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Rogeif Yharloc

Lemmy's page

Pathfinder Society Member. 5,573 posts (6,578 including aliases). 1 review. 1 list. No wishlists. 6 aliases.


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Male Human Dungeon Master 10/ Munchkin 10

Oh, BTW... Considering Sun Xiao attacked the creature, and the demon didn't take a 5ft. step, Sun Xiao's AoO did work.


Male Human Dungeon Master 10/ Munchkin 10

Sorry, Rynjin... :/


Male Human Dungeon Master 10/ Munchkin 10

Argh... G~~&*~n post monster ate my post!

Of course it had to happen the one time I forgot to use Ctrl+C Ctrl+V... ¬¬'

Tsc... I'll try again later.


Male Human Dungeon Master 10/ Munchkin 10
Nicos wrote:
Do really Snake Fang work that way? :(

According to RAW, yes. It's pretty cool, but being restricted to unarmed strikes and to both number of AoO and number of missed attacks makes it okay.

It's a cool trick, but nothing too powerful.

Keep in mind that being limited to unarmed strike means you can't use it against enemies that you don't threaten with IUS (such as opponents with greater reach).

It's awesome against opponents with low accuracy and multiple attacks. Against real threats, it's unlikely to get you more than 1 or 2 AoO unless he opponent rolls really badly.

Besides... Fighting unarmed has significant disadvantages to using an weapon. Personally, I have more of a problem with Pummeling Style. I'm okay with the "pounce" ability, but the "treat all attacks as if it were a single giant attack" thing makes me worried.


blackbloodtroll wrote:
Lemmy wrote:
blackbloodtroll wrote:

These are ones I actually think should be easy, but can't quite see how they could be done.

Man with intelligent chicken.

Warrior, who rides an Unicorn.

Familiars/Animal Companion/Leadership?(Maybe an Awakened chicken).
Ah, but there are no stats for a chicken.

Take a dodo. Make it one size category smaller. Call it chicken.

I'm sure there are chickens in Golarion.

(You could also make a chicken eidolon, I suppose).


Deadmanwalking wrote:
Casabrova wrote:
Giving us a feat we can't use isn't going to quiet anything. I wish they'd think this kind of thing through beforehand.
PFS isn't remotely the whole of those who use Pathfinder.

Still... Slashing Grace really wasn't very well thought.


blackbloodtroll wrote:

These are ones I actually think should be easy, but can't quite see how they could be done.

Man with intelligent chicken.

Warrior, who rides an Unicorn.

Familiars/Animal Companion/Leadership?

(Maybe an Awakened chicken).


TarkXT wrote:

Overall? Books great.

A lot of the disappointment comes from high expectations. All the classes function just fine, redundant or not. We can argue until we're blue about how X is better than X but at the end of the day they do their job at the table and that's what matters.

I disagree. The book is pretty bad, if just for its awful editing alone.

I'm not sure if Swashbucklers do their job, either.

I suppose they kinda do it in the sense that they can stand still and full attack like any other class in the game (unless they have to make a saving throw, then they are screwed), but they fail to do the job of being a martial class with real mobility.


Arcanist – I'm sure most forum members know how I feel about this class by now, but here I go anyway: It's broken. It's overpowered enough to obsolete Sorcerers and give Wizards a run for their moneys. As if being a arcane full caster wasn't enough, Arcane Exploits have some of the most powerful effects in the game. The class also doesn't really allow any character concept that wasn't possible before.

Bloodrager - Cool class. I worry it steals too much of the Barbarian's thunder, though. I'd say that any Barbarian that doesn't conform to "the one true build".

Brawler – It's... Okay, I guess. Like many other classes, Brawler suffers from the "If I can't hit stuff, I can't contribute" problem, but they at least have some versatility in combat. Interesting addition, but could use some improvement.

Hunter – Completely pointless. At best it's a mediocre class that doesn't allow any character concept that couldn't be achieved by playing a Druid, Ranger or Inquisitor with Fur/Feather domain.

Investigator – Great class. Very interesting and balanced. Overall, a very well designed class.

Shaman – I like it. Spell list could use some work, though.

Skald – I really don't like the idea of a single characters giving another class' main class feature to the whole party. Martial classes already struggle enough without casters stealing their toys. Other than that, it's mostly okay.

Slayer – Possibly the best designed class in the book. Finally, a mundane Rogue that works. Its class features are interesting, effective and useful. Love it.

Swashbuckler – Tsc... When I thought I couldn't be more disappointed, we get a "mobile" combatant that is no more mobile than anyone who has Acrobatics as a class skill. Awful saves (Charmed Life is pathetic), zero mobility and slightly-better-than-horrible out of combat utility makes the SB just another victim of "Stand still or suck" syndrome. The way they handled Dex to damage just adds salt to the injury.

Warpriest - I was interested in the class... Until it got nerfed to the point where it became pointless. Why play this instead of an Inquisitor or Oracle?

And then we have archetypes such as:

Exploiter Wizard - Because Arcanists aren't broken enough.

Daring Champion Cavalier - Which is a better swashbuckler than the Swashbuckler, but that isn't saying much. Good archetype that mixes two bad classes.

Primalist Bloodrager - Steps even harder on the Barbarian's toes.

Eldritch Scion Magus - Cool Idea. Bad execution. Has to spend arcane points just to use their main class feature. WTF? Did no one realize that Arcane Pool is not nearly as plentiful as Bloodrage rounds?


Nicos wrote:
Zark wrote:
The alchemist giving everyone a potion of shield (and other stuff)
Potion of shield are illegal.

Alchemists can do it.

- - -

Anyway, power creep...

Currently, the power creep in Pathfinder is at the same time too much and not enough.

Casters get all sort of cool (and overpowered) options in every book. Dazing Spell, Fast Study, Divine Protection, you name it...

For martial classes, though, power creep has been a slow, slow crawl. They occasionally get something useful, but mostly, they are still extremely limited, and when they do get something slightly powerful, Paizo makes sure to use an errata-bomb to Crane Wing it to hell.


Rynjin wrote:
Non-magical guy who overcomes level appropriate challenges without magic of any sort.

Hey, that's completely possible! As long as you're playing E3, that is...


Male Human Dungeon Master 10/ Munchkin 10

I'm okay with it. I really don't understand why they didn't listen to that suggestion during the playtest. :/


Male Human Dungeon Master 10/ Munchkin 10

I'll see what everyone else is going to play... For now, I'm sticking with Hoenn, the "samurai" Inquisitor.


Male Human Dungeon Master 10/ Munchkin 10

Don't feel like playing a Bard... And I definitely don't want to play Swashbuckler or Cavalier. I don't like either class.


Male Human Dungeon Master 10/ Munchkin 10

Eh... I really dunno what to play... I was thinking about playing a Drow, but I don't want a Bard in an undead campaign and there aren't that many Dex/Cha based classes. :/


Male Human Dungeon Master 10/ Munchkin 10

So far we have a Witch and a S&B Fighter, right?


Male Human Dungeon Master 10/ Munchkin 10

Eh... Don't like the idea of using Eldritch Pool for anything other than Arcanas. The biggest problem with the eldritch scion is that it runs out of mana too fast, since he needs it to do anything.

I kinda wanted the 6 skill points for a more "Bard-ish" character. Don't really mind having Int-based stuff be based on Int.

I guess I'll stick to Inquisitor...

Anyway, I'll probably not be able to post today at least 'til I get some rest. My brain feels like it's about to explode. :/


Male Human Dungeon Master 10/ Munchkin 10

Sorry, guys.. I was going to post today, but my headache is killing me... I even left work earlier (good thing I do overtime whenever I can, so I have some credit. ;).). I think I'll take a rbeak for the day. I'll post tonight if I'm feeling better by then. Otherwise, see you guys tomorrow.

If you want to do something, post what is and I'll reply to every action you take as soon as I come back.

Cheers & Hadoukens!


Male Human Dungeon Master 10/ Munchkin 10

Sorry, guys.. I was going to post today, but my headache is killing me... I even left work earlier (good thing I do overtime whenever I can, so I have some credit. ;).). I think I'll take a rbeak for the day. I'll post tonight if I'm feeling better by then. Otherwise, see you guys tomorrow.

If you want to do something, post what is and I'll reply to every action you take as soon as I come back.

Cheers & Hadoukens!


I usually go with Fly and UMD, since those are pretty much the only skills that are completely wasted when in an AMF or similar effect that would make the headband useless.


magnuskn wrote:
So, have the developers weighed in on the whole thing by now or are they still pouting because we were a bit uncouth in our language when we first discovered this whole thing?

They are "fixing" it by releasing an even more restrictive feat on a different book...

Apparently, they're physically incapable of releasing a FAQ/errata to make something more useful... Unless it's for casters, of course.


2 people marked this as a favorite.
Da'ath wrote:
I agree, in spirit, with some of the rest of your post, Lemmy - I often find myself in agreement with your opinions.

What a coincidence! I too often find myself in agreement with my opinions. ^^

Da'ath wrote:
However, I didn't ask my players regarding firearms, for example. While a somewhat democratic table is expected and necessary for group cohesion and not being a wank in general, the reverse is also true - players need to ask and not expect that anything under the sun will be ADDED to a setting.

I like Gunslingers... But I do agree that firearm rules are atrocious. One of the most poorly written rules in Pathfinder, in fact. I don't really think it's overpowered, I even GMed for an optimized dual-wielding Pistolero a while ago, but I do think it adds a lot of work to the GM for encounter design (but at least they don't have the ability to completely derail the campaign and bypass whole challenges like casters).

Still... That's just a matter of preference. I'm not against banning stuff (although I really do my best to avoid it at all costs!), but talking to your players is really essential, IMO.

e.g.: You don't like Gunslingers or Androids, but maybe someone really wants to use Gunsligers and another guy really likes Android... You can always talk to each other... Maybe the Gunslinger uses crossbows (There is even an archetype for that, now. It actually baffles me that it took that long for Paizo to publish it). The Android can be a intelligent golem or something.

When there is no compromise (which really never happened to me, but it's not impossible), check who is more passionate about it. Do you really care that much if there are Gunslingers? Or does the player like the class more than it bothers you?

Keep in mind that I'm not saying you should always allow whatever it is that you players are asking. Just talk to them beforehand. Maybe I'm just lucky to have good players, I don't know, but at least IME, players are most often willing to compromise and reach a reasonable agreement, especially when they know the GM is willing to do the same. :)


I try not to ban anything, unless I think it's disruptive or overpowered (and there are very few things that I consider overpowered... Most of them are related to full casters).

Sometimes, depending on setting and whatnot, I might remove a few options, but never without asking my players their opinion. The GM will always have the final word, but he should always hear what his players have to say and take their opinions and preferences in consideration before deciding anything about the campaign.


Male Human Dungeon Master 10/ Munchkin 10

Question/Request: Could my spontaneous Magus, instead of getting Bloodrage, keep the normal Spell Combat and instead get Rogue Talents and 6 skill points per level (Now that I'm Cha based)... Maybe also Slayer-progression of Sneak Attack... Or even just a single die, just so I can use Sneak Attack-related talents, such as Coax Information and Distracting Attack?

Kinda going for a Magus/Bard-ish character here, but without actually being a Bard... ><


Male Human Dungeon Master 10/ Munchkin 10

I'm curious about the spontaneous Magus archetype, but it's not available at the PFSRD yet. :(

EDIT: Nevermind. Found it.

Yeah... Eldritch Scion seems pretty cool. I think I may try it.


Wow... Someone is actually claiming to be offended by another person criticizing a flawed product.

The levels of blind brand loyalty are reaching brainwash levels here...


Male Human Dungeon Master 10/ Munchkin 10
Scavion wrote:
Lemmy wrote:
Scavion wrote:
Nah not heal automatically. I dont feel like advanced medical knowledge (diseases/poisons) is within the baseline flavor of the Fighter. Though one could always take it with one of the choices if they want that hardcore combat medic veteran.
Hey, "elite combatants" (as Fighters supposedly are) should know a thing or two about first aid.

Yeah but that translates awkwardly through the Heal skill which represents a vast variety of medical knowledge. Bandaging a guy up, knowing what to do to stop horrendous internal bleeding from a bludgeon and sewing a guy's arm back together is what we would believe an elite combatant would know about first aid right? Yet ranks in Heal would also represent knowledge in medicine, ability to treat disease like Filth Fever, Poison which isn't exactly a normal threat in the average warrior's life, and how to take care of patients long term.

Now if we were discussing some kind of skill bonus class feature to mundane triage that would be an interesting discussion. Stuff like getting better benefits from heal including but not limited to treating Deadly Wounds more than once a day, faster and more potently?

The way I see it, having it be a class skill is just a "this is part of my basic training" thing. Actually having advanced knowledge is represented by having a high bonus on that skill (through skill ranks and stuff like Skill Focus).

It doesn't really matter, though... Heal is not exactly the most useful skill. One of the reasons I added both Heal and Perception is because otherwise, no player would spend their pick of class skill on Heal and all of them would take Perception, basically making those two skills false choices... for completely opposite reasons.

Anyway... I don't think this will have any weight. I can't for the life of me think of a situation where someone said "If only I had a +3 to Heal checks!". Class skill or not... Not gonna make any real difference.


Let's not forget Travel Domain. And the Arcanist's "teleport as a move action" exploit, whose name I can't recall right now.

Also, IIRC, quickened spells don't provoke. :/

(And all of that is assuming the caster isn't just flying around and/or invisible)


Male Human Dungeon Master 10/ Munchkin 10
Scavion wrote:
Nah not heal automatically. I dont feel like advanced medical knowledge (diseases/poisons) is within the baseline flavor of the Fighter. Though one could always take it with one of the choices if they want that hardcore combat medic veteran.

Hey, "elite combatants" (as Fighters supposedly are) should know a thing or two about first aid.


Deadmanwalking wrote:
"The people at Paizo clearly don't understand their own system or how it works."

Not gonna lie... That thought crossed my mind a few times.

Deadmanwalking wrote:
This is indeed a bit harsh, and I think a bit inaccurate (the ACG has problems...oh yes, but I'm not sure it actually increased Martial/Caster disparity in any meaningful fashion...and Pathfinder Unchained strongly implies they're aware of Martial/Caster disparity and going to do something about it), but it's not actively insulting by my definitions. For the record. :)

Charmed Life x Divine Protection. If that doesn't show the obvious double standard in design policy for creating tools for casters and tools for martials, I don't know what does... Actually, I do. Crane Wing errata vs Dazing Spell. And a bazillion other examples.

Deadmanwalking wrote:
And where, when, and who claimed the Exploiter Wizard was fine but Dex-to-damage wasn't okay for Mythic? Because Dex-to-damage happened in Mythic, and it easily might not even be the same person.

Kudaku linked the post. And the devs obviously think Exploiter Wizard is okay, since they added it to the book. Or they just don't care... Which is the other possibility I mentioned.


Male Human Dungeon Master 10/ Munchkin 10
Scavion wrote:
Yes. Add 2 skills to your skill list of your choice as well as Perception.

Also, Heal... If you are using my house rules, that is... Not that Heal is a great skill or anything, which is precisely why I added it. It matches the class flavor without really increasing its power.


4 people marked this as a favorite.
Deadmanwalking wrote:
And then there are the other posts with almost equally unpleasant language and accusations of incompetence or other insults, those are even more common.

While I never threw any personal insult against any member of the Paizo staff, I'll admit that I have often being a bit too vocal about my displeasure with Paizo's design policy. This year has been way too frustrating for me to contain my words.

But in my defense, seeing the erratas kicking martials in the teeth all the time, while caster/martial disparity grows more and more with each book, it's really difficult for me not to doubt Paizo's ability and/or interest in making Pathfinder a more balanced game. Especially when they continuously refuse to acknowledge the problems with game balance.

By now, I'm convinced that they either don't care or are just not very good at it.

For as long as the devs claim that Exploiter Wizard is fine, but a general Dex to damage feat is "too good even for Mythic", I can't help but question their competence at balancing game mechanics.

Am I being harsh? Yes, I am. But I'm not lying or exaggerating.


Male Human Dungeon Master 10/ Munchkin 10
Nicos wrote:
What houserule is that?

It also applies against mind-control and possession effects.

I'd give Fighters a good Reflex save too, to be honest.


Male Human Dungeon Master 10/ Munchkin 10

BUFFING FIGHTERS???!!! BLASPHEMY!!! I'm here to play PATHFINDER! Not some silly game where martials are allowed to have cool stuff! WE ALL KNOW THAT BUFFING FIGHTERS INEVITABLY LEADS TO 4ed!!!

;)

BTW, I'm tempted to play a drow just because I haven't played one in years! To make it unique, I'll make my character an brooding tortured soul who TWFs with scimitars.

...

What?

(Seriously, though... I do feel like playing a drow. Just not an emo elf wallowing in self-pity).


Whisperknives wrote:
Making a base class obsolete does not make a class broken, otherwise people would have said that about ninja's a long time ago.

True... But a new class making obsolete a class that is already at the high end of power is a good sign that the new class is too powerful. Arcanists even give Wizards a run for their money!


Male Human Dungeon Master 10/ Munchkin 10

But what if he's too rich not to have Improved Breath Weapon?

That's fantasy capitalism for you! ^^


Whisperknives wrote:
Brawler is far too powerful.
Whisperknives wrote:
Arcanist is not so bad, it is good but not OP, but the White Mage Archetype on it does make it VERY OP.

Wait... You think Arcanists are balanced but Brawlers are too powerful?!

...

I don't even know how to start an argument against that...


Male Human Dungeon Master 10/ Munchkin 10

Blanket "Ignore prerequisites" is not necessarily bad... But it can have all sorts of unexpected consequences.

As an anecdote... In an old Brazilian magazine about RPG, they once published a PrC named "Noble" that got bonus feats at certain levels. This could be any feat, and they could ignore prerequisites. The idea was that the character was so wealthy and influential, that she somehow found a tutor to teach her a very specific technique that would otherwise require additional training to be learned.

What the author didn't realize, of course, is that among other things, this meant the class had the ability to grab EPIC feats by 6th level. They could also grab racial feats.

Players were quick to point this out and make fun of that class saying things like "I'm a Noble! I'm too damn rich for me not to be a half-dragon!".

So... "Ignore Prerequisites" works best when coupled with a limited list of feats to be chosen and/or a list of types of prerequisites that can be ignored (attribute scores, BAB, other feats, etc).

Personally, I still think that the best way to fix Fighter is fixing feats (and mobility).


I'm not impressed by Hunters... At best, they're a mediocre class that doesn't allow any character concept that couldn't be achieved by playing a Ranger, Druid or Inquisitor with Fur/Feather domain exist.

The mechanics aren't enough to justify a whole new class, IMO.

Deadmanwalking wrote:
And what exactly do you mean by 'narrow-minded' on the Brawler? I'm curious.

They still suffer from "hit stuff or do nothing" problem that plagues so many martial classes... Although not as badly as Fighters, of course. Nothing is as limited a Fighters (although Rogues do manage to be even less effective).

Well... At least they have some in-combat versatility. I think this class fills a necessary niche, but it could have used some improvements.

Deadmanwalking wrote:
Lemmy wrote:
Arcanist is a broken mess and Swashbuckler might very well be the greatest disappointment in Pathfinder history (I was more frustrated by two awful erratas, but I think the SB was more universally disappointing). Warpriests also were so overnerfed that I lost any interest in the class.
I don't think they're quite as bad as that...but you'll note I didn't list them in my previous post. There's a reason for that.

What can I say... Swashbucklers are DPR-machines stuck with 'stand still or suck" syndrome. Arcanists completely obsolete Sorcerer and make me question if Paizo even gives a damn about game balance. If they do, I'll question their competence instead.

Deadmanwalking wrote:
Slashing Grace is awkward, but not actually broken mechanically in a power level sense. And the other two are bad...but also two Feats out of many. I said 'most Feats' not all. :)

It's a over-restrictive feat that fails to deliver. Apparently, the ability to drop your +31 rapier for the +2 dagger that you found on the drow assassin is overpowered, but Exploiter Wizards are a-okay!

Sadly... For me, the last year has been full of disappointments. ACG is one of the very few Pathfinder hardcovers I have no intention to ever buy (the other one being the Mythic rules). Not even the .pdf...

I'll buy the HeroLab data pack. And that's it.


Male Human Dungeon Master 10/ Munchkin 10

I personally like Haunted, but I'm a bit worried about how it interact with Quickdraw and other abilities/items that allow the character to draw items faster.

Blackened would be nice if Oracles didn't use the Cleric spell list... Not many blasts there. I'd probably be okay for a Shaman or Druid (and a bit too powerful for arcane casters), though.

I don't like Lame because I hate losing movement speed. Consumed seems really weak for me.


Deadmanwalking wrote:
Lemmy wrote:
Oh, yeah... Bloodrager, Investigator and Slayer are great! The rest of the book ranges from mediocre to horrible. And the editing is so atrocious even the cover of the book is messed up.

I dunno, most of the Feats are fine, and Brawler, Hunter, Shaman and Skald are all pretty darn cool, and a lot of the Archetypes are very good in and of themselves.

Can't argue on the editing, though.

Brawler and Shaman are okay-ish (brawler is too narrow-minded, IMO) and the Hunter class is still rather pointless, IMO (although I'll admit it ended up much better than the awful playtest). I don't know about Skald, as I'm still not sure how they affect the metagame.

Arcanist is a broken mess and Swashbuckler might very well be the greatest disappointment in Pathfinder history (I was more frustrated by two awful erratas, but I think the SB was more universally disappointing). Warpriests also were so overnerfed that I lost any interest in the class.

Then we have Divine Protection, Slashing Grace and Canny Tumble, all in the same book.


Male Human Dungeon Master 10/ Munchkin 10

BTW, Scavion, what are the relationships between living races right now?

How do the more common races see orcs, drow, dhampirs, tieflings, etc?


Male Human Dungeon Master 10/ Munchkin 10
Rynjin wrote:

I kinda want us to make an entire party of Inquisitors.

Given the various archetypes (EX Sacred Packmaster for a "Druid" and Sanctified Slayer for a "Rogue") and how dadgum versatile they are to begin with, it'd be pretty solid.

That could be fun, although spell selection would suffer considerably.

My other idea for a character is an Oracle... I'm having a hard time deciding on the curse, though. Most of them are either boring or way too severe, as if whoever created them forgot they are supposed to be a benefit.


Tomos wrote:
Lemmy wrote:

Step Up is a serious threat to archers and gunslinger... But just a minor inconvenience to casters. It's a bit too situational for my tastes.

Step Up and Strike is better, but it requires 3 feats... And Following Step isn't much of an upgrade over Step Up.

Normally, I agree with most of your posts Lemmy.

Here, I disagree.

In my experience, Step Up is much more than an inconvenience to casters. Taking a Power Attack from a Great Axe while trying to cast a spell is rough. Having to change their plan to a lower level spell so they can be sure to pass the concentration check to cast defensively is rough.
Trying to summon something by 5' stepping away becomes nearly impossible.

Concentration checks aren't difficult... By 6th~8th level they are basically an auto-success. Especially if the caster has a trait or feat that gives them a bonus (they all do).

Step Up is not bad... Just a tad too situational for my tastes. There are better feats to take.


Male Human Dungeon Master 10/ Munchkin 10

Possible build:

Hoenn - Half-Orc Inquisitor:
HoennHoenn
Male Half-Orc Inquisitor 3
LN Medium humanoid (human, orc)
Init +6; Senses darkvision 60 ft.; Perception +8
--------------------
Defense
--------------------
AC 20, touch 13, flat-footed 18 (+7 armor, +2 Dex, +1 deflection)
hp 26 (3d8+6)
Fort +7, Ref +6, Will +7
--------------------
Offense
--------------------
Speed 20 ft.
Melee bite +0 (1d4+1) and
. . katana +5 (1d8+3/18-20) and
. . kogo no ha (silversheen katana) +6 (1d8+3/18-20) and
. . morningstar +5 (1d8+3)
Ranged composite longbow +4 (1d8+2/×3)
Spell-Like Abilities (CL 3rd; concentration +1)
. . At will—detect alignment
Inquisitor Spells Known (CL 3rd; concentration +5):
. . 1st (4/day)—comprehend languages, divine favor, litany of sloth{super}UC{/super}, shield of faith
. . 0 (at will)—create water, detect magic, detect poison, disrupt undead, read magic, stabilize
. . Domain Conversion Inquisition
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 15, Int 14, Wis 15, Cha 7
Base Atk +2; CMB +5; CMD 18
Feats Combat Reflexes, Endurance, Escape Route[UC], Power Attack
Traits reactionary, tusked
Skills Bluff +8, Climb +7, Diplomacy +8, Intimidate +9, Knowledge (planes) +7, Knowledge (religion) +7, Linguistics +4, Perception +8, Sense Motive +9, Stealth +8, Survival +6 (+8 to avoid becoming lost), Swim +7
Languages Abyssal, Common, Draconic, Infernal, Orc, Undercommon
SQ cunning initiative, judgement 1/day, monster lore +2, orc blood, weapon familiarity, solo tactics, stern gaze, track +1
Combat Gear potion of cure light wounds (2), wand of cure light wounds, wand of lesser restoration (50 charges); Other Gear +1 breastplate, composite longbow, katana, kogo no ha (silversheen katana), morningstar, wayfinder, pathfinder's kit, 67 gp
--------------------
Special Abilities
--------------------
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Escape Route You do not provoke attacks of opportunity when moving through spaces adjacent to allies
Inquisitor Domain (Conversion Inquisition) Deities: Any deity.

Granted Powers: You are a powerful persuader. A honeyed tongue empowered by divine argumentation sways the indifferent and adversarial to your side.
Judgement (1/day) (Su) Variable bonuses increase as the combat continues.
Monster Lore +2 (Ex) +2 to Knowledge checks when identifying the weaknessess of creatures.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Track +1 Add the listed bonus to survival checks made to track.
Wand of lesser restoration (50 charges) Add this item to create a wand of a chosen spell.
Wayfinder (empty) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone.

A LG Inquisitor of Shizuru for a samurai-ish character. :)


Marroar Gellantara wrote:
anlashok wrote:
I mean, Weapon Training is certainly a nice feature, but I don't see how losing a +1-4 (and realistically, almost never higher than 2 in most games) to attack/damage is going to somehow break the class like some people in here are implying.
Gloves of Dueling increase the bonus by two and are very affordable.

IME, they really aren't affordable before 11th level... It's possible to squeeze them in by 10th level, but it sacrifices a good chunk of your WBL that could be put to better use.


Oh, yeah... Bloodrager, Investigator and Slayer are great! The rest of the book ranges from mediocre to horrible. And the editing is so atrocious even the cover of the book is messed up.


nate lange wrote:
i agree that these feats are problematic but i really don't understand why so many people feel it necessary to use such harsh rhetoric, especially directed at a staff that works hard to provide a game we all enjoy. if you've reached a point where you no longer enjoy it simply put down your books, log off the forum, and find a game you do enjoy; you'll feel better and it'll spare a lot of other people a lot of negativity.

People are passionate about Pathfinder. They get frustrated when something so poorly designed as Slashing Grace makes it into the game. The fact that the devs often refuse to acknowledge mistakes and/or "fix" them with even worse patches (cough cough... Fencing Grace... cough) doesn't help.

I personally consider the ACG to the be the worst Pathfinder hardcover so far, and by a pretty wide margin too.

nate lange wrote:

I can understand the concerns for those who are in society play and thought they'd finally be able to play a build they've been wanting for a while but for everyone else, just house rule it. here are feats you could easily put into play:

Graceful Combatant
Prerequisites: Dex 13, Weapon Finesse, +1 BAB
Benefit: You may apply your Dex modifier in place of your Str modifier on damage rolls you make with any weapon that benefits from weapon finesse. This bonus is not increased if the weapon is used in two hands but is halved for an off-hand weapon.

Slashing Grace
Prerequisites: Dex 13, Weapon Finesse, Weapon Focus with chosen weapon.
Benefit: Choose one kind of one-handed slashing weapon (such as the longsword). When wielding your chosen weapon one-handed, you can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls even though it isn't a light weapon and you can treat it as a one-handed piercing melee weapon for all feats and class abilities that require such a weapon (such as a swashbuckler’s or a duelist’s precise strike). The weapon must be appropriately sized for you in order to gain these benefits.

Double Precision
Prerequisites: Dex 15, Two-Weapon Fighting, Graceful Combatant
Benefit: When using the Graceful Combatant feat, you may apply your full Dex modifier to weapon damage rolls on attacks made with your off-hand.

These are pretty well designed. I wish Paizo would errata them into the rules instead of adding an awful excuse of a "fix" in another book.


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Step Up is a serious threat to archers and gunslinger... But just a minor inconvenience to casters. It's a bit too situational for my tastes.

Step Up and Strike is better, but it requires 3 feats... And Following Step isn't much of an upgrade over Step Up.


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Well... To avoid anecdotal evidence, let's see what math tell us...

Rogues have:

- The lowest accuracy of any non-full caster in the game. In fact theya re the only class that has no means of buffing their to hit.
- Low/mediocre AC and CMD.
- The worst saves in the game.

And in exchange for all of that, they gain:

- 2 extra points over a Bard ('til 6th level, that is).
- Trapfinding (which is nice to have, but far from impressive).
- A situational damage boost that is okay, but not good enough to be any class' one and only offensive tool.

Rogues are not particularly good generalists, either... Bards are far better at... Well, basically everything.

Rogues get a bunch of secondary abilities and try to pretend they are good enough to be a main class feature.

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