|Paizo Pathfinder® Paizo Games|
|About Paizo Messageboards News Paizo Blog Help/FAQ|
Bob Bob Bob wrote:
Here's one of the Mauler familiar's qualities:
Familiar Folio wrote:
Increased Strength (Ex): At 3rd level and every 2 levels thereafter, a mauler’s Strength score increases by 1. As a result of this ability, the familiar’s Intelligence score remains 6; a mauler can never have an Intelligence score higher than 6.
This... is considering that most regular familiars are animals that have Int 1 or 2... but what about familiars that you can obtain with the Improved Familiar feat? Many of them have an Int score higher than 6... so... do they get dumber??? or does their Int score remain the same if it's 7 or higher?
Does your Shadow Drake, Faerie Dragon or Pseudodragon get an Int score of 6?
Huh... I think that you're wrong here... If I can wield a lance in one hand... then it's considered a "one-handed" weapon... because unless written elsewhere, wielding a lance while mounted doesn't give you the benefits of wielding an actual two-handed weapon, such as using Power Attack.
Beside, if you can wield a lance while mounted with one hand... guess what you can do with the other hand. A shield can be held and wielded to bash, and so can another lance.
Magda Luckbender wrote:
I kinda understood that something is technically holding the lance... or else, how on Earth would you be able to use it as a one-handed weapon, as per the rules?
My question is that the lance is the ONLY weapon that 1) deals multiplied damage on a charge and 2) is considered a one-handed weapon while mounted. There is no other weapon that has these same exact qualities.
This is why I'm asking this. A lance is part of the Spear weapon group, so is there something out there that allows a mounted warrior to use another weapon to wield just as effectively and to deal just as desvatating results as wielding a lance?
You talked about a lance rest. Ok, well, in a world where technological advances go into several directions, did someone ever come up with a spear rest or a tiger folk rest?
While it's true that the lance is held tucked under your armpit... or at least rested on your shoulder, did someone out there make a regular one-handed piercing weapon capable of dealing as much potential as the regular lance?
Feel free to call shenagigans, but I've seen TONS of characters in other medias mounted on horses, or other kinds of beasts, and wielding something similar to an actual spear, not a cavalry lance... so I'm sure that there's something out there.
The Lance is actually a very unique weapon in that while mounted it can be used in one hand, but is still considered a two-handed weapon.
It's two-handed when you're not on a mount, but one-handed when you're mounted.
As awkward as it sounds, you may have 2 lances hooked to the saddle, ready for you to switch if you desire. Since they're both considered one-handed while mounted, you can TWF with both... once you get passed the penalties.
If you can wield a shield AND a lance while mounted, surely you can wield two lances... although lance/shield bash might be a better alternative.
Charging while pouncing would only applies to the first attack, but the remaining ones would be doable.
Sounds a little... odd that only the lance can do that.
I'm looking for a way to make any weapon from the spear weapon group, the group where the lance belongs, to be as efficient as the lance.
Any way to make a longspear wieldable in one hand while mounted, or to make a trident deal double or triple damage on a charge?
I could expand this to weapons from the polearm group... but one thing at the time, shall we? ^_^
Dumb question, but still...
How many hands do you need to cast a spell? Assuming you're human, both of them, or just one?
If I'm a wizard holding a staff, can I let one hand go of it (a staff being a two-handed weapon) and cast a spell with just one hand free and take... whatever action to grasp it again in the next round?
(Yeah, that last part is a bit hazy, because unless I'm having Quick Draw, I assume that it would take me a move-action to grip my staff back with my free hand.)
Yeah... without being a 3rd-party material... not to say that this is a bad thing though.
I just wished that Paizo would have done this sooner...
For a limited use feat, it could work...
Also, I always thought it was dumb that the ONLY thing that makes the spell different between 2 casters is their key ability score modifiers, NOT their actual level.
1)A feat similar to Superior Unarmed Strike
2)A feat that allows spellcasters to learn spells from similar classes
3)A feat that boosts spellcasting according to the caster level
4)A feat that makes 1st-level domain/bloodline/school abilities useable at will
[Archives of Nethys] Nov. 2014 - Jan 2015 Releases added: Pathfinder #88-90, Belkzen, Lost Treasures, Plunder & Peril, Familiar Folio, Giant Hunter's Handbook, and Ranged Tactics Toolbox
Ugh... QUIT WORRYING ABOUT THE BLOAT ALREADY!
Dude, you JUST need the 3 core book the play the game, the rest is just supplementary/not mandatory.
You don't need more classes, more races, more feats, more spells, more monsters, etc... All 3 books cover everything you need.
You take it or you leave it, as simple as that.
Furthermore, what is there to worry about? Too much material? Why again? Too much options? When is it a BAD thing to have "too much options" again?
Occult Adventures is around the corner, feel free to take it, no one forces you to use these rules, let alone buy the book.
Dude, if you're solely use the APs, all you need is the 3 core books and the 6 APs. That's it, because most of the stuff use in the APs are reprinted for your convenience. Same goes with the modules.
Ok, I'll just double-back on one of my suggestions.
How about an AP where a dragon is the main antagonist?
I know that this might lead to getting a mythical red dragon instead of another dragon kind, I know that dragons aren't that common in Golarion, I know that dragons are often overused... but, still...
- Take a dragon
Matrix Dragon wrote:
The main issue is that unlike WotC's game, Pathfinder doesn't have the Dragon Deities as core ones. In DnD, Bahamut was turned into the God of the Cold and Wind and Tiamat into the Goddess of Conquest... in addition of their draconic aspects.
Here, Apsu and Dahak are just racial/monstrous deities with little to no tie to fundamental elements or themes.
Furthermore, as I already talked about it my wish thread for a "Blood of Dragons" booklet, dragons aren't THAT present or influencial in Golarion. However, that doesn't mean that they shouldn't.
I have yet to see, and could see an AP where the main antagonist is a dragon... like a mythical red dragon (typical, but still).
How about... "Champions of Dragons"?
Archetypes could include:
Huh... upon thought... I'd like to see archetypes that make use of the Kineticist's Kinetic Blast.
Fighter: replacing weapon and armor training with the blast and talents.
Ninja: Kinetic Blast as a Ninja Trick, and Kinetic Talents as a Master Trick, both using Ki points instead of Burn points.
Brawler: replacing martial flexibility and maneuver training with the blast and talents. Hey, that'll give us the Kamehameha or the Hadoken XD
Magus: blast and talents as arcanas, using the pool points.
Arcanist: blast and talents as exploits, using the reservoir points.
Technically speaking, ANY urban adventure/quest can work with a series of ships. An uprising sect? A rigged election? An arcane experiment gone haywire? A theft? There's a ship for it...
Dungeon crawling can be reserved to underwater scavenging hunts, exploring sunken cities and ships and fighting aquatic monsters.
Transport between ships can be done with Teleportation Circles.
My 2 cents on the subject
Iterative, I can think of no way with a PC that hasn't been mentioned. The only other thing I can think of even like that is Animal Companions by their rules can get a 2nd iterative attack of a main attack if they have no secondary attacks. However that's strictly for AC's as far as I know. Otherwise Rodinia already listed most of what I was going to say... Haste and Blessing of Fervor, Speed on an AoMF, AoO's (maybe w/ [teamwork]feats that provoke them) and reach.
The Razortusk feat in APG gives your half-orc PC a bite attack. Kitsunes also have a feat that give them a bite attack... maybe it,s an alternate trait, can't remember.
Let's say one character has a bite attack, he can only use it once per round. Is there any way to allow him to make multiple bites using iterative attacks. I know that Feral Combat Training allows a monk, or a brawler, to use a selected natural weapon for flurrying, but... that means that you can use it up to seven times during a flurry, but not up to three times during anything else without flurrying...
Up Close and Deadly (Ex): At 1st level, when the pistolero hits a target with a one-handed firearm that is not making a scatter shot, she can spend 1 grit point to deal 1d6 points of extra damage on a hit. If she misses with the attack, she grazes the target, dealing half the extra damage anyway. This is precision damage and is not multiplied if the attack is a critical hit. This precision damage increases to 2d6 at 5th level, to 3d6 at 10th level, to 4d6 at 15th level, and to 5d6 at 20th level. This precision damage stacks with sneak attack and other forms of precision damage. This deed replaces the deadeye deed.
So basically, if my gunslinger has Signature Deed (Up Close and Deadly), I can literally spam this deed as long as I have at least 1 grit point in reserve.
For something called "Up Close and Deadly"... where's the "Up Close" part? Isn't there suppose to have a maximum range to that, like "any ranged attack under 20 feet" or something?
I'm pretty sure that this has already been suggested, but... how about a mob, squadron, megaswarm (Tome of Horrors 4 terms) or whatever-you-call-a-large-group-of-Small-or-larger-creatures template?
You know the idea that 20th-level characters can wipe out entire armies on their own? Yeah... that's a little... problematic...
Throwing at them giant "swarms" of soldiers that chip away of their HPs isn't gonna pleas ethem and MIGHT reconsider going Leeroy Jenkins on them all of a sudden.
What do you expect people to do, roll dice to randomly select everything?
For classes? No...
For races? Hell yeah!
Think about it: The PCs start in an alchemist's laboratory as guinea pigs for his maddening experiments. The PCs free themselves, but not without "permanent" damage.
Make a table using each and every single quality and traits and have players roll the dice 5 times.
Enjoy you new mutated form people XD
High-level healing spells could restore the original physical bodies though, as a mean to get rid of that.
Can you really blame your players from planning ahead? Even then... EVERYTHING you do can throw a wrench at their plans.
A sorcerer is allowed to change spells known according to the situation, just like a fighter can change its weapon according to the situation. If you know that the scenario will have aquatic environments, the sorcerer might go for Water Breathing and Fredom of Movement instead of other spells, just like the fighter might go for ranged weapons if the scenario keeps, or made it clear, that the enemies are flying constantly and are rarely seen in melee.
Adapting to the situation will less likely get you killed than sticking to a plan and having to deal with its shortcomings.
I see nothing wrong for players to plan ahead... but in the end, THEY have to be cautious of what awaits them. Nothing always goes... according to plan, afterall.
Arcane Cannon (Ultimate Combat)... at least for one of its aspects:
The cannon is treated as a conductive weapon... which is by itself pretty useless. Since it's an arcane spell, there aren't much options to it.
Bloodlines are weak, school powers are weak... and no, it doesn't act like the magus' spellstrike... despite being released in Ultimate Combat, which is after Ultimate Magic.
So yeah, Arcane Cannon isn't a bad spell... but its secondary ability is worthless.
Nothing I found in the Siege Engines section indicates that they use anything other than the Attack Action to actually fire them. It may take multiple full-round actions to load and aim, but once it's ready to go, it's just a standard attack action to pull the trigger. Vital Strike isn't listed as precision damage; it's just extra damage dice so the prohibition on Siege Weapons dealing precision damage is inconsequential. Thus, I see no reason to conclude that a siege engine does not benefit from Vital Strike.
My thought exactly...
Also, to everyone questioning the idea... I see nothing wrong at taking down a Huge or bigger creature using a ballista or cannon instead of picking at its ankles.
Compared to spending only one charge instead of one per attack and being able to target all thinsg in a 200-foot-long line with no save?
Vital Strike can used with ranged weapons. Someone needs to roll attacks when firing a direct-fire engine such as a ballista or cannon. That someone could have Vital Strike as his feats.
Can you actually Vital Strike something or someone using a ballista or cannon???
It doesn't say that these siege engines require a full-round action to fire, meaning that it's done as a standard action, but still...
So Vital Strike works on ranged attacks...
Oh boy, this made technological weapons even scarier...
An X-Laser deals 5d6 points of fire damage per attack, and it can be used for iterative attacks, costing 1 battery charge per shot. However, NOW you can use Vital Strike for ONE single shot per round, costing ONE charge, that deals 10d6, 15d6 or even 20d6 points of fire damage, depending on how many Vital Strike feats you have.
I assume that Vital Strike CANNOT be used with slow-firing weapons, since Vital Strike requires a standard action, while shooting a slow-firing weapon, such as a railgun, requires a full-round action, but for some of heavy weapons in the booklet, that can get ugly pretty quick.
On a sidenote, you might want to houserule that firearms can get that enhancement, but at +3 instead or +2, and both modern and technological firearms at +4 instead of +3.
Furthermore... there actually IS an alternative for getting unlimited ammo for firearms... but it requires Psionics Expanded from Dreamscarred Press... and its GM's approval.
There's an enhancement called "Energy", for an additional 12,000 gp (not an enhancement bonus equivalent). In short, your bow, crossbow, sling and even pistol (firearms are used for various archetypes in this book too) now shoots cold, fire or electricity projectiles at will, made of pure energy (chosen at creation), but at the cost of not being able to use/shoot regular ammunitions. For instance, you can get a +1 fire energy composite longbow that shoots fire arrows for fire damage, not piercing, but you cannot use it to fire regular physical arrows, even magical ones.
So yeah, you can have a +1 fire energy pistol that literally mimics Paizo's laser pistol, or arc pistol or zero pistol, depending on your choice. To cheese even further, you can have a +1 fire energy flaming burst Lawrence 1917 flamethrower that doesn't have a backpack-like tank on your back and that can fire multiple times per round (according to your BAB) dealing 5d6+1 points of fire damage on everything in a 60-foot long line. Don't believe me about the "multiple times" part? Check this out... from the developper himself!.
Give such a tool to your pyrokineticist... and he'll roast everything for 9d6+1 points of fire damage a shot... because I believe that Great Weapon Aflame applies to ranged weapons as well (might not though).
Point is to get Form of the Dragon 3 instead of capping at Form of the Dragon 2. Granted if you're a sorcerer, you can ALWAYS cast the actual spell and/or make an item that allows you to use that spell, but still...
Would that houserule break the game?
I'd allow it... to every single projectile weapon for that matter, be firearms, slings and whatnot.
Dude, an endless ammunition bow creates arrows... out of thin air... that's far more suspiscious than having an endless ammunition pistol creating a bullet and gunpowder load, both hidden inside the chamber/barrel.
My take: firearms aren't commonly used compared to bows and crossbows, and they can be outruled easily for flavor reasons. So why allow it for items that can't used at all? That's my explanation on why they didn't allow it for firearms.
Leaving out reload feats? Yeah sure... that's like saying that keen shouldn't be used because players won't take Improved Critical...
Has anybody yet requested "Underwater Adventurer's Toobox"? Because that's one I really do want....
I actually suggested an underwater AP. Believe me, you'll get more materials out of it.
In the meantime, you could be interested in Alluria's Cerulean Seas setting. EVERYTHING for underwater in there:
- Ship combats
BTW, Disclaimer: I might look like I'm ranting, but it's just my opinion on some rather poorly designed abilities.
Summoner - Synthesist
Emphasis mine... because this becomes problematic:
So basically... the eidolon, when separated, has ZERO skill ranks and ZERO feats...
Honestly, I fail to understand why fusing with the eidolon DOESN'T get you bonus ranks and bonus feats... which are all given to the split eidolon.
Summoner - Broodmaster
Eidolon Brood: At 2nd level, instead of a single eidolon, a broodmaster summons two Small eidolons to his side, each less powerful than the single eidolon of a standard summoner. Each eidolon has it own base form and associated base statistics and free evolutions. Regardless of the number of eidolons in the brood, each eidolon has the same base attack bonus and base saving throw bonuses, but the rest of the eidolons' base statistics must be divided between the eidolons, including Hit Dice (minimum 1), skill points, number of feats, armor bonus, Str/Dex bonus, evolution pool (but see below), and maximum number of natural attacks. Individual eidolons in the brood must purchase evolutions separately. Once a broodmaster decides on the forms and abilities of his eidolons, they cannot be changed until the summoner gains a level.
In other words, your eidolons are downright useless... Would have been MUCH better if the summoner add to decide the actual level of each eidolons. For instance, a 10th-level broodmaster could have 1 10th-level eidolon, 2 5th-level eidolons, 1 8th-level and 1 2nd-level eidolons, and so forth.
Magus - Spellblade
Force Athame (Sp): At 2nd level, a spellblade magus can sacrifice a prepared magus spell of 1st level or higher as a swift action to create a dagger of force in his off hand. The athame lasts for 1 minute or until dismissed, has an enhancement bonus on attack and damage rolls equal to the level of the spell sacrificed (maximum +5), and is considered a weapon the spellblade is holding for purposes of his arcane pool feature (using the pool to add abilities to a held weapon applies to the magus's physical weapon and to the athame for no additional cost). The athame acts as a dagger, but the hand holding it is still considered free for the purpose of casting spells and delivering touch attacks. The magus can use the athame as if he were fighting with two weapons, or can use that hand to cast spells as part of the spell combat class ability (but not both in the same round). Attacks with the athame are force attacks and deal force damage. This ability replaces the spellstrike class feature.
Honestly, the whole idea of having a ghostly dagger while expanding a prepared spell is kinda... dumb. The damage remains fixed, the duration is too short, and the magus is kinda ill-fitted for TWF anyway. Maybe is the duration lasted 10 minutes per spell used, and the damage increased depending on the spell level, like 1st = 1d4 / 2nd-3rd = 1d6 / 4th-5th = 1d8 / 6th = 1d10. Furthermore, the fact that you cannot make an athame attack PLUS spell combat in the same round, sorta defeats the whole purpose.
Monk - Quinggong Master
Ki Power: A qinggong monk can select a ki power (see below) for which she qualifies in place of the following monk class abilities: slow fall (4th), high jump (5th), wholeness of body (7th), diamond body (11th), abundant step (12th), diamond soul (13th), quivering palm (15th), timeless body (17th), tongue of the sun and moon (17th), empty body (19th), and perfect self (20th). This replaces the monk class ability the qinggong monk gives up for this ki power.
The whole thing is confusing, because some powers require a level that doesn't correspond to the traded ability, not to mention that this archetype has been abandonned when the new sources came out, as we have no rule of thumb to add new spells/feats to the list.
Bard - Sound Striker
That could have been combined into a single power for starters. Weird Words could have been a single use of Bardic Performance, for a multi-hitting power, either on a single target, or divided into mutliple ones.
Monk - Student of Stone
Strength of Stone (Ex): At 3rd level, a student of stone learns to draw strength from the earth. So long as both he and his opponent are touching the ground, the student of stone gains a +1 bonus on attack rolls, damage rolls, bull rush and trip combat maneuver rolls, and to his CMD when resisting a bull rush or trip attempt. This ability replaces fast movement.
Here's the problem: it doesn't scale like Fast Movement, so you basically trade 60 feet of speed... for a +1 bonus. Yeah... That should have been that you add a bonus equal to your monk level.
Arcanist - Blade Adept
I'm... tempted to add every single ability for this one, because the archetype misses one crucial goal: to be effective with the blade. Yeah, where's the ability to treat your BAB the same as your caster level? Don't give me the "that would have been broken" excuse. If you have a martial-oriented arcane spellcaster, make sure that it can actually HIT things with weapons.
Cavalier - Beast Rider
Exotic Mount (Ex): At 1st level, a beast rider forms a bond with a strong, loyal companion that permits him to ride it as a mount. This mount functions as a druid's animal companion, using the beast rider's level as his effective druid level. The animal chosen as a mount must be large enough to carry the beast rider (Medium or Large for a Small character; Large or Huge for a Medium character).
I... don't understand the concept here. The GM can allow other creatures as suitable mounts for the regular cavalier anyway. The only benefit is the make a bear or wolverine... Large... which could have been made into a feat. Not really worth trading over heavy armor proficiency IMO.
Swashbuckler - Picaroon
Kinda pointless if you take the Sword and Pistol feat...
That's all I could find after some research...
Cavalier (Beast Rider) can net you a mount... although what's kinda dumb is that "DMs can allow mounts" in the regular class entry anyway so...
As for the actual mount:
Unfortunately, I can't find any companion which is amphibious like your merfolk...
As I mentionned in another AP-related topic, anything related to the underwater regions would be nice.
TBH, that's one part of every setting that keeps getting omitted. While it's understandable as most PCs travel on land as terrestrial races, there is a lot of potential if they open up the seas and oceans of Golarion.
Ok, I got one for you... but it's not really set IN Golarion per se:
Yup, you heard me right, I want an AP that goes literally IN the Inner Sea, the Steaming Sea, the Arcadian Ocean, the Obari Ocean, the Ivory Sea, the Embaral Ocean, the Valashmai Sea, the Okaiyo Ocean, the Songil Sea... and/or even the Elemental Plane of Water.
How about an AP focused on something related to the Eye of Abendego, like an ancient artifact that allows someone to literally MOVE the Eye around, causing havoc? How about having the Cloud Castle of the Storm King stationned INSIDE the Eye?
Here are several points to an underwater AP:
I know a good 3rd-party publisher who has quite the expertise on underwater adventures, Alluria Publishing. Maybe they could hire the writers to help them out with such an AP.