Like as had been said, the biggest weaknesses of Awesome Blow are that shield slam does basically the same thing, and that it only works against creatures the same size or smaller than the brawler. Heck, you could use martial maneuvers to grab improved shield bash, two weapon fighting, and shield slam at that level assuming you spent a feat somewhere for shield proficiency.
Too much bookkeeping for me, but if others can make it work easily enough then sure.
My first suggestion would be to give the hunter a favored-enemy-like mechanic to bolster the medium bab without invalidating the ranger by being a full bab 6 level caster. Or maybe like the Guide's focus ability.
Second suggestion is that the animal companion gains the extra teamwork feats that the hunter does as bonus feats. As long as the hunter qualifies, both get it.
Jester David wrote:
Check the first post, Hunters can gain any animal companion a druid can.
I'm going to say I like that the animal aspects let me buy things other than the stat belts, though the duration is indeed a bit short.
I'm also going to say I like that it's not wild shaping. Leave that for the druid.
If I had to make a suggestion, just let the animal companion gain bonus teamwork feats the same time the hunter does.
DM Crustypeanut wrote:
I'd have them pushed back 5' for every successful hit.
This is more of a concept at the moment than anything, but it seems Magus is probably the best class for performing combat maneuvers. Arcane Accuracy, Spell Combat + True Strike, and would have the Int for Combat Expertise anyway.
I'm not saying throw everything into maneuvers, but maybe getting expertise or improved something every so often, maybe with the bonus feats, seems promising.
My 2nd level Barb got separated from the party by a moving wall trap and ambushed in complete darkness by an owl bear skeleton. It got the higher init so I ended up grappled before I could rage or draw my greatsword. So what do I do? I grab my heavy pick and start giving as bad as I'm getting. I think we traded blows for 3 rounds and I was down to like 2hp (fortunately urban barb so no suddenly dead syndrome). If any of my attacks had missed I'd have been rolling a new character (and trust me, the dice can be vindictive to me sometimes).
I've never understood why people thought they would be compatible. Cross blooded modifies the entirety of the bloodline ability, which means, to me, that wild blooded couldn't modify anything in the bloodline if it wanted to be compatible, which obviously isn't the case.
I always thought that the wildblooded bloodlines were just like subdomains. I don't hear anything about a cleric archetype that modifies domains being incompatible with subdomains.
--Vests of Resistance instead of cloaks
One easy way to do it is to just pick however many skills as you get per level (in your case 12) and just put one point in them each level (assuming you don't multiclass). You can have a maximum number of ranks in any given skill equal to your class levels. A level 1 character can't have more than 1 rank in any skill, a level 2 can't have more than 2 ranks in any skill, etc.
Chengar Qordath wrote:
Only if they manage to get off the boat within swimming distance of land.
Most of the mistakes I see boil down to things from 3e being tweaked in pathfinder. Basically, "Wait, the spell doesn't do that anymore?"
If I was to change anything it would be delaying the rate you gain new spells levels for all classes. Make getting the highest spell levels capstone abilities
To clarify, it involves lots of free actions.
First, it's a free action to let go of your weapon with one hand (and thus be holding, but not wielding, it with your other).
It's also a free action to regrip your weapon in the same manner.
Third, casting a touch attack spell. Actually casting the spell is a standard action (usually, corner cases may apply), and then you get one free action attack to deliver the charge of the touch spell that turn.
Fourth, grabbing your weapon does not discharge your spell. See faq Here.
So it goes like this:
Archetypes. Instead of hundreds of prestige classes and dozens of base classes, just swap some things to do what you want. Also less rules books put out overall.
The PRD, including errata. Also faqs easy(-ish) to find on the company site.
CMB/CMD so much simpler to have all these wrapped up together, even if the way it scales makes it not work too well against non-humanoid opponents.
Gotten rid of dead levels for the most part. Including feats every odd level.
The skill system revamp. Really, 1/2 ranks was such a pain to figure out, especially with all the multiclassing 3e encouraged.
Sneak attack works against most things now, yay.
The bab/hit die size tie in.
Traits, retraining, words of power, all fun.
I actually got this one from a random encounter roll a while back.
40) A small herd of about a half dozen or so brachiosaurus' (or other huge plant eating critter) is crossing the road ahead. And you thought the sheep were bad.
41) A herd of sheep stretching as far as the eye can see in either direction is crossing the road ahead. And you thought the dinosaurs were bad.
Alexander Augunas wrote:
Can we sticky this somewhere?
Man, whatchu got against Meatwad?