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make vital strike add a single die instead of doubling, and it's pretty okay and non-expliotable outside some edge cases involving crazy druids.
I was writing how I hought VS should be, talking about several hits - realised VS is about ONE hit a round.
No idea how to balance. If you just double weapon die once a round its crap, if you tripple (3,4,5 iterations) it could work but nothing to do with this new system. (and perhaps makes some builds broken with large dmg die).
Take home message: Vital Strike is about ONE large hit per round.
ah great finds! Caustic blood is amazing but the reflex save makes it not work vs people with evasion (one of the reasons im looking for no save since I know I will encounter Evasion). The rest are fantastic too.
I am looking to make a list of spells and abilities that damage attackers when they strike you. The least amount of saves the better. It is for a character concept called the "Touch Me Please" which likes to be hit, for the following reasons:
Any more suggestions? Any spell or class ability is fine, from growing spines to striking the enemy to attempting to make them trip with your blood while you both scream in pain.
No saves best but bring it all!
Matthew Downie wrote:
This system is an integrated Spring Attack with AoO. Makes Mobility valuable along with many abilities/items toward AoO AC.
Good thinking on strategy. Makes combat more fluid, going around the map, being smart and on your toes.
Again, with tweaks Im inclined to this system.
What about Combat Maneuvres?
If they are 1 act they become utterly scary! See Grapple.
Action 1- Grapple
In one round. I hope I missed something, otherwise I would rule CMBs cost 2 acts. If not things with Grab/swallow got deadly, see T rex example earlier.
I would also rule 5ft is free and once a round, as it is with the chained system.
Otherwise I really like this system, breaks the "full attack or suck of martials" but needs some testing/watching specially on:
I dont own the book so its my opinion from this thread. I am in favour of this system, it is less monotonous, fairer albeit perhaps needing tweaks, and opens further play styles and combat mobility (HUGE for me).
Hexcrafter magi, multiclassed with white haired witch probably do the most. Add a monk level to flurry for a dirty trick/cmb.
Grapple (hair), Fatigue (frostbite), entangle (frostbite metamagicked rime), Shaken (Enforcer feat), Sickened (cruel polearm), Dazzle (spear dancer).
Total: 6, just as a base chasis.
Greater Invisibility + Spells will ruin any tactical feel and playing smart.
E6 sounds like a fun system.
Joe Hex wrote:
Physics. Something that breaks the sound barrier will punch a hole through a lot of things.
You could explain to us Magic though, because Im not getting it. (Without the tongue in cheek, I would say we are all too used to the concept of Magic and therefore it makes sense to us)
On the break between them leaving the island in hot equine pursuit of the ship you can give them a breather, perhaps camping up somewhere to rest the mounts. You could give the mounts a little extra speed so they catch up regardless.Also making the sailing take more time gives more time to rest.
For difficulty of the last part I noticed most enemies are single entities or rather few. If Your players seem to have too good action economy on the first two parts Id consider adding some henchmen in part 3.
I didn't go over Kraken well as I'm not a fan of grapple. I could have done with less Combat Expertise/intelligence prerequisites, but that's more of an issue of me not liking those options vs something not working correctly as in the ACG.
Completely agree, as I mentioned that part was purely opinion. Now the rest...Im very much hopeful and optimistic though, them deciding to only release the acg erratas when all are ready is, i think, a good sign.
I find this the hardest. The OP stated he doesnt want to exploit his weaknesses (which is will save such as hold person or hardcounter archery spells/shenanigans). Therefore there is little to do that wont seriously hurt the otherplayers, because you play to his strengths and as stated, no one of their party is up to par. I agree dominate is too drastic.
Another suggestion: Witch Evil Eye With Greater Invisibility, get those - rolling. For extra fun, hit him With Bestow Curse With Reach metamagic. Minus to hit is a good middle ground.
Also, and I seriously mean this, change Manyshot/Clustered Shots. They are the problem or archery in combination. If you wont do it this campaign I suggest in future ones as a houserule.
On melee toolbox some feats require heavy errata/clarification (see kraken chokehold discussion). Otherwise, and this is opinion, it misses the mark (by including Combat Expertise/intelligence too often, but this is also discussed on other threads.)
Melee toolbox isnt a hardcover, so I dont expect the same quality control, but again, would be nice to not need a pile of erratas per book published.
When the editing makes the feats, classes, archetypes, spells, options etc unplayable it is a HUGE problem.
More so for pfs games, though I dont play those. A book I need to modify for playing in its own system is by definition flawed.
Edit: Im looking forward to the erratas, and while I value much of what people here mention (design, intent, story, etc) mechanics is a big part of this game for me. I am hoping they learnt the lesson from ACG and Unchained/Psionics will deliver quality everywhere.
I usually buy the books straight away. This time, I will wait for reviews. ACG and Melee toolbox has made sure of this, so Yeah they do have to prove to me that the next books will be the quality Ive come to expect from this great company.
Distances in the Shackles are minute, I would suggest doubling or tripplibg the distance between isles.
Distance: 6 miles in an hour (good average)
As for selling loot, the Quartermaster would have a lot of cash/valuables, sobif he thinks he can sell it somewhere else, he'll take it. Especially since he's partial to the Captain whom you are helping.
I like clarity, I dislike less (non traditional) options.
Im a big advocate of one-hit-per-round builds which break the monotony of full attack robots. Then again few people were using all the increments at once, but its a trim on the wrong hedge I believe.
The more they faq lately, the less I like it. I think its because, as said above, this is a way to not make a Version 2 PF. Unelegant and weak one in my opinion, but I mentioned Im biased in this faq.
Regardless, these days a brawler more or less gets what anyone would want out of a monk with way more appropriate flavor for this AP.
One could find inspiration for a monk in Eustass "the monk" though a little far fetched. There is a lot of tian influence in the Shackles so thats a niche for monks too.
Difficult. You dont want to exploit his weaknesess (will save/sunder) so you are only left with strengths.
If someone builds a potent build I would most times let them do well. A few times? Dominate persom. Kill n ally in a single round. Or throw exactly the same at him.
If this isnt an optiom because it wont be fun, then challenging them ks not what you/Your group is after. If they are making up his weaknesses by good tactics then I would say the are at a sweet spot.
Perhaps use smart enemies that have 1 Level in acebolt/other touch AC ranged options who sniper. Theyd og for the most inmediate threat.
Flyer that uses grab and tosses him somewhere?
Seems for most CE seems to be ok as an isolated choice feat (I agree) but is generally despised as a prerequisite for martials (and that int requirement..we dont all play 30 point buys).
However what truly still has me in wonder is WHY? Many threads like this before and the designer's approach is to put more CE and Int requirements in the soup. Why?
I want to hit 100% with my trip so I'll trade hit for AC and dump my dex so I can have 13 int. Thanks. Hey want that Lunging Spell Touch? Better have Heavy Armour proficiency and 13 strength. I think that if you find this silly you ought to find the CE/Int issue silly too.
And no, Improved Bullrush needing Power Attack is not an excuse for CE requirement because both hurt Your to-hit. They are just both poor design choices. And PWA is something someone with a lot of STR (bullrushers will have str) actually want.
Combat Expertise, considered a feat tax which forces martials to up intelligence to 13. Makes you worse at doing many of the feat Chains that it opens (combat maneuvres). Pure feat tax without any reason.
Melee tactics toolbox comes out and I quote:
I am baffled at this sentence. So they put a book out for martials and they slap CE and 13 int requirements on many feats, then tell you it is a good feat (in fighting smarter section).
Is this feat used by anyone as anything but a feat tax? There have been many posts about this feat so I am baffled Paizo decide to come with it as a banner of good tactics.
Perhaps it is an effort to salvage it? What are the reasons this feat is being forced as prerequisite when it looked like they had unđerstood and abandoned it previously?
Hey Bodhizen. First, thanks for the guide and work!
I wanted to ask if you had thought more on the Heretic's Judgement:
Escape (Su): Each time the inquisitor using this judgment hits an opponent with a melee or ranged attack, she can use a move action attempt to create a diversion to hide (see the Stealth skill).
And how it works -exactly-. It doesnt sound very exact.
I am mostly interested in this one because it could be the basis with a very strong Vital Strike build with the right Domain (Rage/Ferocity) and feats (Moonlight Stalker, Furious Focus Power Attack).
Does it work like Hide in Plain Sight?
Vod Canockers wrote:
My bard does 5 points of damage every time a party member hits.
Whenever you cast haste that extra attack is your damage - dont ever let them forget that! They are wet towels without us, just average adventurers with airs of grandeur. We make them shine and not die (so often).
We give them attacks, hit, damage, rerolls, funny jokes /perform and make enemies feel insufficient, disorderly and lacking.
They are but our pawns!
What? No why would I do your laundry, wizard. Oh yes right 20 inititive and save or die. Of course your robes will be ready for tomorrow Sir.
Magda, and for the rest of Reach bardbarians out there:
Line in the Sand. If you can somehow get this spell, and get your team to move back with you leaving the affected area just before you, you could reliably use your Charisma for number of AoO, allowing for a focus on STR/CHA vs Dex.
Cast Line in the Sand. Move action into your song. 5 foot step back.
I would consider this in hallways for anyone that uses a reach weapon.
As for other reach builds, a Whip with Slashing Grace build should do a lot of damage from very far away.
Self Buffs make sense if you have time for it.
There is something I notice at least with people I play. They charge in to action, they need to get there, they must charge!
Also, readied actions.
Please state how many rounds of buffing you're using. The OP mentioned anything after 3 rounds is not useful, however I think we should all give ourselves just 1 round of buffing for the Song and a buff, then a full round action.
While ranged has the advantage of not needing to reposition (most of the times) we can ignore this for the sake of steady, comparable, numbers.
Similary, remember to check in detail what the build includes. Some use a +3 weapon some just a +1 etc.
Joe M: How do you calculate the DPR vs the foe? A simulation, a subtraction from the damage based on hit chance?
5 feats (1,3,5,7,9):
Point Blank Shot
Feat Level 11 or instead of Deadly Aim: Divine Protection (Cha to saves)
Favoured Class Bonus:
Bard, Aasimar (+1/2 total level to one song..Inspire Courage making us count as level 13, for a +3)
15 point buy: :
Dex 15 +1 (4th) + 2 (race)= 18
Cha 15 +1 (8th) + 2 (race)= 18
Conductive Bow +1
No extra items, no headbands or anything
The action: We assume 1 round of buffing because we have a team that needs those juicy songs. We use a Standard Action to buff with Haste a Move to start a song. Next round full attack.
Rapid Shot: -2
Pbs: +1 (within 30 feet)
Conductive: 1d8 + Cha (Once a round, non errata version, errata version is better)
All hit Deadly Aim:
Note: Not using any + stats items, but counts Haste+Song (1 round of buffing)
Interesting to read that about APs. I personally found more daunting having to come up with a campaign setting, a score of NPCs (mildy interesting at least), enemy NPCs, an interesting story line, stat up NPC humaoids that took class levels, etc, rather than have all of this printed and omit/included what you (don't)like. Perhaps because the comparison I did wasn't with short modules and one off sessions, in which case, yeah I agree with you.
On the checking the AP behind the GM. Better just ask the GM how many there were. He can show you the page. If you just read what's behind...as stated, why bother playing at that table.
The printed APs as is are not very difficult for 4 optimised characters. However with 3 and not very experienced, some parts will be mince grinders.
AP's are fantastic to guide new GMs into GM'ing.
To quote the relevant rules, in Combat, Reposition maneuver states:
"You cannot use this maneuver to move a foe into a space that is intrinsically dangerous, such as a pit or wall of fire."
As to why, I guess it's to limit casting True Strike then throwing the bad guy into said lava, making the encounter a, well, non encounter.
Since you're playing S&S I imagine it's a house game. I strongly suggest not using that rule.
Note: Bullrush does not mention anything about dangerous squares.
This AP is ideal for a brawler with witty bad intentions.
Many humanoid enemies to grapple. Repositioning in dangerous squares isnt allowed I think, neither with bull rushes, but a swift houserule changes that. Even the AP itself skips over it, a mayor NPC bullrushing people off the ship in the first book.
I'd suggest having a look at Grappling Style in the style feats and really really hammering down grapple rules because they are finicky.
The GM is writing the plot as it goes and in comparison the Illiad is a light after tea reading. It is so large he keeps losing the story within the sea of plotlines. Assures you he'll fill you in the world's details but that went to hide with wherever this-time-this-canpaign-reset-is-for-real's plot went to in vacation.
Suggestion: Get the group an AP until that gm's gotten some order/energy.
Good times in nightclubs which we don't talk about?
A fantastic niche in fantasy, really portrays the intelligent resourcefulness that seeks to 1. Make things go BOOM or 2. See the applications of alchemical tinkering.
Found something! Blood Armour spell makes you stronger the more hits you receive.
School transmutation; Level alchemist 2, bloodrager 2, sorcerer/wizard 2, summoner 2, witch 2
Casting Time 1 standard action
Your blood becomes as hard as iron upon contact with air. Each time you take at least 5 points of piercing or slashing damage, your armor gains a +1 enhancement bonus to your AC. An outfit of regular clothing counts as armor that grants no AC bonus for the purpose of this spell. This enhancement bonus stacks with itself to a maximum enhancement bonus of +5. This spell has no effect while underwater or in environments that lack air.
Pathfinder Roleplaying Game Advanced Class Guide
Problem in Pathfinder is that in 3 rounds you're dead or they are dead. Anime character style stuff goes on for 26 chapters and counting. So not many options are geared towards that.
Death or glory perhaps, though mechanically different, could fit in with that.
"Combat Reflexes and Additional Attacks of Opportunity
If you have the Combat Reflexes feat, you can add your Dexterity modifier to the number of attacks of opportunity you can make in a round. This feat does not let you make more than one attack for a given opportunity, but if the same opponent provokes two attacks of opportunity from you, you could make two separate attacks of opportunity (since each one represents a different opportunity). Moving out of more than one square threatened by the same opponent in the same round doesn't count as more than one opportunity for that opponent. All these attacks are at your full normal attack bonus."