Lost Gamer wrote:
You could save a feat by taking Heirloom weapon as a trait and being prof. with your granddaddy's old cowhide. LOL Or in the Indiana Jones style your father passes you the torch(whip).
Heirloom Weapon, sadly, does not work that way any more. You can't take an Exotic weapon with it.
Also, while I have not tested the archetype to see how useful or not useful it is...bards DID get an Archaeologist archetype in Ultimate Combat. ;)
Nothing wrong with overkill, though. Doubly so if you've already gotten your other good feats like Vital Strike and whatnot and need something to round out the selection. It's not perfectly optimized, but it's certainly nothing to turn up one's nose at.
Fun fact (and one that Deadliest Warrior actually got right for once): "Urumi" is the Malay term for the weapon. In India, it's called the "Aara".
Also, effective on the battlefield in real life or not, that video *really* makes me want to make a Vudrani or Tian-Sing fighter who uses an urumi+buckler. :D
This. I've got at least one player who plans on basically taking a Pegasus Knight from Fire Emblem, and since GM approval holds, I can let her do so.
Same here, though I do find it amusing that if you play in a setting with a higher level of firearms ubiquity than Golarion has, Trophy Hunter no longer requires that feat tax.
The Grandfather wrote:
Umbral Reaver wrote:
What does obsidian do? I'm curious, since I don't have UC and obsidian weapons are relevant to part of my home setting that's still under development.
Cannot be used for armor, normal weapon damage, has the same fragile quality as bone and other stone.
Incidentally the terbutje/macuahuitl is probably my second favorite of the primitive weapons in the book (it loses out to the taiaha for me).
Staff fighters don't need a feat to use the quarterstaff one handed. They are clearly marked as double weapons. A double weapon can be wielded as a one-handed weapon, but it cannot be used as a double weapon when wielded in this way—only one end of the weapon can be used in any given round. However, this being said, all double weapons open the magus nicely for two weapon fighting. Simply use only one hand to wield your weapon on rounds that you use spell combat.
Yeah, that whole part of the feat is kind of invalidated by that (though it does also let you take Weapon Specialization: Quarterstaff without fighter levels).
I dunno, generally a wider crit range is better for your average damage than a smaller range with a higher multiplier.
When you finally find somebody you want six feet under. ;) But as has been stated many times, nearly every group I've ever had has always assumed that HP < 0 is as good as dead for everything that isn't a critical enemy NPC or something with a ferocity or regen effect. So this really is a redundant feat save for those who truly play precisely by the book for every last thing.
This, basically. You don't watch Deadliest Warrior for accurate assessments and historical fidelity, you watch it to enjoy people using really cool weapons to slaughter pig carcasses, gel torsos, and foam targets.
I've been beaten to the mention of Wave Strike + Quick Draw, but I do believe such images of Western draw attack techniques exist as part of some German fechtbuchen. I rather wish I had pictures on hand for proof, but alas I do not, I simply remember seeing such.
We also need a few dozen "X-Factors", don't forget that. Alas, I don't have Microsoft Excel on this machine. ;)
Mike Schneider wrote:
Quite true. If it's an actual oni, he'd probably do enough just on his swing alone, never mind that quad crit. XD Still, I think the intent is fair enough.
Mike Schneider wrote:
I just want to say, I'm *well aware* of what bracing a polearm usually entails, thank you. However, as much of the system is based on abstraction, I feel that the mechanics for bracing (which indeed does involve taking a ready action to recieve a charge and then attacking when you are charged for double damage) are a perfectly acceptable solution to a weapon that is fabled to be able to remove all four of a horse's legs in a single well-made stroke.
Yeah but the Samurai's abilities aren't as focused around his mount as the Cavalier's are. A Samurai gets exactly ONE ability (Mounted Archery) that refers to the mount. Everything else is either personal or his banner abilities (and I believe even those count because I could've sworn I heard about a ruling that you count as your own ally).
Incidentally the main complaint I hear about the Samurai is just that it's an Asian-flavored cavalier, which I can understand for some, but for me? It's actually the biggest draw of the class, because I'm a sucker for the Asian flavoring. XDD
STR Ranger wrote:
THANK you. I hear so many people claiming that Last Stand is so useless because it is ignored by spells, but in the process forgetting all the other anti-spell effect tools that a Samurai can bring to bear.
Quick-drawing attack techniques are actually a part of a lot of swordsmanship traditions, even Western ones. :)
Mike Schneider wrote:
Two things here.
One: The lore surrounding the nodachi (setting history aside for a moment, as IIRC they were rarely used on the battlefield if at all) involves it being used in a distinctly anti-cavalry fashion; chopping down riders or even completely cutting down charging horses. Brace seems appropriate based on that. :)
Two: More humorously...judging by the weapon's description in Ultimate Combat, and its artwork? Somebody on the team appears to have partially confused the nodachi for another Japanese weapon, the nagamaki. Take a look at the weapon on that page and compare it to the picture in Ultimate Combat. XD
Jason Nelson wrote:
That'd be a fine ruling too, really. Apologies, too--it's just that hard-to-shake habit of reading into the text a little too hard that some folks have. XD
This may sound terribly unhelpful of me (and I apologize), but for my two cents, I rather feel the Samurai DOES have plenty of flavor on its own and is nicely distinguished from the Cavalier to a sufficient degree. It possesses a mount but is less tied to it than the base Cavalier, and has abilities focused around one's own prowess rather than a slant towards team tactics.
This is just my opinion though. We'll just have to keep our eyes peeled in the future--Antipaladins got an archetype to call their own in UC, perhaps the Tian Xia World Guide might have a few new archetypes for Samurai?
Darkon Slayer wrote:
That's still how I'd rule it for the Kensai 'til official errata is forthcoming. Until then, let's see that myrmidarch...hm, yeah, that looks a little more FUBARed there. Will await the official ruling on that, but I think the Kensai has a much easier fix at least.
I think I know what the intended deal is, here. The level 7 Fighter Training for a Kensai, counting as Magus Level - 3 only applies to his favored weapon. The Fighter Training at level 10 lets him count as Magus/2, for all OTHER weapons.
Very interested! I like using good giants as NPCs. One idea I had as a test-drive for Ultimate Combat involved the PCs being hired by a storm giantess to help clear out a creature infestation on her private plot that goes too deep for her esteemed self to reach personally.
Samurais don't get Weapon Expertise with greatswords, they do get them with katanas. I'd never use a shield with a katana as a Samurai, but I *might* with a shortspear if Minkai has an Okinawa-like place. Tinbe-rochin is an awesome martial art.
I'm not too rankled about the mounts, either. Samurai are sufficiently mount-independent for my tastes and I can always just look up the basic stats.
Page 49, Unarmed Fighter archetype: The unarmed fighter's weapon training ability does NOT grant its bonus to unarmed strikes. Shouldn't it seeing as that's their primary attack form?
This wasn't addressed but I just had a look myself and wanted to say--you get the training bonus to the monk weapon group (which DOES include unarmed strikes), and the natural weapon group (which goes without saying) as an Unarmed Fighter.
J. Cayne wrote:
Oh, history, may you never stop being so interesting in your insanity.
Ahhh, I was unaware! :)
It's a great archetype, it is. Though one thing that's always amused me is that, IIRC, Stormbringer was this huge two-handed blade that Elric couldn't wield without its magical enhancement to his prowess. Which would make such a weapon illegal for the archetype, as the Black Blade cannot be a two-handed weapon. XD
Back on topic, I like the Gendarme Cavalier. A fightier cavalier that might actually exceed the Samurai in raw combattiness? Yes please.
I also like what I've heard about performance combat. Fighting clubs and stuff like that would be an awesome campaign element. Or, for those of a more serious bent...playing a campaign more along the lines of Spartacus: Blood and Sand. XD
Yeah, I've got a few concepts coming to mind hardcore too from the previews. In addition to Crab Clan style Armored Hulk Barbarian, I've got...
Runaway Ashigaru-themed Fighter (not sure if straight Fighter or Polearm Master Fighter)
And that's just for right now. XD
Actually, if it WERE something like a main gauche, or a sai, or something like that, I'd have no problem with it. It's still a weapon, that you have out and are using. The gauntlet trick annoyed me because it wasn't even that. It was basically treating it not as a weapon but rather just an extra +AC item slot, and something about that just bugged the everloving hell out of me for some reason. XD Rational? Maybe not. But that's just how I feel about it. And I think maybe I need to talk to my DMs about the amount of gold we tend to get, because it often exceeded 880k by leaps and bounds o_O;
I'm also not so sure about it being a flat-out trap option, either. If you're fighting something with powerful attacks but relatively poor AC, it's a perfectly useful enchantment even WITH the gimped to-hit. It's saved my sorry ass on a few occasions, anyway. *shrugs* There's better enchantments to have, certainly, but I wouldn't call it a trap option.
I still didn't really like it back in 3.5, though. And while you pay half cost for crafting it and 73k gold isn't THAT big a hit to the pocket anyway at really high levels? I meant more cheap in the sense of "really sneaky way to tag on an extra boost to AC". It just always rubbed me the wrong way for some reason, rather than putting it on your primary weapon.
Same, though Immunity to Death Effects gave me a "SHUT UP AND TAKE ALL MY MONEY" reaction.
My houserule would be that even though you don't get tired after raging, you can't rage again for the same amount of time you normally would have to wait.
I could kind of see this getting just plain out of control if the player isn't monitored carefully, at least in higher level games. XD Still, it seems to advance slower than previous versions of similar concepts.
Hah, the days of guys slapping on a +whatever defending gauntlet for a quick and cheap AC boost are gone, eh?
Jeranimus Rex wrote:
I meant the scimitar's game statline, actually, which suggests something slimmer and less flat-out choppy than your average longsword or, indeed, thicker-bladed scimitar types like the kilij.
Scimitars would work for those more slender dao types like the piandao, yes indeed. Things like willow leaf dao or goose quill dao (more common military dao, basically) need a slightly harder raw punch, IMO. :)
That's pretty much what I expected, and very nice besides. :D I sort of had an idea from that come to me. >_> Armored Hulk Barbarian + O-Yoroi + Exotic Weapon Prof (Tetsubo) + Katana = BEHOLD THE GLORY OF THE CRAB CLAN!
Thanks for the response!