|Paizo Pathfinder® Paizo Games|
|About Paizo Messageboards News Paizo Blog Help/FAQ|
When I was in middle school our P.E./ home room/ history teacher was big on computer games and rpg's. There was a club he had going for a few years after school called 'A Step Back in History'. It was D&D (late 2nd edition).
Being a small group of 4 or 5 we slowly learned over the coming weeks:
Risk assessment- never separate from the group, analyze enemy weaknesses/strengths to see if it was worth the consequences.
N. jolly: besides ghats retch flask, fungal stun vial, certain drugs from pathfinder (opium, shiver), tangleburn bags and other great save or suck items; do you know of any other ones? Burst jar is awesome because it always works, and eats up one of their actions to remove it if they wish to.
Poison doesn't really work too well since they need a save to take the effects. Anything for knocking opponents unconscious, automatically, or very difficult to resist?
Tactics 101: Tark spends four thousand three hundred and eighty words talking about combat maneuvers. Still not done.
Thank you so much for this guide Tark!
I have created in the past few years 2 different sunder specialists, both barbarians. One being more focalized than the other, but even still sunder is an amazing combat manuever.
Sunder their spell pouches, magic focuses, special items, weapons, armor. However, sunder and it's CMB is required for the barbarian rage power Spell Sunder. This is where I believe sunder should get a better score/rating/critique, due to its power and use.
Spell sunder magical darkness, remove a curse, break apart a geas effect, sunder buffs off e enemy. It's so very versatile and still requires a CMB sunder check. So for that alone, I ws able to get my CMB up to ~+100 and go crazy fun with it.
I think spell sunder helps raise sunder up a bit for its use. Just my $.02.
CAGM superstitious human invulnerable rager barbarian.
Using a nodachi wih combat reflexes, watch as you get more attacks then a zen archer and for hitting harder too. Crazy amount of damage, especially with raging brutality later at 13th level for more damage.
Huge to hit
Skill focus: perception, skill focus: stealth are great feats for boosting a scouts abilities, same with alertness (though the ioun stone for it is better).
I'm currently playing a battle scout ranger with spellcasting. You can just as easily stack one of the other archetypes that remove spellcasting with it to make a better scout. It's not so much as feats but an overall build that makes a great scout.
Feats like the ones listed, certain spells, skills: acrobatics, perception, stealth, certain knowledges, survival are all needed/helpful (ranger gets all of these but acrobatics), magic items: eagle eye goggles, elven kind cloak/boots, spyglass (mundane, still helpful), boots of striding and springing.
Typically your looking for things to make it hard for you to be seen, easier formyoumtodcoy see, ways to figure out where to go, analyze situation, get there and back quick from increased speed.
Too many to list. Many for the concepts or builds themselves, others for background and plot. So many choices I have as a favorite, but I think Bumi is my current favorite.
A:TLA reference #1 reason I love him.
Other favorites are Deacon, Dayer, Sela Kurn, Helgur, Taur Thelyn, Blind Ganji.
I'm also doing a HW build, ranger 6/ horizon walker 10/rogue 2.
However, for the ranger I went with the battle scout archetype for its first 2 abilities. The animal companion is great, but giving your allies a bonus to their attack and damage, as well as some skill bonus is just too much goodness to pass up. Also, the "advantageous terrain" ability they get let's me make a 60' radius of terrain 'my land' to work off of.
Tremor sense is ok, but at higher levels, it'll make for less use versus fliers and other enemies. Fly and dim. Door abilities are great.
I'm going: ranger 6/ horizon walker 3/ rogue 2/ horizon walker 8/xxx2.
There is a trait to give trap finding like a rogue now, so if you choose 3 levels of rogue, you can change the rogue type to whatever else you like, such as thug, or even poisoner for poison greatness.
Boots of favored terrain are a just, as is the horn of the hunt master, now and then. Has a nice FE bump for allies.
It falls into the similar category of giving someone a nick name. You don't give yourself one and it's only after a specific event, or over time that it develops.
Some names can slowly come over time from some sort of singularity (common use in some manner), a specific feature, or an event of significance that holds the item in importance. It really is any one, or combination of these types of features that can have the name be made.
Ex. A falchion used primarily for sundering enemies, and equipment "Earthtorn".
I use the whistling arrows, at different chirps or pitches to signal different responses when doing recon, or to alert other party members. I also use whistling as a distraction to the enemy so that the party has a diversion to work with.
There are plenty of other ones I use. I'll get to them later.
Does making a crafted item with the craft skill untrained allow you to use masterwork tools, or other items or bonuses?
Untrained states: 1d20 + ability modifier + racial modifier
So does the tools, or crafters fortune, or other such bonuses add to this? Or is it strictly the 1d20+ int mod + any racial class bonuses like gnomes?
Thanks in advance.
Weapons: since your a barbarian, your going to have a huge static damage bonus. As such, I like to embrace that through crits. Keen falchion, or improved critical. For starters.
Make it, +5 adamantine falchion with Furious, courageous, dueling (from field guide, only if you spell sunder) holy , and impervious to make it tougher to break
As for other items:
Jingasa of the fortunate soldier
Poisons: drow poison, blue whinnis, wound weal, spellscorch, dragon bile, death blade
First part are some typical magic items my party and I typically get for campaigns due to their overall effectiveness, utility, and for saving our butts.
Second part are the two mundane parts that you can utilize to some great effect versus a wide gamut of things. Poisons are ok at lower levels. By mid to higher levels the DC's drop off to the point of rarely working. Also, many enemies wil be immune to poison or have high Fort saves.
However, that's where opium comes in. If you don't mind using it, it's an auto effect that will drop their con and wisdom by 1d4 and make them fatigued. No save for it. They get some benefits, due to it being a drug, but not enough to offset the negatives.
The other alchemical items have varying uses and are even somewhat useful at higher levels.
For the zen archer, have him use cold iron arrows. It's only double the price of normal arrows which are 1gp (20). So 20 cold iron arrows are only 2 gp.
Have him then get ghost weapon blanches.meach one ismamdose for 10 pieces of ammunition. Blanches work better on ammo vs. melee due to the one hit per use of them.
Now your archer can hit incorporeal, and bypass the DR. Unless he has clustered shots, then what's the point?
Have the players get weapons, or items that will round out eir weaknesses. Fighter has a low will save. Cap of the free thinker will help here. Special material weapons may help.
It will reduce any ki point based ability by 1 point, to no less than 1 point.
Also, besides the Feats past dimmensional agility, you could try to take Quickened Spell-like ability at 17th level, to do it as a swift action.
Also, 3 levels of horizon walker, errain ability for astral plane is dimension door for 3+ wis mod times per day. So there's even more to get.
With horizon walker, the other feats are better, than with the quickened version.
Just found it the other day after asking someone for help. Thanks for all the info on it. Going to modify it for a future campaign. Thanks again.
I'd forgo the sniper style and go full flurry style. Add in some specialized arrows to compliment the overall build and to add some utility.
As sure the other half of the character, I really like the inquisitor for the ZAM. It enhanced many of the great qualities of the build without wasting effort. Some teamwork feats work nicely, like Lookout, enfilading fire, or parting shot. Plus full casting.
The inquisition can also be a domain, so you can always take the feather domain and get an animal companion. If you want later you cab take, if your charisma is high though to take eldritch heritage, you can gain a familiar. Take improved familiar, get the arbiter (inevitable) + shield other makes it very hard to kill your archer.
However the familiar will be too spread out. But getting the animal companion is not too far out and court one feat, boon companion will finish out the companion. Feather domain also gives a perception bonus and an initiative bonus on the surprise round.
Wisdom to initiative, and to monster knowledge checks, or to diplomacy and intimidate. Synergizes very well.
My barbarian in a game that is now retired had an intelligent giant hammer that when it hit an opponent would then rebound to the next enemy within 20' as long as they took a minimum amount of damage of a certain number. Which it always did to my amusement. :) He could throw it a set increment distance and it would return back to him. Much like Thors hammer, but better.
Best use and the one that made the game go sideways with thought was when my barbarian in a bit of "screw it" type of moments threw his hammer at a strongholds archer line. With about 40+ archers, no more than 10' away from each other. Needless to say, one throw and 15+ deaths in one attack and we were knee deep in battle vs. a fortress.
I would make it a custom Furian race.. No more than 15 points I think.
At least a few levels of ranger, for favored enemy human and favored terrain: urban. He might be seen on distant worlds, but he still survives it even when it's not his native land. This can be witnessed by a very high survival skill as well as some horizon walker levels, for some other terrain.
Dark vision is a must for him bit with a light sensitivity drawback for it, unless wearing dark goggles.
Rogue for a few levels for sneak attacks and the sort. Also, trapper ranger might work better since it would provide the ability for him to make some useful traps much like he did in the newest movie.
A common tactic for Barbarian's is to get bigger from enlarge or another source. Also, if they are using a reach weapon, the reach just got larger. Due to this, they can easily hit enemies that are using reach tactics against them.
Also, rage cycling is easily obtained from the stubborn cord of resolve item without needing to dip into oracle.
I have played 2 barbarians, at the same time in 2 different games, one of which was for 2.5 yrs. (ended at level 14)., and I can say that barbarians, when even built sloppily are extremely powerful and effective characters.
They can scout, frontline, take down the big bad almost by themselves or handle the lowly wizard with all his spells while still taking loads of damage.
I say make Barbarian's at least Tier 3 minimum.
If you fit in raging brutality, it'll add your con damage, and if using a 2 handed weapon con x1.5 added for damage at the cost of 3 rage rounds. Now, it depends on the weapon e barbarian uses. If for instance a falchion with keen same as fighter, the barbarian will probably have more static damage to use. Not quite sure.
However, hands down the barbarian. You'll have DR, bonus to your saves, and come and get me. Where the fighter might get some nice effects for his critical hits, not everything is vulnerable to crits. The enemies at are immune will cause some problems for the fighter way more than the barbarian. Come and get me willmgive way more attacks than the fighter can generate. Also, the fighters will save is terrible, whereas due to superstition the barbarians is mitigated better.
Wisdom exemplar- Zen archer mon (with a possible 2 level dip for inquisitor, for more wisdom bonuses to stuff: knowledge monster checks, imitative, spell casting, so forth)
Wis to: attack, damage, AC, initiative, perception, sense motive, will save, CMD, monster checks, wisdom based minor spell casting.
The character will play out his role as the wise advisor, monk, wise teacher, or what have you as befit the play style.
Can also be either human, with wis bump, or dwarf. If human, the focused study human alt. trait will allow 3 skill focus feats. Put into perception, sense motive, and another to show true discipline with your senses.
As I see it it is pretty useless if the wording of the item of "on command" is meant to mean the use of a standard action to use. I would think that the purpose of a magic item is to do something better, or different, or new for a short or long duration. These boots cost 7,200 gp which is near the same level as some items are for a feat like ability, or class ability, or other items with similar power rating. Such as 3/day, a small bump in something very specific, in this casem5' to 15' and it being movement related.
I find it hard to believe the writer or developers would have you use a superior action, standard, to do a suboptimal ability for not exactly dirt cheap of a price 3/day. Even if the price is taken out of the equation, use activated items are not always standard actions.
"If the item's activation is subsumed in its use and takes no extra time use, activation is not an action at all." Line 4 PP3 of Use Activated.
The action of moving 10' or 15' is automatically subsumed from the moment of movement. It is not a separate action of moving from 5' to 15' away, or even from your square to 5' then 15' away. The item allows, a very limited times per day to extend your movement through a specific use. Since it is not a separate action, that takes any setup or long period of time, then the command is meant to be a mental command that is just as swift. With that last part assumed, it is no action, merely mental thought allows your intent of moving 5' to 15' happen instantly. Even without the last part assumed, the rest is concrete enough to warrant it being no action.
I must point out that "on command" is not the same as "command word." One is an action that takes more focus and longer period of time, a command word. That is a standard action, no question. However, on command, not being directly meaning a command word, can constitute many things, none of which have to be a command word. The most common is of course is a mental command, which is much faster and on top of that the item isn't taken extra steps. The purpose of the item is to allow you the benefit of moving further than your initial capacity. To activate the item is to be making the 5' action and willing the power of the boots doing so. Since the will of moving is one and the same with e intent of activation since to activate them you need to move, then it is subsumed into one another. In conclusion, no action.
TL; DR A command word is not the same as on command and activating on command is no action.
But in my game, I'd have them used as intended, 3/day the player may use their 5' action to move up to 15' without provoking an AoO. (My clarification: since to activate the item You need to have will and make a movement since the item says "when the wearer makes a 5-foot step," when being the critical part here, then it is no action. The action is the 5' step being used. Rather than it being a standard action).
I've noticed many times that when there are debated or issues on specifics such as these, or even broad stroke issues, like the monk for example, in many cases the "improvements" made made through errata and FAQ, they are not in fact balanced evenly. More like empty balancing, where it looks like it is fair, some negatives here, for some positives there, when it is in fact not at balanced and there are other issues that bud out from the original ones. Still, not everything can be solved and the developers know this,many I think they get a lot of slack sometimes from people who might seem to forget, that they are people to. They have bad days, or have differing views, or make mistakes. So perhaps this is one. Even if not, the evidence is in my mind more in favor for it being no action as a mental command versus a standard action command word. But that's just me.
Happy New Year!
Feats make it harder for the monk as abilities, not easier. They should make an archetype, much like qinngong monk, no replacements, that allows abilities to be added.
Much to the same effect that the Totem Barbarian archetype had for a while, till errated useless. Otherwise, making it as a feat negates the purpose of making the class better.