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A party ally (a member of an allegiance is an ally) would gain the benefits of the Flagbearer feat. If the banner for your party, allies of your party (read: creatures that aid the party in combat) should gain the benefit of the feat.
As for bardic performance... well... it's iffy. Here's what Bardic Performance says:
"If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and many such performances are language dependent (as noted in the description)."
However, reading over the Bardic Performance entries, you'll notice that, while many are dependent on audible or visual components, not a single entry is listed as being Language-dependent (to which the Bardic Performance entry refers). This means that, RAW, anything not immune to Mind-Affecting abilities that isn't deaf can benefit from an audible Inspire Courage. If your DM decides that language is an issue (in which case he is wrong), then simply elect not to use a language when using inspire courage. Done and done. The only place where such a ruling gets annoying is if you are using Oration to perform, but even then, bardic performance, for the sake of Inspire Courage, doesn't care about skill ranks or anything, so you can do whatever you darn well please for Bardic Performance purposes, even dancing if your allies aren't blind.
There is nothing about reincarnation, or even death for that matter, that states that it cures a target of a mental affliction. By the book, the ONLY way to recover from an insanity is the long way (Link). In fact, reincarnation even goes so far as to say that the subject keeps its mental ability scores, providing solid evidence that their plan, while quick, would prove ultimately fruitless.
I'm having a hard time NOT picking Eldritch Guardian for every fighter I ever make. It's just so good. Monkey is the #1 choice because it can reasonably wield weapons, meaning a feat like Exotic Weapon Proficiency (Fauchard) turns your monkey into an additional area of reach & possibly damage. You can also do other cool stuff, like giving your familiar extra natural attacks, or, if you're a Tengu (or some other race with natural weapons built in), you can focus on your natural weapons to further improve your companions, picking up stacking feats like Improved Natural Attack, and letting your Weapon Focus/Specialization feats stack for both of you, not to mention improved crit feats.
Oh, and did I mention that they get a better version of Bravery and Perception, Spellcraft, and UMD as class skills? That's a pretty big deal.
It is. The only thing I dislike about it is the vulnerability to Sundering and Dispelling. Otherwise, yeah, that's a cheap alternative to the suggestions above, at which point you could pick whatever you darn well pleased. I would like to second the Dual-Temple sword monk, as it gives you a means of two-weapon fighting, gets you bonus damage, and can keep your AC up with little-to-no armor.
Fighter. The Two-Weapon Warrior archetype allows you to wield a medium weapon as a light weapon in your offhand, make an attack with each weapon when you make an attack as a standard action, as well as on opportunity attacks, plus the bonuses on all full attacks. Weapon Focus/Specialization will help keep your damage up. No magic, all awesome.
So, this may be an odd question, but I was thinking about it, and can't find any rules that disallow it.
There's this new Fighter archetype in the Familiar Folio called Eldritch Guardian, and it's the bee's knees. Basically it replaces relatively few class abilities (just two feats + Bravery) for a full progression Familiar that shares your combat feats. Then I started wondering:
If I picked up Martial Weapon Proficiency: Lance so that my familiar had it, and had, say, the dreaded Monkey familiar with the Mauler archetype, could I as a small sized creature mount the medium monkey whilst it is mounted on another creature? You could even take the rest of your levels Cavalier for more mounted combat goodness, and an almost full progression mount. My question isn't one of viability: it's simply one of possibility.
Obviously this is utterly ridiculous, and I wouldn't pull out this kind of wackiness unless I was playing in a game that called for it, but it IS something to consider.
It depends on the group. I typically throw CR+3 encounters at my groups as a regular fight, but I also don't use maps and typically only have 1-2 encounters per in-game day, so that tends to work out well. I will occassionally do a CR+5 as a boss, but that's about it. Recently I've taken to using monsters that break the CR system, like Shadow Demons, Medusas, etc. They're a lot more interesting, and are always threatening, regardless of party level.
I DM silly games, but only because I know my player's well. I've put them in harrowing, life or death situations against unnameable monstrosities, and they turn it into a silly-fest anyways. But that's fine. My goal as a DM is to facilitate their fun, and I have the most fun watching my group have fun, so as much as I might WANT a group of involved, diligent, and motivated roleplayers, I guess just sitting with my friends and playing a fun game will have to suffice.
As a player, the few times I've gotten to be one, I tend to take the adventure seriously, because I feel like anyone, even a jokester, would look at the fate of the world with at least a hint of seriousness.
I can see the premise of this challenge being a local legend in a town, or even city, about how some farmer or baker or someone killed a whole tribe of goblins with naught but his wit and a bit of elbow grease. It might even be a popular children's story.
Also, if you you were able to pack all the goblins into a tight space (say a valley, hole, or large room), a wand of Fireball with a single charge is within the upper stretch of starting WBL, and could hit 64 creatures theoretically.
Okay, I don't know why everyone is beating around the freaking bush.
Arcanine, there is no rule in Pathfinder that says that shifting your character's alignment to evil causes you to lose control of your character. Period. End of story.
Now, some DM's do that, but your DM is being a tad ridiculous. Alignment shouldn't shift due to a single action, as it represents a character's overall actions and demeanor. Even so, unlike older editions of D&D, there is no real penalty for changing your character's alignment. It just represents a personal shift in overall attitude, which seems hardly justified by a single action.
So, I've recently developed a huge interest in the Antipaladin class, and have been scouring the different archetypes looking for cool stuff. I saw fearmonger, and thought it sounded awesome.
Then I read the abilities, and, as written, they just... well, they don't work. There was one thread on this issue, and it never garnered much attention, but the rules brokenness of this archetype I would THINK would warrant an easy fix.
If you don't know about it, here's The Archetype. As you can see, you replace Touch of Corruption with a very specific effect... and then get a bunch of Cruelties that require touch of corruption to function. As it stands, all the archetype does is, basically, lose 2 class features (Touch of Corruption & Cruelty) to sometimes gain back HP from fear spells, a few times per day (and very little HP at that).
C'mon. This is a bit ridiculous. It's one of the more poorly worded archetypes, and I can't help but feel that a few minor word changes would make it actually usable.
Well... we have clear examples of half-outsider creatures (I mean, it's what Half Celestials and Half Fiends are), so I can't see why you couldn't have progeny with an Eidolon provided it has the necessary bits and bobs to procreate. The real question is what the child would be. I imagine you could have some sort of Half-Eidolon offspring that has evolutions or benefits based on those of the eidolon. Or heck, if you wanted to be really crazy with it, a child of an eidolon could either:
A) Have evolutions rolled randomly based on the HD of its parent, or
B) Have the mutability aspect be controlled by the child itself, so that it could change it's own evolutions, maybe 1/day or something.
Either way, it'd be kinda cool.
CRB is fine. I still think a level in Ranger or Barbarian would be better than fighter w/o archetypes, but w/e floats your boat. Oh, if you want the defense of a shield, why not just two-hand a heavy shield? The only feat you need is improved shield bash, and once it gets spikes and the bashing enchantment you'll hit like a truck with all the bonuses along with it.
Still, it sounds like you've got your heart set on the dual-wielding, so that'll be fine. If you're REALLY dedicated to the martial aspect, Ranger 2 would let you pick up two-weapon fighting without the Dexterity prerequisite, so you could get your Con or Int a little higher (or not have extremely low Wis). Still, I think the whole wizard 5/fighter 1 route is fine, so go for it if it's what you really want.
I'm going to second the Reach Fighter thing. I recently made a character like this, and have a few suggestions:
1) Take that fighter level EARLY. It will reduce your spellcasting progression, which will sting a little bit, but the benefits you gain from it will be HUGE, especially the weapon proficiencies and BAB bonus. The extra hit points help too.
2) If you really want to delay taking your fighter level, select either half-elf or half-orc as your race. They can get bonus proficiencies (with exotic weapons as a half-elf) starting at 1st level, which means your wizard can use a decent weapon for a while.
3) Consider ANYTHING other than Fighter. 1 level of fighter gets you a bonus combat feat, and THAT'S IT. A level of Freebooter ranger lets you use a move action to grant you and all of your allies a +1 to attack and damage rolls against a guy, all day, every day. A level of bloodrager increases your move speed and gives you a big damage and survivability bonus for a few rounds per day. Even slayer would work a little better. As far as entry into EK goes, a single fighter level is, imo, one of the weaker options.
Arthur G wrote:
It doesn't say to eliminate their racial ability SCORES, it says to eliminate racial ability ADJUSTMENTS (bonuses to an ability score granted by a race). Your BASE attribute was determined at character creation, and as written, would be left unchanged (aside from removing a racial bonus to said score, such as a gnome's +2 Charisma, etc.).
There are some spells that were added to the list. However, they're not listed under the Qinggong archetype. You have to go find them, and they'll have a little listing that mentions:
"A Quinggong Monk may choose this power in place of X ability and it costs Y ki points", or something to that effect at least.
Nothing says you can't commission some barding for yourself. Either that, or hopefully you picked up some levels in that armor-less Barbarian archetype. Either way, it's a pretty cool idea. If I ever play a game where I have access to Absalom, or another metropolis, I'll have to give this a shot as a character.
Basically what everyone else has said. Power Attack, Spiked Heavy Shield, get the Bashing property ASAP to get that damage up. Otherwise, just build him like you would any normal two-handed power attacker, but with some of the shield feats thrown in. Ranger and Fighter are probably your best bets, but if you'd like some magical flair there's a Magus archetype built around Spell-striking with a shield as well.
I ran into this problem going through my current adventure path, but in a slightly reverse way:
I wanted to sell my spellcasting abilities, as well as spellbook access. I mean, there ARE rules for it, and it makes sense that a player would want to do that. Well my GM and I eventually agreed on was that these rules exist for players, not NPC's, primarily as a mechanic for weighing the cost of a disease and the amount of resources it can consume. For NPCs, typically you can figure out how it works based on the tone of the location.
Well, the primary aspect of a Synthesist summoner's power is that they can focus on two different aspects of their character (Eidolon & Summoner) as a single unit. Since the eidolon will be your primary means if interacting with the world, you can dump most of your physical attributes in favor of increasing your mental ones. Even if you started 10/10/10/14/14/18 (assuming 20 point buy), you're getting good skills, a great charisma (because you're choosing Half-Elf for the favored class bonus that grants extra evolution points), solid saves, etc. The main question is what to do with the eidolon. Now, you've decided to settle on weapon-based combat, which is fine. However, you've locked yourself out of the strongest thing an eidolon gets access to: Pounce as a low-point ability. What this means, however, is that you can start off with a decent strength score and pour the rest of your evolutions into increasing your combat ability (weapon proficiency, increased Natural Armor bonus, movement via Flight, etc.). Since the Armor bonus you receive as part of the class feature can be transferred into Natural Armor instead, you can equip your eidolon with some pretty decent armor to get his AC sky-high (A Mithral Chain Shirt costs a little over 1k and has no Armor Check Penalty, so it's basically free. If you're really desperate for every point, you can add an Armored Kilt if you're okay with sacrificing a bit of move speed).
Basically, you're looking at a 20 AC just from the Improved Natural Armor evolution and your basic attributes, up to 24-25 if you grab the armor. If you get the Limbs evolution, you can even use a sword in two hands AND wield a shield for the extra AC that gives you, sitting you near 28-ish AC. Any remaining points you have can go into ability increases for more damage, or even more AC.
Add to this the fact that you have access to spells like Haste at 2nd level for your whole group, plus other great spells that can give you even MORE survivability, not INCLUDING spending your extra wealth on good items, and yes, it can get a bit nuts.
Eventually you can even pick up Large size and wield a 3d6 damage large greatsword like candy.
Please forgive my lack of empathy, but CRY ME A RIVER. Oh no! Your players are having a difficult time deciding what to do! Maybe it's because you threw a moral quandry their way and expected them to be evil, like your solution to the problem clearly was. Maybe they're new players and aren't accustomed to how an open, living story works (as many gamers aren't at first). Whatever the reason, snapping at them because they can't figure it out is silly. If your players can't figure out an acceptable course of action, then YOU need to step up your game, and I tell you this as someone who had had the exact same problem for a long time, but didn't blame his players.
The legalistic part of me wants to say that yes, each ray is subject to the individual energy resistance of a creature, so a creature with Resist 5 Fire takes 5 less fire damage from each ray.
The anti-legalistic crap part of me wants to say that, if you don't get to do cool stuff like sneak attack multiple times due to some stupid Volley rule that makes NO sense, then energy resistance should only count once, per the same rule.
Get a max-leveled druid to cast barkskin on a potion crafted, it is better.
Why not all of the above? It's only 1k gold. >_>
Plus, my specific group is a bad target for it. It's very poorly optimized as a whole, and a +5 to AC is going to take us from Auto-Hit territory to ALMOST auto-hit territory.
Whatever you do, just make sure she has a means of dealing 10 or more damage on a single attack (whatever the means), a way to avoid damage via AC,DR, or something, and some way to support others. I'm in a group going through Mummy's Mask right now, and most of them are so unoptimized that if we fight anything DR or Hardness, 4/6 of the group is basically useless, and that's not fun. It makes everything WAY too difficult.
Or you could just take the Familiar arcana for it. Save those feats, or just spend one on Extra Arcana. I think with a Mauler-Archetype familiar, it might actually be doable, with your familiar's attribute bonuses making it even tankier, with the familiar feat that increases its hit points as a great way of adding some survivability.
Okay, I was just looking through this in the rules, and MAYBE it takes a little too long to come online, but the image in my head is simply amazing.
So, Magus gets access to the Dimensional Dervish feat line, which is all good and well. Teleport + Full attack is awesome. Then I noticed that one of the prerequisites was Dimensional Assault which seemed a bit... well, lackluster.
But then I thought to myself: Wait, what if I wanted to maximize Dimensional Assault? What's the best thing I can do on a cha-...OH MY GOSH. And the WarpLanceCharge magus was born. Not only can you get one of the most mobile mounts ever in the form of Phantom Steed (though it eats a spell slot), but you get to do all the cool stuff that using a lance entails.
Two-Handed Damage? Check. Hand free for spellcasting? Check. Ignoring any difficult terrain, including allies and other obstacles? Check. The ONLY real concern I have is whether or not you can use Spellstrike with a held spell charge in conjunction with a charge. My get says "No", but my heart says "Please?"
What do you guys think? Is the image of a teleporting, arcane-fueled cavalier atop a Conjured Steed too amazing, or is it too little, too late, and asynergistic?
Go for it. He has no dexterity score, hardness, no constitution score, hit points bonuses based on his hit dice, and everything that comes with being a weapon. To cast spells, his wielder needs to have a hand free to complete the somatic components. It'd work a bit like a mounted character, but with more restrictions. He just shouldn't be mad when he gets sundered. :P
You can accomplish this with full Paladin, if you don't mind a little alignment oddness. The Sanctioned Knowledge feat lets you pull from the Bard Spell list for a few arcane spells, and it's well worth getting anyways. You could also play a Samsaran and pull some divine spells off the Druid and Shaman spell lists that make thematic sense. But then, you could do the same thing for an Oracle, dress him up as a warrior, and pull the elemental/arcane-ish spells you need as a Samsaran.
There are also a few straight divine spells that emulate Smite Evil, like Smite Abomination, and again, if you use some Samsaran goodness, you can even pull some of the iconic Paladin abilities emulated through spells off of their spell list.
Ranger is a good one. Heck, it comes with built-in feat suggestions, flavorful class bonuses that are pretty easy to remember, very few spells to easy the idea of a prepared spellcaster, and a pet to teach you about flanking and cooperative play, though managing the extra companion might be a bit too much for a new player.
Sorcerer is actually a pretty good choice as well, simply because you get a very limited number of spells known. Learning new spells can be a bit daunting, but at low levels you know so few that it's actually pretty manageable for new players.
Barbarian is another good intro class, but it's sometimes difficult to remember exactly how rage affects you, especially once you have a few rage powers under your belt. It might require a bit of extra help from the GM, but not much.
Favored Enemy (along with the Instant Enemy spell) is definitely part of it, but the BEST thing they get is early access to mounted combat feats and ignoring prerequisites via the Combat Style Feats. This gets you early access to things like Mounted Skirmisher, and lets you skip that silly Ride-By-Attack requirement for Spirited Charge, giving you more feats to spend on cool stuff (like Evolved Companion, or Furious Focus, etc.).