed weapon, or to cause it to remove one or more of the other benefits of dex. IE if you take this feat, your intelligence adds to reflex saves instead of dex.
Thanks for your input. If I were to apply something like this, I would more likely take a more direct approach to nerfing Dex, such as"Until your next turn, your Dex bonus to Reflex Saves is halved." or your AC bonus from dex is halved, or you take a -2 to AC and reflex saves etc etc.
Here is a cut down version of the feat with some modifications.
Finesse Strike (COMBAT)
You are trained in using your agility and accuracy in melee combat, as opposed to brute strength.
Prerequisites: Dex 17, Weapon Finesse, base attack bonus +1.
Benefit: With a light or finessable weapon made for a creature of your size category, you may choose to use your Dexterity bonus instead of your Strength bonus on damage rolls. If you have a Strength penalty, it is still added to your Dexterity bonus on damage rolls. You cannot use this feat if you are wearing medium or heavy armor or a shield. Creatures who are immune to precision damage or have cover are also immune to this damage.
Normal: Only your strength modifier is applied to melee damage rolls.
Special: You may not use this feat together with Power Attack. Double Slice, when used with Finesse Strike, allows you to add your full Dexterity bonus to damage on your off hand instead of Strength.