I'm an archer with mutagen. So getting an hour of downtime to make more for myself is useful, though probably not required.
I have an adaptive bow so bull's str can work on me for damage if there's not a better recipient or spell choice.
No deflection but AC isn't great so probably not the best choice to receive the buff.
archer inquisitor is nice because there's a teamwork feat that lets you ignore cover and solo tactics lets that work for you so you have improved precise shot via teamwork feat no hoops to jump through. This makes moving for cover issues basically non-existent.
Between normal or sanctified it's tough. Sanctified is nice as it lets you buff as a move action since you're swift gated but you need to do it for every target. Judgement starts off a little slower but ramps up nicely and last an entire fight. So largely depends on how high you plan on getting and how often you fight mobs vs big things.
the RH downside is delaying your fake Improved precise shot feat.
If there was a feat like rapidshot or manyshot for melee builds you'd see them claimed as mandatory as these are.
So something I'm curious about from these, can this floating +2 be assigned to a stat you're already getting a racial boost to? It's been mentioned that it can negate your penalty, but I'm curious about a super boon. I kinda hope not cause then more races open up as having good stats where a double up makes some races king of that stat option.
Mark Seifter wrote:
It looks like there's even more alchemical goodness today in Stephen's interview with Techraptor.
Unlike other classes, alchemist’s resonance pool is based on their Intelligence, not Charisma, meaning that it lines up with their primary ability quite nicely. They also get additional bonuses to their pool as they continue to advance throughout the game, helping keep them up to date.
This line from that link helps some of the problems people are having with using resonance to make your items.
I'm disappointed in this view. My favorite part of the alchemist was making a melee guy that had a great buffing list to handle all the situations you come across (flight, swimming, invisibility, seeing invis, barkskin, heroism, false-life) most having long duration with a nice backup ranged attack of bombs that I'd be willing to trade out sometimes.
Volkard Abendroth wrote:
Yeah, I'm aware of that option, just I play like 90% PFS and so late game is never for me, and even still I'm not sure if I'd want to play many levels not being able to two hand and then suddenly two handing.
Or you're not meant to fight the dragon.
If there's an AMF buffs won't help unless it's on a ranged person maybe. A barb that walks into the AMF will lose all their magical gear increases and any spells buffing them inside of it.
Scott Wilhelm wrote:
Hunters grant Teamwork Feats to their Animal Companions. One of the Teamwork Feats grants a 1d6 Sneak Attack. Precise Strike, I think.
It's not sneak attack, it's just unnamed precision damage. Mostly not an important distinction but it doesn't interact with something like sap master.
Because a non-specialist that decides he wants to dabble in it can have the same things. A bard that hasn't cared for X but has bought items that help in recently vs a bard that has cared for X and has those same items cause he wants to be the best. The "best" is only a few points higher over a similar guy that just decided to give it a try.
The tiger has a few things. If it moves and makes an attack it gets 1 attack and that attack if it hits can attempt a grapple.
Cohorts. A Cohort is basically the same thing as the tiger for the druid. So if the druid is paying for the gear for his tiger it makes sense the cohort also is outfitted from the player. But ultimately it's what the table decides, if they want him to have his own cut then he can.
Heather 540 wrote:
I did a double archetype Inquisitor - Ravener Hunter and Sanctified Slayer. She's a half-orc, which allows her to use an Orc Hornbow as a Martial weapon.
So while true that you treat it as a martial weapon that doesn't help you at all. Inquisitors don't get martial weapon proficiency, so you're still just as non-proficient as if it was exotic still. Though being half-orc does help if you grab the Skill at Arms revelation instead since that would let you have proficiency with the bow as a martial weapon.
If they are going against the best lock it's what DC 25 or 30 right? A lock doesn't get better than that. Traps don't go much higher that I'm aware of. And if there is DC 40 or higher then they are things that parties should be expected to be failing against without a specialist. If the other player(s) have also been investing some then there should be some reasonable things that they can attempt to succeed. People that are untrained shouldn't have a shot at a DC40 thing since it's "basically impossible" to crack.
If the picklocker is chained in prison you have the face talk to someone to get him out or muscle in and break him free are two options that are likely possible for a party, similar to what the party would be doing if there just wasn't a lockpicker in the party.
But that's the whole point. If you're a high level specialist there basically shouldn't be anything that you don't autopass on. You're amazing at that thing. You set the DCs for what they should be and the specialist gets to breeze through since the point of his character is to breeze through those problems. Most skills SHOULDN'T be scaling with levels.
Sorry was still thinking of old mechanics.The deal is though that this doesn't stop dipping REALLY.
Like if I'm a lv3 fighter and want some extra power and can dip to get barb rage for a nice big combat boost and all I really trade is that at lv20 that I'll likely never reach or hardly play at if I do I'll be a bit stronger. So It's either many levels of extra power or a final state of extra power. Personally I think most would choose the little lesser power for longer since it's applicable NOW and a good boost for a boost I probably won't see.
It's what we have now for a lot of classes. Fighter's don't get weapon training boosts till lv9 after getting it. If I'm lv5 and I don't need more feats or armor training then I'm getting nothing I want till then AND if the campaign ends at lv8 or lower I'll never see that bump. So it does nothing to want to keep me in the class even though it's a scaling ability.
N N 959 wrote:
Part of the issue with this idea is it can very easily "force" people to play roles they don't want to. Like if rogue class is required in a party then SOMEONE has to play it to succeed, so better be quick on claiming your class if you don't want to be the rogue.Like this could for a cleric, a rogue, a wizard/sorcerer and only the melee beatstick gets a choice of their character because these classes "purposes" are required and only found in that class.
If capstones were frickin' awesome, people would probably be less inclined to dip. For example, let's say a fighter's capstone was, "pick a weapon, you deal max damage with this weapon." There would be a lot more pure fighters. Do something like this for all classes.
That's actually a pretty lame capstone. Take a normal greatsword, max damage is worth 5 damage on the average. That means that their capstone is like weapon specialization + or like 2.5 feats. IDK, but for me that's kinda pretty lame. Having my damage go from 2d6+50~57 damage a hit to 62 damage a hit doesn't entice me to stay when I could go barbarian and rage and get not only +5 damage but also +4 attack with that 1 level dip and the furious weapon enhancement. I believe their current ability of auto-confirming crits is actually a lot more damage than 5 damage per hit would be.
Well your numbers aren't tied to being a shifter but a barbarian. So yes, the SHIFTER has poor DPR and this barb build does nothing to show otherwise.
Improved familiars are very strong. The reason they don't grant bonuses to their master is because they are far superior to non-improved and they wanted it to have some trade to not ALWAYS be the best option. Some can use wands. Some have their own spells. Some have other cool stuff like at will self teleport, constant detect evil/magic, truespeach, at will invisibility. Some can use weapons and armor. Also they often will have better stats than non-improved familiars.
I feel you'd be hard pressed to show any familiar without archetypes that is better than an improved familiar option. And that it'd be impossible to show that many non-improved familiars are better than any improved options.
Well, as you can see from subject title, I think archetypes for companions and familiars should be there for beginning :D I also think improved familiars should by raw be able to have archetypes, in 1e its not worth it to take improved familiar with feat since normal familiar with archetype is more likely to be useful.
That was the point. Improved familiars are quite strong because of all they can do. Archetypes were a way to try and make base familiars more useful to not have it be an automatic yes of Should I get an improved familiar.
The biggest issue with any "hidden" rolls is that there are many play abilities to reroll stuff that apply to those rolls too. So IF any players have such a thing you'll need to figure out how to work it with secret rolls. Also take-10 is a thing and so they'll need to be able to do that instead of rolling too.
But all skill checks could be done by the GM and make things interesting story wise, but players like to roll as much as they can.
I think the issue is the debate of tags.
Like take a half-orc. It's a human, orc subtyped creature. If I was a human and took racial heritage Orc or the Orc bloodline I gain the Orc subtype, so I'd be a human, orc but not a half-orc which is a human, orc subtype so I couldn't take anything that only half-orcs can take.
Similar parsing CAN (maybe not should) be done with Combat maneuvers. All of them are melee with the melee tag. All of them are attacks with the attack tag, but MAYBE not all have the melee-attack tag.
The view in question is that any maneuver you can do as an attack replacement is tagged with melee-attack, along with the normal melee and attack tags (which yes expands the list from Disarm and sunder to also be trip so yes the list isn't all encompassing but it might not be all maneuvers but all attack replacement maneuvers). Grapple isn't one of those maneuvers that can be subbed in for an attack, thus it only has the melee and attack tags but not the melee-attack tag. Its it's own special standard action to use.
Now I do not believe that the authors with their "conversational" style of word usage intends for any difference and that grapple gets flanking and benefits from trip and all that, but the argument does exist that it might not.
The venomfist gets Venomous Strike ability.
if she hits with her first unarmed strike in a round, the target must succeed at a Fortitude saving throw (DC = 10 + half the venomfist’s brawler level + her Constitution modifier) or take an additional amount of damage equal to the venomfist’s Constitution modifier.
At 4th level, a target that fails this save must succeed at a second saving throw 1 round later or take the same amount of damage again. This effect repeats as long as the target continues to fail its saving throws, to a maximum number of rounds equal to 1 plus 1 additional round for every 4 brawler levels the venomfist has. Unlike other poisons, multiple doses of a venomfist’s poison never stack; the more recent poison effect replaces the older one.
Maybe it's just a tired brain but I can't figure out something.
If I am lv4+ and hit and they fail my poison triggers and deals damage instantly and again at the beginning of my next turn right? And then I can punch and poison them again.