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Just two options I'd consider.
I don't really see the problem here. Be a half-orc or a human with a god that has a whip as a favored weapon. Take Weapon Finesse at first level and Whip Mastery at 3rd level. Use a scorpion whip until you have Whip Mastery. Then get an agile whip.
Warpriests do not get proficiency with their Deity's weapon.
John Compton wrote:
They may be cool, but are they good? Monks don't tend to get good things. What good things they get are nerfed or lackluster at best.
I prefer Ki Pool to spellcasting. I'd rather have all the neat abilities that make the Monk a Monk with the Ki Pool for combat advantages and amazing feats of awesomeness when needed. The only issue with the Monk is the Amulet of Mighty Fists i.e. in order to be good at unarmed combat, you have to pay for inferior magic gear to do what your class is intended to do. This is never properly addressed however and the Monk continues to be one of the red headed step children. Bodywrap of Mighty Strikes? A joke.
The Monk and Rogue are looking at eachother, shrugging their shoulders.
Pathfinder 2.0/2nd Edition/Revised Wishlist
All Classes have a minimum of 4 skill points per level. I have felt that skills are important to EVERYONE. I enjoy skills for flavor as much as I enjoy them for crunch. Its never fun, however, to play a class with only 2 skill points and be forced to pick ONLY two skills.
Feats are more streamlined and grow in power. While Power Attack, Combat Expertise, Deadly Aim, and Toughness scale in level, I feel other Feats could benefit from a similar treatment. Vital Strike, Two-Weapon Fighting, Iron Will, Lightning Reflexes, Great Fortitude, Weapon Focus, and Weapon Specialization are all good examples. It will reduce those Feat-starved builds and make each choice feel important and less of a boring requirement.
Revision of the Fighter/Monk/Rogue classes. Why play a Rogue when you can play a Cryptbreaker Alchemist, Vivisectionist Alchemist, Archaeologist Bard, Ninja, Ranger, Samurai, Pugilist Barbarian? My point is that it feels like the core classes do not shine when all their unique toys are given to someone else. As a whole, all the other classes feel balanced but the three mentioned have not aged well since their introduction or designers have refused to address key issues.
Scaling AC. As a character grows, all of his defenses should do so as well, including the aforementioned ability to dodge a melee attack. Common sense, really.
Support for Dexterity based combatants. Its a classic fantasy trope however it feels like a player has to jump through hoops to make it effective. Weapon Finesse is all fine and dandy. However, there are no Core options save a Mythic Feat to access the coveted "DEX to Damage." The Agile weapon enchantment, Dervish Dance, and the Aldori Swordlord PrC (all non-Core options) can address this, but only in limited ways. There really is no reason NOT to address this.
Less MAD class design. Some classes require 3-4 ability scores to function, some only require one. As a whole, the game would benefit from it. I would take a page from 4E DnD in how saving throws and attacks could trigger off of two different ability scores. Overall, it would be a good mood.
Make options available, not tedious. I say that because there are some options within the game that feel barred by extensive requirements, notably some feats in order to make certain fighting styles viable. I discovered recently how utterly inferior the crossbow is compared to the bow. Harsk, the Iconic Ranger with a crossbow, is really an example of false advertising. This piece and can go back to previous points. Don't restrict fun!
Off the top of my head, this is all I have. Thanks!
Looking over the Feat lines for bows and crossbows, it appears the crossbow style of combat requires too many Feats to be effective. Are there any unique tricks besides the Feats to make a crossbow more worthwhile? The advantages I see is the higher base damage and increased critical range. Howevever, with Vital Strike being useless with other neat crossbow feats I don't see how to differentiate it other than an inferior option.
I'd actually also add Lore Warden to that. 6 skill points, actually some use for INT, being capable at multiple combat maneuvers? Not bad, not bad at all.
This. The only issue with Lore Warden, however, is the free Combat Expertise despite other Feats in chains requiring Int 13. Overall, its an awesome base Fighter. Give them the vanilla Fighter bonuses and that would be awesome.
If a Feat requires an Ability Score of 19 (Ex: Greater Two-Weapon Fighting, Dex 19) and a PC has an Ability Score of 17 with a magic item that increases his Ability Score to 19 (Ex: Belt of Incredible Dexterity), does he qualify for the Feat? I think no, however a lot of players discuss casting higher level spells by wearing a headband deapite having a lower base Ability Score. I wondered if there was a similarity or difference in function. Thanks!
Looking at the ARG, what would be a better alternative or way to reduce the RP of the Dragon while replicating it? Instead of pure immunity, I would prefer just bonuses. For what I am doing, the other features feel appropriate.
I want some advice! I have a few Bard concepts I am mulling over currently. Each concept is based on a high Dexterity build out of the Archaeologist archetype.
1) Archer Bard: Point Blank Shot Feat Chain
Not sure where to go.
For the enterprising Druid, what creatures are the best for each stage of a Druid's Wild Shape? I was looking over the class features and it with each Bestiary, it appears more and more options become available. What animals, elementals, plants, and magical beasts would you suggest as the ability progresses in power? Suggest utility shapes raw combat prowess alike.
Amulet of Natural Armor
Does the Stonelord ability stack with the Amulet of Natural Armor?