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from page 31 Path of War:
"Counter: A counter is a fast, usually defensive maneuver that is used to prevent or respond to your opponent’s actions. A martial disciple who dodges just beyond an ogre’s reach is using a counter."
also, same page:
that side bar is what makes me answer the way I do.
some occasional 'side quest' style adventures have their appeal, but otherwise that home stretch to 20 would be a great place to settle into.
so, aegis soulknife can work really well. because of all the multiclassing you will likely be doing, Student of the Astral Suit and Fighter's Blade feats will be important as soon as possible. also, because of all the blade skills you have your eyes on, you may need to pick up Extra Blade Skill a few times to make up for lost levels and to be able to do some of that at a reasonable level. you will not have a bunch a free feats going this route though.
I'd like some cerulean seas inspired adventures. (I am planning on running some players through a cerulean seas game, where after a few levels a massive starjammer ship, not sure what type yet, crashes into their sunken planet, releasing things that had been sealed away deep in the planet. but, now there is all this tech that no one knows how to use, and maybe even survivors if they act fast enough. like within a week fast? not sure)
also things with odd starting levels; most adventures I make up in my home games start at level 3 (past that point where an unlucky roll can one shot a character).
machinesmith + Cavalier= mobius mount
machinesmith + bard= replace standard spellcasting with the machinesmith prototypes, a mobius instrument that can double as another mobius item.
Small detail related to the Imp's poison. You have it described as soporific, which means to induce drowsiness or sleep. Was this an accident?
for the feats:
I could swear I saw a random grammar bit that caught my eye earlier, but, can't find it again.
you can go ahead and put in a vote from me as well then.
oh yeah, I looked over my math again and remembered i had done the math over a 2 round span to better show oof how some classes with recharging abilities might have less longterm damage even if they can hit harder for 1 round. so yeah, half those numbers i mentioned if you are only talking 1 round. my bad.
I was doing a simple class DPR comparison recently. By level 8 many martial classes seem to be right above 100 to about 138 (in the case of the barbarian). Admittedly, my calculations didn't take nat 20s, nat 1s, or misses into account. (this definitely caused a skewed result for unchained rogues who were dual wielding, who are looking at something close to 180 on a full attack with average damage and no misses)
Noticed a spelling error in the Mystic Mimicry feat (in the Woodlands release): "This breath weapon takes the shape of a 60-foot line or a 30-foot cone, chosen when you breath."
Additionally, speaking of pseudodragons:
so, I'll be doing an iron gods game soon and the DM okays my android soulknife (Brutality Blade) concept.
Recently I was looking at the Grammaton archetype for cryptic, when I saw that their disrupt pattern gets a strange change:
The grammaton is only able to use the disrupt pattern ability when making ranged attacks with a handgun."
1a) Does this mean that I am adding my Disrupt Pattern and Enhanced Disruption damage to my gun attacks?
Unrelated to the above:
I can see that now (but didn't notice before)!
Still thinking a half-duergar options would be fitting too.
my previous game died due to schedule conflict. That said I have looked at the half-dwarf and am curious about why they are psionic? Nothing wrong with it, but it seems kinda left-field.
Related: "Their sterility removes them from one of the most fundamental aspects of being alive."
Will their be some alternate racial traits for half-duergar?
while i absolutely love the Moonlight Meditant, the "In Wolves' Clothing" ability seems to give a lot all at once at level 4:
also, would this archetype have access to feral heart blade skills (the ones that make sense anyway)?
How easy is Akashic to use, in your experience? Does it mesh well with the other two and Vancian spellcasting as a whole?
It is very easy to use. Pick you effect, turn it on, leave it on (if it is like that), and maybe invest some essence (low levels you can only invest 1 essence per veil, though as you level you can eventually invest up to 4 at high levels, maybe more if you have class features or a feat that allows it).That is my experience anyway.
As for the other two, they all work quite well. I have almost considering knocking the core book's classes out of the game in favor of DSPs classes
could you link us to the class (if it is available d20PFSRD)? that could help.
sorry if this doesn't belong here. but i looked on the message boards pertaining to Martial Training feats from PoW. my question is if you are playing a Stalker, could you use Martial Training 1 to get the Cursed Razor discipline and then would it be considered one of your disciplines? if so, then i could use the Stalker's natural progression of martial maneuvers for Cursed Razor, correct?
I do not think it works that way.
Me and a friend are having different interpretations on how paladins spellcasting works, and we would like to see who is more accurate.
My interpretation: you need 8 hours rest followed by 1 hour of meditation to gain your daily spell slots/prepare your spells. And that this process can be done once (except to fill spell slots that are empty and unused).
His interpretation: you only need 1 hour of meditation to get your spell slots/prepare spells. And this process can be done as many times in a day as you want, providing as many spell slots as you need.
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