Yes, I imagine LN would do perfectly. My character would be TN, and could work just fine in a LN company. I'll do some research on Pax Aeturnum. Thanks.
Interesting. Thanks for getting back to me.
The Seventh Veil looks very interesting to me, but I do not yet see their claim to power. It may be non-existent, or simply not visible on the surface.
I will have to keep looking.
If you are in a guild focused on Politics, Diplomacy, Economics, please reach out, as I have much to offer in those fields.
Ahhh, how incredible it is to peak my head into the PFO forums and find that this place is absolutely bumping! After some long conversations with friends last night, it re-sparked my excitement (however premature) in preparing for PFO Beta.
A few Questions (if I may)
1. I am extremely interested in dedicating time to a guild, though I am struggling to find one that matches my interests. Does a guild exist with the following criteria?
My search through the guild lists has not been fruitful in finding what I am looking for.
2. If a guild like this does not exist, what would it take to start one?
Thanks in advance for your time!
The issue i run into here is the mechanic for Favored Weapon. It relies on replacing the dice from Overwhelming strike, and so if I got rid of the dice, I would have to scrap or rework that entire ability.
I really would like to incorporate crits into the build somehow, but when you consider the fact that the class is already proficient with one Exotic weapon, you could stack crit feats and be a critical master without much effort. On top of that, you're on full BAB so you don't have to wait extra time for bab dependent feats. Finesse Fighter together with full BAB, this class shouldn't struggle to crit.
That feat kinda solves my problems and removes a bit of the customization from my hands, I like it.
I'm leaning more towards reducing it to d4's than reducing the frequency, since the class is heavily dependant upon the amount of dice rolled. This is I think a good trade off from where we are: Reduce to d4's, and add Agile Maneuvers.
+5 Toaster wrote:
you actually didn't list it's bab so i think everyone assumed 3/4 to go with the hitdice. Well overwhelming strike definitely fits the class well, and makes great strides to improving the consistenty of it's bonus damage.
Yah since I don't have the table displayed (impossible), you would have had to open the "CP Breakdown"
Have you considered doing a possible slower progression for sneak attack for this class? Again, without playtesting I can't properly judge the power on it, but it seems like it might be a little more fitting.
I think that's very fitting... though the balance is hard here, because i have to take into consideration the reduced skill monkey capabilities. I think that a playtest would be important here to gague the relative power. Also, taking into consideration the different requirements for the added damage. I could also just reduce the damage to d4's instead of d6's.
Another issue regarding Combat Maneuvers, if this class dumps strength, than CMB suffers greatly. What about adding this to Finesse Strike
Finesse Strike (Ex): A myrmidon of 12th level may substitute half of his Dexterity bonus to damage rolls and his CMB instead of strength. At 16th level, he may substitute his entire Dexterity bonus to damage rolls and his CMB instead of strength.
This is lvl 12+ mind you, so the class continues to evolve.
Thanks for all the brainstorming. I really like all of the ideas regarding combat maneuvers, but what I had in mind is the evoker of melee classes if you catch my drift. Someone who is focused on being there when needed to crank out the damage necessary to finish an opponent.
What makes this different, (and less dependent on sneak attack) than a rogue is the fact that he gets full BAB (if you didn't notice) and finesse strike. I am very interested in the concept of altering "Sneak Attack" to be usable upon certain conditions that aren't necessarily exactly the same as sneak attack, but similar. Maybe it would be based on demoralization as opposed to being denied dex bonus. "Overwhelming Blow"
1. Overwhelming Strike: If a myrmidon can catch an opponent when he is overwhelmed by his attacks, he can exploit a weakness in his enemies defenses for extra damage.
The myrmidon's attack deals extra damage anytime his target is demoralized, feinted, helpless, or when the myrmidon flanks his target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two myrmidon levels thereafter. Should the myrmidon score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a myrmidon can make an overwhelming strike that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
The myrmidon must be able to see the target well enough to pick out a weakness in his defenses and must be able to reach such a spot. A myrmidon cannot sneak attack while striking a creature with concealment."
+5 Toaster wrote:
so taking a closer look at the construction engine. according to it Monks are the most powerful class and Sorcerers are the weakest...
Well, that's not QUITE true. It's got a combination of abilities that add up to the highest point value.
In order to calculate most powerful class, I think you'd have to consider ability synergies, MAD potential, and other... stuffs.
Just pull out your core rulebook, monks have so many more abilities than all the other classes, but for some reason everyone's always complaining about monks!
Interesting feedback, thank you. You addressed something I had meant to do but forgot:
Sneak attack needs to be re-flavored and maybe even restructured. It's not so much a sneak attack as it is their ability to make vital strikes whenever the opponent is hindered. I could rename it as "Overwhelming Blow" or "Vital Blow" or "Opportunist Strike", you know, something like that.
UMD... I think that because the class is so focused on physical mastery, Magical Devices seem like something they'd have to master on the off time, definitely not a natural part of the class the way i envision it. Magic items are perfect, and most don't require any sort of UMD ability. As for magic armor, the answer is Bracers of Armor.
I guess I don't really get the feel of it. It seems a lot more like a mashup of random abilities than anything else. I could see a couple things being removed, and it then becoming an archetype for Barbarian, Fighter or Rogue.
Bah, this pushes me to do what I'm worst at: writing. I need to do a write-up of the flavor of the class and how the abilities he has mash up. The basic idea is:
A warrior who is trained with and has mastered a couple of weapons. He packs light, and uses that to his advantage. Armor truthfully would get in the way of his movement ability. In combat, he runs in on the front lines, and uses his dexterity and his self-confidence in his physical abilities to maneuver around the battle field. He is squishier than a fighter, but the trade-off is his capability of craking out more damage than a fighter.
Possible combinations/build ideas:
If he doesn't have a flanking buddy, he takes the improved feint tree, and sneak attacks on his own.
Masters Acrobatics for ultimate mobility
Masters combat maneuvers and goes wild with trips, disarms, sunders, etc.
It looks like a powerful class. The reason i asked about the armor is mainly look, but with your shield restrictions, light armor befitting their abilities should be ok from a mechanics point of view. How close are you to the playtest part of the Myrmidon, that would be the telling part of how it fits into the game world.
Well, if/when my current sorcerer dies in my player campaign, or someone takes the role of GM in the campaign I personally run, i'll be playtesting it. Playtesting will start some time late Jan mid Feb. Right now I'd like to get some theoretical/at-a-glance balance criticism to mold it, but i'll be sure to post here any updates I have.
Kybryn, let me ask, is this something similar to the Myrmidons from the movie Troy? Just curious, not trying to be funny. If so, i don't see why they couldn't use light armor and still qualify for class specific bonuses. I loved the armor design and concept for them in Troy and it seems to me that your Myrmidons should be able to wear something similar. I agree completely that they were trained for maximum movement in combat to better control the battlefield.
In a sense yes, but not totally. It's more structured around the Fire Emblem concept (Zihark, Mia, Guy, etc). I've considered adding the clause "any armor considered to be one step lighter than light armor does not restrict any class abilities" or something like that, but it seemed like extra cheese adding onto what I feel is a pretty powerful class.
It's a really 3.5ish class. It doesn't quite feel Pathfinder to me. I was a bit worried about the power level when I was reading the Roles section, but for were mostly unfounded. I don't understand the focus dex and cha, and it tells very custom made.
Yah, the way I see it the weapon mastery really is what steers it away from pathfinder, but I think that with a little rewording or restructuring it would seem more native.
I don't quite understand what your third sentence means, but if I did understand, let me try to explain to you why I feel it makes perfect sense. The dex/cha focus is based on their powerful sense of self-awareness and mobility. They are quick, responsive, and have total understanding and confidence in their anatomy and physical abilities. This explains the cha/dex thing going on.
Thanks for taking a minute to check this out. I'm interested in creating a rogue/fighter/monk hybrid. I know... that sounds like a lot, but I've put a good amount of time into building and balancing this class using the
I would appreciate any feedback you might have. Please be critical of the build! But don't be jerks to me :D
Base Abilities Selection CP
HD d8 30
Weapon Proficiency Simple, 2 Martial, 1 Exotic 14
Armor Proficiency Progressive, Shields 15
Class Skills 14 15
Skill Points per Level 6+int 45
BAB Progression High 50
Alignment Prohibited: Any Neutral -5
Save Progression Deft 15
Special Ability Equivalent CP
Sneak Attack Excellent Ability 15
Fast Movement Moderate Ability (conditional) 10
Finesse Fighter General Feat 5
Evasion Enhanced One-Time Ability 10
Uncanny Dodge Excellent Ability 15
Wearing Armor Affects All Abilities Greater Restriction -20
Bonus Feat Acquired Feat 20
Favored Weapon Outstanding Ability 20
Finesse Strike Excellent Ability 15
Grand Total: 269
Role: Myrmidons are masters of physical combat, and excel at dispatching foes quickly. While they do best when fighting with a flanking buddy, they can hold their own in head-to-head combat. Their weapon mastery abilities keep them equipped permanently with an answer to every combat situation, as long as they have one of their favored weapons by their side. Their powerful sense of self-awareness allows them to not only best their opponents in combat, but in social settings as well.
Alignment: Any Neutral
Hit Die: d8.
Skill Ranks per Level: 6 + Int modifier.
Weapon and Armor Proficiency: Myrmidons are proficient with all simple weapons, plus two martial weapons and one exotic weapon.
Myrmidons are not proficient with any armor, but are proficient with light shields and bucklers.
When wearing armor or carrying a medium or heavy load, a myrmidon loses his AC bonus, as well as his fast movement, finesse strike, and favored weapon abilities."
Fast Movement (Ex): A myrmidon's land speed is faster than the norm for her race by +10 feet. This benefit applies only when she is wearing no armor and not carrying a medium or heavy load. Apply this bonus before modifying the myrmidon's speed because of any load carried. This bonus stacks with any other bonuses to the myrmidon's land speed.
AC Bonus (Ex): When unarmored and unencumbered, the myrmidon adds his Charisma bonus (if any) to his AC and his CMB. In addition, a myrmidon gains a +1 bonus to AC and CMB at 4th level. This bonus increases by 1 for every four myrmidon levels thereafter, up to a maximum of +5 at 20th level.
These bonuses to AC apply even against touch attacks or when the myrmidon is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, or when he carries a medium or heavy load."
Sneak Attack: If a myrmidon can catch an opponent when he is unable to defend himself effectively from his attack, she can strike a vital spot for extra damage.
The myrmidon's attack deals extra damage anytime his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the myrmidon flanks his target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two myrmidon levels thereafter. Should the myrmidon score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a myrmidon can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
The myrmidon must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A myrmidon cannot sneak attack while striking a creature with concealment."
Evasion (Ex): At 2nd level and higher, a myrmidon can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the myrmidon is wearing light armor or no armor. A helpless myrmidon does not gain the benefit of evasion.
Finesse Fighter: At 2nd level, a myrmidon receives Weapon Finesse as a bonus feat.
Uncanny Dodge (Ex): Starting at 4th level, a myrmidon can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses herDexterity bonus to AC if immobilized. A myrmidon with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.
If a myrmidon already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead."
Favored Weapon (Ex): At 6th level, a myrmidon chooses a single weapon. Each time the myrmidon deals sneak attack damage, he can choose to forgo 1d6 damage in exchange for one added effect. At 6th level, he may increase the damage of his favored weapon by one step. At 10th level, he may ignore hardness 5. At 14th level, he gains another favored weapon, and may ignore DR 5.
For each added effect applied, he must forgo an additional 1d6, up to 3d6 per sneak attack total for all three added affects combined.
At 18th level, he may apply the same added affect up to three times."
Bonus Feats: At 6th level, and at every four levels thereafter, a myrmidon gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats. A myrmidon qualifies as a fighter for any feat with "fighter" as a prerequisite when selecting his bonus feat.
Improved Uncanny Dodge (Ex): A myrmidon of 8th level or higher can no longer be flanked.
This defense denies sneak attack damage done by an attacker flanking her, unless the attacker has at least four more myrmidon or rogue levels than the target does.
If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum myrmidon level required to flank the character.
Finesse Strike (Ex): A myrmidon of 12th level may substitute half of his Dexterity bonus to damage rolls for strength. At 16th level, he may substitute his entire Dexterity bonus to damage rolls instead of strength.
Favored Weapon Mastery (Ex): At 20th level, a myrmidon becomes a true master of his favored weapon. He may apply one added affect regardless of if he is dealing sneak attack damage or not. In addition, for each 1d6 he forgo's while dealing sneak attack damage, each added affect is applied. He may forgo up to 4d6 per sneak attack.
Hey Gary, and whoever else feels my pain,
First time posting here in regards to Book I. I am in the final act, and I'm starting to struggle to know how to help my party know what options to take. They've managed to kill two captains unscathed, but almost had a tpk tonight after killing Father Donnagin, with our Archer (fighter) being the only survivor. It seems as though it's literally impossible for anything to go on in town, as alert is so high they're sure to be swarmed within two minutes of being noticed. The party has been reduced to finding clever ways to draw out individual NPC's and kill them off, but at this point it's almost impossible for anyone important to go out without ten escorts, which ends up costing the party in open combat.
Giuseppe is done, Mott's wife is forever stuck in the keep since her lover was slain, the troupe is no longer a possibility, and the party afraid to start an encounter in town.
How could they possibly get into the keep now, assassinate, and get out unnoticed?
How could they have an encounter in town and be successful at total lockdown?
I don't feel it's my job to come up with the answers for them, but I want ideas in case I'm feeling generous. With my meta knowledge, it's hard for me to be objective about what actions I would take were I in their shoes.
I thought that his deserved an update. Since then....
1. I died by touching an eldritch pilar that "save-or-die" killed me.
2. Was reincarnated as a lizardfolk, but I use a modified "hat of disguise" to make me elf again. My Con up by +4. Str by +2, and Int down -2.
3. Have leveled up to 7, because we hit an extremely tough encounter which only I survived, and managed to finish, thus I got all the XP, blasting me lightyears ahead of the rest of the party.
4. My 7th lvl was War Mage.
At this point, my stats are as follows:
AC 20, touch 12, flat-footed 19 (+2 shield, +1 Dex, +6 natural, +1 deflection)
hp 79 (2d8+7d6+36)
Fort +11, Ref +3, Will +8
Str 12, Dex 13, Con 18, Int 15, Wis 12, Cha 18/20
My Scintillating Sphere (lightning fireball from Spell Compendium) does 7d6+14 (Draconic bloodline + Battle Magic) which averages 38 damage.
My Shocking (Scorching) Ray does (4d6+8)x2 = 8d6+16 which averages 44 damage.
Anyway, so far, I haven't died from any combat encounters up to lvl 7, just once from a save or die, on which I rolled a nat 1, go figure.
By lvl 10 i'll be wearing the breastplate, boosting my AC from 24 with Mage Armor (29 with Arcane Aegis as I am my own ally per definition of ally), to 27 (32 or 33 with Arcane Aegis).
I don't feel back pushing back a bit considering how deadly this has proven to be!
The CL of the item is determined by the spell used in its creation most of the time. Now if they want the spell's duration(for the item) to be longer it may involve a higher caster level. If the price is too high or too low then the price is ad-hoc'd to what the devs think is a reasonable price.
Interesting idea. I would think that it would be important to scale the CL up to manage crafting DC's, though I can't say that crafting DC's have ever been an obstacle for me, it's usually just gold.
PRD Home > Magic Items > Wondrous Items:
Use-activated or continuous Spell level x caster level x 2,000 gp2* Lantern of revealing
*2 If a continuous item has an effect based on a spell with a duration measured in rounds, multiply the cost by 4. If the duration of the spell is 1 minute/level, multiply the cost by 2, and if the duration is 10 minutes/level, multiply the cost by 1.5. If the spell has a 24-hour duration or greater, divide the cost in half.
Oddly this item is used as one of the examples on how to craft a custom item.
3 x 5 x 2000 = 30,000
I'm not about to attempt to explain why that's how it's interpreted, that's just how they got that number.
I'm also going to go out on a limb and say that in MOST cases (waiting for Gauss to come and disagree) in MOST cases, the formula is used as a basis, using common sense to dictate the CL of the item, which in turn scales the price appropriately. Again, this is not always true, but from what I can tell it's mostly true.
RULES: Diplomacey doesnt work on someone who means you harm.
Rules: Diplomacy is generally ineffective in combat and against creatures that intend to harm you or your allies in the immediate future.
This is completely up to GM discretion. Sometimes a captured bandit would just be happy to escape, and would be grateful to his captors, knowing that he only deserves to be dead.
So my question is, which modifier was the appropriate one? Could I have used the 'friendly' modifier because that was what the bandit was at the time of making the diplomacy check, or should I have used the 'unfriendly' modifier instead?
I would say that just because you've intimidated someone into giving you information etc, doesn't mean they actually like you. They're doing it only because they're intimidated by you. He still dislikes you.
The intimidate/diplomacy combo is very difficult. In fact, I would put you at an additional circumstantial penalty, since he's now likely harboring even more of a grudge against you for making him pretend to be cooperative.
DC 25 (Hostile) + x (Cha) + 2 to 5 (grudge penalty)
Hard to say. I look at Prestidigitation as the weak anything and everything spell. It's a universal spell, meaning it doesn't really belong or have abilities that are limited to one school of magic. Some things I've done with it recently:
1. Lit some oil by creating a simple spark.
I can't say that all these uses are RAW or RAI, but the fact it they were VERY fun uses, and sparked some excellent RP. The way I look at it, the idea is minor manipulation of the essence around you.
I can say that use of Prestidigitation is heavily based on your own imagination and problem solving skills. You can use it as often as you can come up with a silly idea of how some minor magic would make a situation cooler. I use prestidigitation in combat only about 20% of the time I actually use it. Most of it is flavor/rp stuff.
Hope that helped.
The text of Form of the Dragon I offers the following options:
Form of the Dragon I:
All breath weapons deal 6d8 points of damage and allow a Reflex save for half damage. In addition, some of the dragon types grant additional abilities, as noted below.
Black dragon: 60-foot line of acid, resist acid 20, swim 60 feet
Blue dragon: 60-foot line of electricity, resist electricity 20, burrow 20 feet
Green dragon: 30-foot cone of acid, resist acid 20, swim 40 feet
Red dragon: 30-foot cone of fire, resist fire 30, vulnerability to cold
White dragon: 30-foot cone of cold, resist cold 20, swim 60 feet, vulnerability to fire
Brass dragon: 60-foot line of fire, resist fire 20, burrow 30 feet, vulnerability to cold
Bronze dragon: 60-foot line of electricity, resist electricity 20, swim 60 feet
Copper dragon: 60-foot line of acid, resist acid 20, spider climb (always active)
Gold dragon: 30-foot cone of fire, resist fire 20, swim 60 feet
Silver dragon: 30-foot cone of cold, resist cold 30, vulnerability to fire
Edit: Ninja'd... well only kinda.
Jeremy Smith wrote:
Exactly, it's hard to see what it means for Paizo because I don't see Paizo using the format really.
Paizo, to me, seems to have a very strong growth-minded business plan, and, speculating, has more than enough capital to back it all up. They also have a foundation in their understanding and comprehension of the gaming community, quality of products, and ability to move into and expand their product as they see necessary. Paizo will know a long time before they're destined to fail, because it's all in the numbers.
In regards to "risk", business which rely upon sales generally like to use the subscription model to be able to project their sales. I can't say what % of their earning is made off of subscriptions vs online orders plus re-sellers, but I think between the subscription model and the threads they open up upon announcing a product, they can get a feel for how interested people will be in their projects (even though I doubt they'd shelve a concept at that point, but try harder next time).
Anyway, so en fin? I don't think that the Kickstarter platform will be used by Paizo, but I do see two benefits from it:
1. Paizo will learn what kinds of things 3pp's are doing that they can try to do better to earn that business.
2. 3pp's and no-names will be able to come out with better material, which will in turn force Paizo to continue to compete for the #1 spot in the d20 world, and not let what happened to D&D happen to them.
I don't know what Kickstarter will mean for pathfinder specifically, but I think that the obvious enthusiasm and willingness to fork out cash for Pathfinder stuff that doesn't exist yet says a lot.
I can see the world of gaming continuing to evolve to respond to the demand, and I see Paizo leading the supply.
I think that Paizo will lead in the accomplishing the following:
1. Enhance the way that games are organized and played online
2. Work to further unify the RPG gaming community (do right what Sean Connors did wrong on indiegogo with the "Dragon's Horde" if you're familiar)
That's all I can really think of. Bottom line, Paizo will respond to the demand... we'll have to wait and see how.
Black Tom wrote:
Not really asking for advice here, just moping and hoping for some sympathy or that someone would like to share their stories from similar situations. Can you satisfy your Pathfinder itch by just PBP-ing? I guess I'm going to find out.
Can you satisfy your Pathfinder itch by just PBP-ing?... I'm not sure for other people, since I don't know alot of PBP-ers IRL, but one thing I can tell you, I get the impression that the lust for awesome PBP is only to fill the void of the Ideal Table Top experience.. For me, nothing compares to sitting around a table with a group of companions, getting away for a few hours, arguing over stupid stuff, putting back MD's, and having a good time.
It's not everyone, but I find it so common that people try to get into 5+ PBP's at once, continually joining them in order to feel like they're getting enough substance from the format. I can say that after now finding 4 regular PBP games, my PBP desires are satiated, but that only because I play once, sometimes twice a week in person. Again, that's me, and I can't speak for anyone else.
As for killing the group, sometimes it's the best thing to do. About two years ago I was in a group with some people that were a lot of fun to begin with, but like any long term relationship, the little things started to get in the way. One of the players (a good player, lots of fun too) wanted to play everyone elses character for them. He thought himself superior and more seasoned than the rest and he thought that gave him free reign to offer his 2 cents on everything that happened. After a while, people started getting pissed off and getting into serious arguments around the table. Red faces, heaving breathing, hurt feelings, you know what I'm talking about. He even started escorting everyone to do everything because he wanted to opportunity to take place in the RP aspect of each encounter. Needless to say, people started making excuses, and eventually "Real Life" got in the way. I still keep in touch with one of the players.
Right now I'm playing in a game with all adults. I'm the youngest (24), and the rest are between 30-40. Because we have so much fun together, we have an unspoken understanding that we do everything possible to make it to the session. If someone can't be there, we understand. When conflicts slowly arise and don't weed themselves out, the conversation happens, because it's just not worth letting the game deteriorate because nobody is willing to say how they feel. It's just as much the responsibility of the players as the DM to bring up points of frustration to the table in an appropriate manner.
If there's one passive trait i've developed over the last few years, it's that I'm always scouting. Every PFS I play in, every campaign I join, I want to know which of the players are there because they have nothing better to do, and which one's are there because they seriously enjoy the hobby of Roll/Role playing. Which one's will drop us at a moments notice, and which ones will find a way to make it work. This way I've always got my options open, a replacement player in my back pocket, and one day I hope to bring together the "Dream Team" of mature gamers.... who knows when that will happen.
I know that some of this comes off as advice, which truthfully it is, but it's not intended to be. It's more like my own thoughts about my experiences and the way gaming aught to be being laid out in text.
Good luck moving forward!
If I were a Wizard I wouldn't dream of leaving my school/master until I was 5th level at least - its a very dangerous world out there.
But, a party of adventurers is often (not always) an unexpected group of extraordinary people in unusual circumstances.
That being the case, I look at what the 3.5 format makes possible and I laugh a little bit inside. Here's an example.
3.5 Wizard 1 vs 3.5 Warblade 1
Wizard: HP 4, AC 11
Warblade: HP 14, AC 17
Warblade attacks with: Fullblade + Sapphire Nightmare Blade + Punishing Stance
This nets him:
Concentration: 1d20 + 6 ⇒ (19) + 6 = 25 (makes the wizard flat footed)
Attack: 1d20 + 5 ⇒ (7) + 5 = 12 (plenty)
Damage: 2d8 + 2d6 + 6 ⇒ (7, 7) + (4, 5) + 6 = 29 (wtf)
The level Wizard 1 was just removed from Existence by the Warblade 1. He is now at -25 hp.
Oh the sad and scary life of a lvl 1 wizard/sorcerer.... or anything vs a Warblade at lvl 1.
The OP's initial argument and followup seem to have some basis in this assumption, which I believe is a false one. Even if it were true, you could be a 60 year old level 1 Adept, and as James Jacobs said, replace that with a level of Wizard.
I don't believe that any newborn babies have levels in anything other than baby, yes, even sorcerer babies. Sorcerers may not even know they're sorcerers until they've discovered their untapped innate abilities.
Conclusion: Considering whether or not I think the purpose of this thread was for trolling. Hmmm....
what about agile? isnt that what the Op is looking for
The granted power is exactly what he's looking for. The fact that he proposed it as a feat gives me the impression that he feels that with training, someone can use their Dex to increase the damage they deal in melee.
Azaelas Fayth wrote:
@Kybryn: Why DEX 15? I would think DEX 13 more reasonable...
I chose 15 and 17 for a couple of reasons. Obviously these are just my perceptions of reality, and I accept that you may disagree.
1. (background) I give Weapon Finesse as a bonus feat to all players because I think that it's more than feasible to use your Dexterity to aim your strike... though the true definition of Dexterity works to aid my case better than the Pathfinder definition.
2. I think that to even have the capability of increasing the damage of a strike takes serious mastery and precision. I think that 15 is just more accurate than 13. 13 is a +1, which is barely effective anyway, and close to useless unless you have a 6 to strength.
3. As for the 17, being able to always use your Dex for damage instead of Str is an amazing feat. You basically need to be in a circumstance where no focus is required to strike with such precision and momentum. I think 17 captures that.
Just my logic when building the requirements.
Erich, there isn't a generic feat to accomplish this.
How do you feel about the concept as a GM? Do you think that it's possible that certain types of fighters could use their speed and finesse to increase the damage of their weapon attacks? I do.
Here's my house rule. My players seem to like it:
Weapon Finesse: Bonus feat for all players
Finesse Strike (Feat) [Prerequisite- Weapon Finesse, Dex 15]: As a move action, you may use your Dexterity modifier instead of your Strength modifier on melee attack and damage rolls with light or finessable melee weapons.
Improved Finesse Strike (Feat) [Prerequisite – Weapon Finesse, Finesse Strike, Dex 17, BAB +6]: Finesse strike no longer requires a move action.
Obviously my wording is not perfect, but the idea is there. Really just depends on how you feel about it. I like to watch this clip for inspiration.
He's not incredibly strong but his mastery of motion just makes him incredibly powerful!
This doesn't really help. As I understand it, the projection of an arrow is straight, or arced rather, which means that while a forked tipped or flat tipped arrow may pierce in a different fashion, it is none the less piercing the target with a finite radius.
The effect of a kukri or longsword when used in a slashing motion does not have a finite radius. The wound can be as long as the wielder is capable of making it.
Edit: What I really wanna try and understand is how I can explain how that kind of arrow will do more damage to a Treant than a standard arrow.
Geeze, that forked tip is mean looking!I am by no means an arrow expert, so perhaps you could help me understand the effect of an arrow tipped that way vs an arrow with a traditional tip. I guess flavor-wise how do you see that kind of arrow overcoming damage reduction on impact as opposed to a standard arrow.