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Second, a template may confer DR, such as plant creatures (http://www.d20pfsrd.com/bestiary/monster-listings/templates/plant-imbued-c reature-cr-varies-tohc)
Third, assaulting all combats in a RaaaaageAaaaRrrAaaGgGhGH!!! is a Perfect way of dying in fights that are otherwise fairly simple. We dont have much info from Your post about how you went about it so we cant comment much.
You went out of the mist and then re entered, telling us that perhaps fighting those Things was not of inminent priority. If you could have a few rounds to buff, scout or change tactics it may help.
Otherwise, staple paizo Boards answer: talk to Your DM about what you both want and expect from the game. Ask him if he expects you to play different or he does do tough fights.
All in all rather than a new character my suggestion is to improve battletactics. My Group certainly learnt that there are several solutions to a problem, amd usually charge in and kill is the one that hurt themselves most. More information in context could help us understand the problem further.
Shane LeRose wrote:
I would agree, though more in the benefit of making this dodgily worded archetype more accessible.
I just built this as you said for an NPC and this is SICK. Throw in there Charge Through and the Overrun feats, if space on the hunter's feats include Outflank and Pack flanking. This is a painful stampeđe.All the huntmaster's feas went into Teamwork feats.
Edit: full huntsmster, no fighter, so could probably get more feats.
Paladin: Sacred Shield (Warrior of the light Close second)
Others i cant comment on
I was going to suggest this one when I read the thread title.
Because paizo is extremely sloppy in reading before they print. Archetypes are their worst, feats perhaps a close second. Every new book has several things that just dont work or are unclear.
I like the company and their products, I buy from them, but I'm getting very tired of this. A new large book (acg) riddled with errors when its a crunch boom dedicated to classes and archetypes.
As for the freebooter, I agree with the above..perhaps better not to FAQ it cause they might take the lazy route and just omit that class feature without anything in return.
Part of the problem about martials is not their design but how combat in pathfinder is designed.
You either full attack things as a martial or ýou suck (or are less than hald as useful as others).
You can't build for anything else or you'll be setting yourself behind. When was the last time you saw a martial moving and hitting once as a viable combat tactic? (instead of full attacking when both were possible). It's the system, not the classes.
Arcane Archer substitutes (but not the real deal):
- Mymidarch magus
Those function slightly like an arcane Archer, can cast and do well in combat.
Yeah i mistyped sorry, good Catch. Drink as a move but the potion must be summoned yo Your hand before your turn, i.e. in the previous turn as a free action. Therefore minimum time to use this combination would be 2 rounds. Thatd be my interpretation, but hey if your GM is willing, why not :)
If you already have the potion in hand (iron flasks to avoid aoe damage if Your dm wants to be pedantic) then its just drink it as a move. Have a look at Two Fisted Drinker from mythic for double the fun.
Full bonus feat quote
A far strike monk adds the following feats to his list of bonus feats at 1st level: Far Shot, Point-Blank Shot, Precise Shot, and any targeting feat.
At 6th level, he adds the following feats: Improved Precise Shot, Parting Shot, and Trick Shooter.
At 10th level, he adds the following feats: Improvised Weapon Mastery and Pinpoint Targeting.
So pin pointing targeting is added at Level 10, but what about every other targeting feat not mentioned?
The far strike monk says that you may add to the bonus list any targeting feat. What does this mean?
The feat "pin point targeting" is a targeting feat but i doubt we're supposed to be able to take it considering it has a bab 16 requirement.
If so, this archetype is bananas.
A far strike monk adds the following feats to his list of bonus feats at 1st level: Far Shot, Point-Blank Shot, Precise Shot, and any targeting feat
Pinpoint Targeting (Combat)
You can target the weak points in your opponent's armor.
Prerequisites: Dex 19, Improved Precise Shot, Point-Blank Shot, Precise Shot, base attack bonus +16.
Benefit: As a standard action, make a single ranged attack. The target does not gain any armor, natural armor, or shield bonuses to its Armor Class. You do not gain the benefit of this feat if you move this round
It seems that if in round 1 you use the gloves' free action on round 2 you may drink it as a free action. You must begin Your turn With potion in turn. You cant use this With just 1 turn.
Castle doors, abandoned rafts, your professor's boring book you need to read, someone charging a pavise and the artist not understanding it wasnt his shield and thats not how you Shield bash.
On a serious note, and already mentioned, The Illiad by Homer describes Ayax amongst others fighting With a huge Shield where a colleague would hide behind and come out to shoot arrows.
Agreed. But if the GM doesnt have fun the game will soon enough stop being fun.
Bored/unhappy GM = dead game.
My solution is to build encounters where defeating them whack whack whack ends up in tears but doing it With smart play is smooth and efficient. (An encounter With the fabled kobolds, or a Group that uses closed rankeds, Tower Shields and the Shield wall feat)
Dropping hints and pulling the right questions from Your players With some guidance would go a long way.
This only if you feel that the type of game needs to change. Whack whack is sometomes what People want/need. You however are also part, not a servitor of Your players but one more. Fun for all.
As an example a Group i play With was very straight forward. After usimg a character of mine differently when i was a player and rewarding another's alternative plan thinking when i was a GM has really evolved strategy for us at the table.
100% With you here. When it comes to archetypes, rogue talents, alch discoveries, etc, race in my games is unimportant (ũnless for a compelling reason).
2nd level spells ADVANCED talent:
Minor Eldritch Magic (Sp): The eldritch raider gains the ability to cast a 2nd-level spell from the sorcerer/wizard spell list two times per day as a spell-like ability. The caster level for this ability is equal to her rogue level. The save DC for this spell is 12 + her Intelligence modifier. The eldritch raider must have an Intelligence of at least 12 to select this talent. The eldritch raider must have the major magic and minor magic rogue talents before choosing this talent.
3rd level spell ADVANCED talent:
Major Eldritch Magic (Sp): The eldritch raider gains the ability to cast a 3rd-level spell from the sorcerer/wizard spell list two times per day as a spell-like ability. The caster level for this ability is equal to her rogue level. The save DC for this spell is 13 + her Intelligence modifier. The eldritch raider must have an Intelligence of at least 13 to select this talent. The eldritch raider must have the major magic, minor eldritch magic, and minor magic rogue talents before choosing this talent.
At a house game I wouldnt mind making the "minor eldritch magic" a normal talent to be honest.
I agree it is powerful, and barring some freaks out there (slumber, heavens oracles), these things come at a resource cost. In this case, it'd be gold, which is the cheaper and most accessible resource, so perhaps it'd be too good.
However, in 2 rounds a Barbarian is going to be putting out a ***tonne more damage than this.
Another idea, to the OP, is to take the Eldritch Raider archetype (Gillmen) which allows you pick more advanced spells as talents (i believe up to 3rd level). In this case, you get it at your Rogue/class level.
That's 2 standard actions. If a ninja, a swift and a standard. The idea of casting this and then casting a shuriken off each round as a swift action is not bad (for when not casting the Vanish power). Again..qualifying for SA at range is very hard.
There is also a FAQ where invisibility only applies to the first attack from invisibility. We dont follow that at our table though.
"Each shuriken requires a ranged touch attack roll to hit and deals 1d8 points of fire damage"
Even with this? That can't be right. (grumble rogues u-word grumble no nice things *goes into cave*)
EDIT: From Scorching Ray " Each ray requires a ranged touch attack to hit and deals 4d6 points of fire damage." So the wording is the same. Still just 1 sneak?
If so, WASTE OF GOLD.
Jeff Merola wrote:
I'd still consider the wand route the "best" way a single classed Ninja can get Fiery Shuriken.
A wand gives you 3 shurikens (cl 5), which is not many. Then again, it is 3 ranged touch attacks. IF you manage to be in a position to trigger sneak attack from that, it is a good investment.
"Additionally, any magus's class feature or spell from the magus spell list that normally uses a calculation based on Intelligence is instead based on Charisma for an eldritch scion. "
Means ANY magus class feature. So combine it with any archetype you want, instead of Int it'll use Charisma.
dave côté 833 wrote:
By RD you mean Damage Reduction? Then, I imagine it's from each attack that it's reduced..unless Broadsides get some special DR-only once sort of rule, but Im not aware of it.
As in similar topics, please refer to the S&Shackles section of these boards (further down) and consider having a look at Fire As She Bears, which is a more solid system.
You should look up the Hanse and the Vitalienbrothers, ...
The northern european pirates are indeed very interesting. You also have the Barbary pirates in the mediterranean which had to be fought in wars eventually.
The thing with piracy is, we dont actually know that much. The piracy there was got very little doccumented (no official writings or few onboard/related that would write their procedures down). In comparison, they New World piracy was extremely doccumented; often the captains having been mariners or people of wealth, in an age where literacy was more common and so was the practice of writing things down.
There is also very little information of piracy world wide. We have a very European-centric mentality to all of this, including the sailing itself (just have a look at how poorly understood pacific sailing was to the european colonists).
In Pathfinder, I am still torn whether to use ship to ship combat at all. Adding an extra lair of rules is not something (most) of the table will appreciate, so it should be run mostly from the GM, elucidating which choices they have in a simple enough manner, informing the players in a qualitative/descriptive way how the battle is going.
I will add that I think that the Ship to Ship combat should be used in certain encounters. For example, they fight two ships. One of them might get grappled, but the other one is free to siege the PC's ship. Then you need rules.
Shane LeRose: Have a look at the Skull & Shackles AP section of these boards, there are a lot of resources there.
I think the real strength of the Kapenia Dancer archetype is that it can be combined with Hexcrafter AND (if you want) Spell Dancer (elf archetype) to provide you with a fantastic AC (+Int from Kapenia + 2/4 from Spell Dancer) AND Hexes for offensive/versatility/whatever. Take a 1 level dip in Master of Many Styles Monk, pick up Snake Fang, don't wear armor and add your Dex/Wisdom/Int to AC, pick up the Precise Strike arcana and both your scarf AND your Unarmed Strike will qualify for Precise Strike (Snake style allows it to be piercing damage). Pick up Hex Strike for more fun.
Combine with Panther Style (MOMS, Combat style master), Frostbite+Rime spell and this archetype combination is an amazing battlefield control nutter.
I think this is a Reference to an encounter Experiment posted a long time ago, whete a bunch of simple kobolds made an encounter very challenging by way of smart tactics.
Again, if you fight a big evil dragon, give me a sacred Shield. Bunch of kobolds? Individuals wont be useless and breaking their smart strategy isnt going about hitting hard. Its stupid yo invalidate 1 build because of 1 encounter, talk to any rogue vs thinga that cant be sneak attack, or any caster susprised in meele combat.
I wanted to drop to mention the BattlemOracle as a possibility multiclass. Or the Phalanax fighter which can 1h a polearm, giving reach and some Battlefield Control.
Also the spring attack feat, in case you need to move but still want to attack.
Good Luck With your Tower door, and have fun.
I would also like to shed some light into the Teamwork Feats, now that we're on the "this is a team effort" game, specifically Shield Wall.
Honestly guys, what if this guy is being build with a full-attacking archer? The AC, damage mitigation and sheer immovability of this combination can break encounters. Not all builds/strategies fit the same battles. Read Heyyon's post for in-game experience.
There are more strategies in this game than Zerg Rush. Everyone here assumes the party works 1. Charge 2. End of battle. Do ask first how the party works before you fall into the error of assumption.
Movement wise, you could throw in a Quickrunners shirt and think outside of the box about movement.
Ironically everyone here saying that this sucks cause it's a teamwork game isn't actually thinking about what makes a team a team. Strategy and cooperation.
Disclaimer: If your group is gun-ho charge and murder everyone for themselves, I would also support not going sacred shield. But, believe or not, these parties can see the light too :P