What about expanding the shared teamwork feat benefit to include all feats the hunter knows. The companion whould have a boatload of feats this would increase his power while still honestly being less than the power of wildshape +7-9 lvl spells.
All Brawlers are secretly members of an underground club. Jason left it out of the class writeup because the first rule is not to talk about it.
Justin Riddler wrote:
My Half Orc Rage Prophet is know as "Zaha the Doorslayer." He frequently boasts of his "vast magical powers" gained by outsmarting an intelligent door when he got mad and asked the party to enlarge his brain muscle.
These two would make great flank/drinking buddies if they ended up the same table.
But it wouldn't add as much as PDT relooking at a couple of feats and racial abilities and expanding them through errata or FAQ to cover slings, and or sling like weapons.
Rapid Reload and Warslinger I am looking a you.
One of my favorite past characters wrote an extensive list of folksy wisdom and clever sayings. Sort of a poor boy's almanac for the high fantasy setting. His advice on interior design was "No color makes a room feel cozier than Gorgon's blood."
A little background my campaign is set in the Scarred Lands in the human kingdoms south of the blood bayou. I set Sandpoint on the sea far enough south where the water is more purple than red or blue. In my game the Runelords on Termanna were another cult started by the Sclarecians akin to the Penumbral Lords of Ghelspad.
In Glass and Wrath the group blew up the glassworks skipped the catacombs and pursued Tsuto (and Amekio) to Thistletop. After some negotiation and diplomacy with Gogmurt the group was snuck into the lower level without dealing with any goblins on Thistletop itself. Last game the group freed Doc, Amari and Ameiko from the prison and escaped out the Tentamont’s cliff. They plan to enter the catacombs (which Doc was able to provide a rough map of) and put an end to well monsters next Sun. The group is 25 pt buy and I may incorporate some Mythic rules.
Latheina – Female Charduni Inquisitor of Vangal (homebrew archetype) 2 with the catastrophe subdomain. She is described as looking like an obsidain dwarven version of Viper from doomsday. She is trying to put some distance between her and the land of chains after a mysterious incident involving an avalanche. Original Character
Sprillton – Male Half Elf haunted Eldritch Oracle (homebrew mystery based on Mesos) 2. He had traveled to Sandpoint to take a job at the glassworks and was working with the two spirit speaker gnomes on some interesting projects. Original Character
Wren – Male Teifling Ninja 2. Not much is known about Wren as the party only knew him for less than a week before he was juiced by the Tentamont . He was a prisoner of two Charduni bounty hunters on the trail of Latheina . After their violet bloody demise he decided to help Sprilton and Latheina rescue Ameiko from the glassworks. (Deceased)
Dr. Merriwether Murkwright- Male Human Alchemist 2. Doc left his home of the blood bayou after he accidently blew up one of the Carnival Krewe’s seasoning pits. He traveled almost nonstop until arriving at Sandpoint and instantly becoming involved with Tsuto who introduced him to Erylium so he could set up a lab I the catacombs of wrath to create an alchemical concoction to aid with Naulia’s conversion by Gormoth. Once his creation was ready he traveled to Thistletop and met Naulia which he immediately tried to kill with the potion he had been working on for a month. He woke up in a cell in Thistletop unsure of many of his actions and choices since his accident in the bayou to his unprovoked attack with a weapon that he built secretly even from himself. (Player of Wren)
Amari Deschain- Female Aasamir (Plumekith)Monk (Dawn Spear adept homebrew archetype)2. Amari grew up in a Madrielite orphanage in the replacement city for Magnimar. In many ways her childhood was similar to Nualia’s she was always different and looked at by others as someone who could help them in some way. Her reaction to this attention was different in that she embraced the idea that she could be someone special who helped others. She was going to Sandpoint in order to attend the skyquill festival and possibly work at the new temple. Tsuto met Amari before she set out and arranged to ambush her before she could arrive in Sandpoint. She has been imprisoned at Thistletop ever since and has been bled daily by Brthazmus to help speed Naulia’s conversion.
Sean K Reynolds wrote:
I didn't mean that sarcastically. I really do think the racial trait would have been cool if it worked on all slings. But (1) the wordage doesn't indicate that, and (2) if it allowed such a thing, I'm sure there's some weird combo it would allow where people were dual-wielding some weird power-sling that normally is a full-round action to reload.
I did not read that statement as sarcastic. I know tone can be difficult to deduce on the internet but I have read your quotes with multiple tones some are (I believe), informative, petty, frustrated (often justified), sarcastic, apologetic, dismissive and funny. I read that statement of “Yeah it would have been “ as actual regret.
Since tone and intent can be difficult to deduce in the written word allow me to elaborate on my “WOW” I was expressing genuine amazement with the ruling even with at least one developer thinking that it would have been a “cool” option.
I would have totally understood the current ruling if the PDT had been very conservative and traditional with interpretations in the past. On the heels of the SLA/prestige requirements discussions I was amazed. Others in this same thread have expressed that same surprise.
The theoretical two weapon monstrosity is still allowed using slings and a third arm or a double sling. In fact under this ruling the double sling, slingstaff and sling create are even more illogical than
Sean K Reynolds wrote:
“holding to "a sling" meaning "a sling" rather than "any kind of sling" is "illogical."”
For example with the right trait or set of feats a character can reload a sling as a free action. Full attack yippie only slightly less effective than archery.
Now attach that sling to a stick, a staff you might say. Now (unless I am mistaken) not including magic there is no way in the game system to reload this “slingstaff” as a free action. So no full attacks now, and another non bow weapon bites the dust.
If however you were to attach another sling to the other end of your slingstaff you have created a “double sling” and can now use the same feats as before to reload both ends as a free action. Full attacks return due to the extra balance. All without requiring a third arm.
Now if melee and ranged in the same weapon is a must and you want full attacks (who doesn’t) you could always stich one end of you double sling shut and make a “stiched sling” on one end and would still be able to full attack with the same feats.
In fact you may be able to reload the double sling with the Warslinger trait since this weapon says that it reloads “just like a sling” and “ an ability that allows you to quickly reload a sling”.
Honestly I hope similar language is added to the slingstaff in a future printing.
This should be my last comment on the subject as I no longer have a dog in this fight. I took him out back, spent a move action to load my slingstaff and…. Well you all know the sad conclusion to the story.
As for tone: I am not angry. I am still shocked and disappointed.
If you can use 3rd party stuff look at the celestrial commander on the pfsrd.
I got my notification last night while my wife and I were at a painting party working on our friend's set along with his kids. It was a blast and the 1st time most of us had painted minis. Now I have to wait for Wed (25 items 23 lines MS).
There has been some good advice above, I will just add this little nugget. When you speak to her about the problem do not use the phrase "the posters on Paizo told me" anywhere in the conversation.
You want "Wheeling Charge" halfling knights all across golarian swear by it. It allows you to make a 90 degree turn while charging and charge through friendlies. It will be less important once you get Dragon Style but will still add options.
I understand your frustration and your points. There are many things in the campagin that I do not agree with as well (not claming race access is or is not one of them). I just want to have fun with friends in an organized setting while being as inclusive as possible. In that spirit PM me and I will send you one of my Wayang boons somone mentioned upthread.
Toadkiller Dog wrote:
Am I the only one who thinks that his pose doesn't look natural?
When I lift my screen to reveal it I plan on standing behind tapping my fingers together like an evil mastermind while giving his monolouge. The pose sorta works for that.
Do you have a Link? I can easily see a DM deceding RAI that they were bonuses and therefor did not stack, but RAW I gotta agree with Blackbloodtroll.
Here is one I just did for my upcoming Return of the Slarecian Lords game RotRL conversion set off the blood bayou
format got messed up during copy paste
Dawn Spear Adept:
Dawn Spear Adept Monk Archetype
Alignment, Skill and weapon proficiencies: Replace Intimidate with Heal. Replace Temple sword proficiency with Longspear proficiency. A Dawn Spear Adept must be Lawful good.
Touch of Serenity (SU)
Touch of Serenity (Combat)
Prerequisites: Wis 18, Improved Unarmed Strike, base attack bonus +8.
This ability replaces stunning fist
DAWN SPEAR TECHNIQUE [MARTIAL ARTS]
Prerequisites: Martial Weapons Proficiency (longspear), Heal 3 ranks.
At 3rd level, the Dawn Spear Adept learns to Dance the Dawn: As long as she is wearing no armor, the adept may use her longspear against adjacent foes and continue to make use of the weapon’s reach, effectively threatening those areas adjacent to her position and eliminating the weapon’s drawback. The Dawn Spear Adept may also use the tip of the spear or haft of the weapon to apply slashing or bludgeoning damage as desired. Neither of these abilities extend to other weapons to any other weapons the Dawn Spear Adept loses this ability when wearing armor
This ability replaces Still Mind
Lay on Hands (Su)
Beginning at 4th level, a Dawn Spear Adept can heal wounds (her own or those of others) by touch. This functions as the Palain’s Lay on Hands ability except the DAWN SPEAR ADEPT uses Wis instead of CHA and the Dawn Spear Adept may not chose to use the positive energy to damage undead. If the sun is not visible the Dawn Spear Adept’s effective Paladin level ½ the Dawn Spear Adept’s level otherwise it is equal to the Dawn Spear Adept’s level. The Dawn Spear Adept may select one mercy from the 3rd level Paladin list at this time, an additional mercy may be selected at levels 10 and 16.
Dawn Spear Adepts spend as much time as possible in the sunlight, and all training and meditation take place under the sun’s warmth. By 4th level, adepts are filled with the energies released from Madriel’s Citadel and develop a tanned, leathered skin that reduces the severity of injuries they suffer.
Beginning at 4th level, The first two points of damage that the Dawn Spear Adept suffers from each separate attack in a round changes to nonlethal damage. This ability affects damage as it is applied. The amount thus transformed increases by one point for every two levels the advances until a Max of 10 points at 20th level is achieved.
This ability replaces Slow Fall and all advancements to it
Glimpse the Morning Light (Ex)
Dawn Spear Adepts take great care of their spears, polishing the heads to a mirror-like shine. The reflective blades are then used to distract and confuse the adept’s opponents
At 5th level, the Dawn Spear Adept gains the Solar Scarab Technique martial arts feat even if she does not meet the prerequisites for it.
SOLAR SCARAB TECHNIQUE [MARTIAL ARTS]
Prerequisites: Dexterity 13.
This ability replaces High Jump.
This ability replaces Wholeness of Body.
Sun Spear Maneuver (Ex)
At 8th level, the adept has become a master of using her spear to incapacitate opponents without inflicting bodily harm. She can render opponents helpless or unconscious by striking them in areas of the body where rejuvenating and healing energies reside. When striking with her spear to inflict nonlethal damage, the Dawn Spear Adept may add an extra +1d6 to her weapon’s nonlethal damage.
This ability replaces the unarmed strike damage increase at 8th, 12th and 16th levels.
Aolib’s Grace (Sp)
This ability replaces Abundant Step.
Ultimate Mercy (Sp)
Aolib’s Sanctuary (Sp)
This ability replaces Empty Body.
I had a very old witch with an advanced troll chained through his body to keep him in place each week she cut off his hands to use as base materials for her Giant regenrating crawling claws. The encounter happened otside her house in waist high grass the party was freaking out as "something" was making the grass move all arond them then bam a very party member is tripped. Where did he go? When they killed a claw (I gave the claws low hitpoints) no one noticed the regen. It was awesome particularly when they realized burning might not be the best idea since they were in the middle of waist high grasslands. The whole encounter came to me from seeing some halloween cupcakes that had green plastic zombie hand toppers. I used the toppers as the claws minis.
Azaelas Fayth wrote:
Probably, but it takes more system mastery to make that ineffective eidolon then it does to make an overpowered monk/rogue multiclass and you know how often that overpowered combo is complained about. ;)
You really should do it. This is one of those few actual "Too good to pass up deals"
Mathwei ap Niall wrote:
There is a "fake full plate" disguise in UE that is designed for casters to pretend to be fighters. Don't remember the name off hand.
I have only partially refused to pay for a raise once. I really like the social aspect of the game and want to see people have fun.
The one time was at a recent con. Both before and during the game the one player was very obnoxious and pushy. Including a speech that basicly came down to buy a scroll of Breath of Life now or no healing. This was immediatly followed buy ongoing arguments to play up despite having a lopsided table DM advice against and two charecters that had 3 auto fail saves boons that had to be delt with.
We played up the obnoxious cleric got his just desserts for not recognizing the situation. Then as soon as the games was over before boons were passed out he immediatly told everyone their share of his raise dead and the two restorations to go with it.
My wife and I who thought he got what was coming to him were very offended when healing was implied it might be denied because we were poor at the time but immedatly presented with an equal bill for his death.
The other charecter who died at my table (don't know if it was OP table or not) was great we would of pitched in for her in a heartbeat. She paid her own way instead.
At the end my wife and I each gave 1200 towards his raise which isis more than the cost of his BoL scroll which neither of us could of afforded before the game in the first place. I tried to be the bigger person. The DM and my wife think we should of let him rot. Between the pay off for the mod and selling some equip he could of been in fighting shape even assuming he had no PA or coin at 7th level.
I doubt he learned his lesson.
Feel free to flame.
Dr. Westcrown is going back into Alchemist after this little dip. His last 6 scenarios have been Tian influnced in addition to learning the laungage during RP time he spent learning his monk level which as an elf he displayed as Kirin Style.
The strike is where all the good stuff is the first feat is just an entry fee. Which is why he took his at 7th to get everything at once.
On wings i may take wings but the Doc is a bit of a generalist. If I do take wings I will probably dip back into Monk for one level to pick up crane style. Dr. Westcrown has worn the uniform of a Plague Dr. Complete with mask since lvl1. And the image of him standing "crane style" ala karate kid speaking tengu while boming is too good to pass up.
If you want to focus on bombing you need an alternate energy type. I took frost early and even though it is the other most commonly resisted element it has staggered which can be big. Lots of creatures strong against fire are weak against cold at lower levels. When outsider multi resistances come into play you can pick up force which is awesome.
You can make alkali/acid flasks cheap you should have some along with some al fire and liquid ice as backups to give you some options early on.
Holy water has to be purchased but it can be a good back up for multi resist evil outsiders or undead and it has no chance of friendly fire. With Kirin Strike I can do 2D4+19 with one.
Another good feat for a bombing type is splash weapon mastery. It gives you far shot with all splash weapons, lets you adjust the scatter roll for a miss by +-1, and you can add one square of your choice to the splash radius.
My alchmist is 7th right now and point blak shot and SWM are the only two attack helping feats I have. I think you can probably skip percise shot with a good dex small size and proper placement even -4 is still a low number to hit. Since about 5th level Dr. Westcrown has rarely needed above a 1to 4 to hit someone.
Good trait "strong arm supple wrist" adds 10ft to range increment with thrown weapons if you move 10 ft first. Very very usefull.
Take advantage of cheap alchemical weapon creation the throw anything feature helps a lot. In 8-9 scenarios I still change encounters with them.
Also as a bomber espically one with infusion playing up is much safer and you still contribute.
I would also suggest grenadier with a selection of longbow if you dont dump STR.
I just took a one level dip at 7th into Monk Master of Many Styles archtype to pick up Kirin Style and Kirin Strike. I can't wait to try it out.
Michael Brock wrote:
Rebuild Chronicles (I.E. you may retrain two feats note the before and after on this chronicle) would be very popular. Probably popular enough to start threads suggesting alt ways to get them. You could have doffrent types and the limited nature would help perserve continuity.
On the subject of fridges being provided when requested:
I confirmed that my room had a fridge when i called on Sun to ensure my check in would not be too late. The staff said I had a fridge and that my time was fine for check in.
When I checked in I was told (without asking) that there is a note on my account indicating i had a fridge in my room.
When we went upstairs and discovered no fridge I called down to ask that it be sent up. I was told no problem.
That nightit we left for dinner and brought back some claim jumpers leftovers to discover still no fridge. I called the front desk again and was told they would remind housekeeping that it should have been in there already.
Twenty minutes later front desk calls back housekeeping has told them that they are out of fridges but will get me one in the morning.
I never did get a fridge.
On a related matter at one point the front desk called me back to say that they had been informed by housekeeping that the hotel had no functioning microwaves.
The title says it all. I have 2 leftover CityPass tickets each good for entry into either the zoo or flight museum. They should remain good until the 12th. My wife and I are booked until we fly back. We saw the flight museum on free museum day and thought the tickets should go to someone who could use them. I will leave them at the front desk for whoever replies first. Include name for front desk PM name after reply if dseired.