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Thod wrote:
It actually comes on a 40mm base and stands 38mm tall. Awesome looking mini and it comes in 5 separate pieces. Here, take a look at it OwlBear.
The best way to use a charm spell is to simply use it to reinforce a perfectly reasonable suggestion. One of my preferred method is to cast it on the target and then direct the request like this. Quote: "My friend, we're having a misunderstanding here. Please take this gold piece and run down to X tavern (furthest away) and buy a bottle of wine and bring it back. We all can work out this misunderstanding over a drink and become friends." Even when the spell wears off it still seems like a reasonable request, removes the target from combat (and makes him come back to finish him off) and if you lose the fight your new friend is still inclined to help rescue you. We've all met someone who was so charming that we followed along with a lot of what they suggest even though we know we probably shouldn't. Like that person you met at a bar and KNOW you shouldn't go home with them but you still do. Use the spell like that and reap the benefits especially if you keep the requests reasonable and when it wears off the ill-will should be next to nothing.
Teller of Tales wrote:
I've been following this thread for awhile and (though I fully agree with Teller of Tales on the ambiguity of the full round action) I'm beginning to think this is intentional. As a Magus player I've personally had the massive 1 shot kills when I crit but just as often that crit didn't kill the BBEG but the follow up iteratives did finish him off. If this clarification DOES make spell combat work as Teller describes then perhaps the Dev's current intent is to reduce the magus down to 1 spell and 1 attack? This would bring the magus DPR down to manageable levels across the board without requiring anything more then the errata notice they've put out so far. It would take some time to adjust to the new playstyle but overall I could see this as being a functional re-balance for the class.
I'm not a fan of the re-balances but I can see the reasoning if that's what they are doing.
Scent has 3 main benefits and is actually pretty easy to handle though you'll need to remind your GM a bit about them for awhile. A. Scent grants a simple +8 to all perception checks made inside the range of your scent ability (Usually 30 feet but sometimes more or less depending on environment) that could benefit from it. I routinely make use of it for looking for traps (sniffing the oiled gears) & picking out hidden invisible targets. B. Tracking, scent allows you to track any target without needing to invest in the survival skill. Normally you must be trained to follow tracks with a DC over 10, scent bypasses that restriction. The mechanical benefits of having scent and survival together allow you to ignore the effects of surface conditions and poor visibility the two biggest modifiers to tracking. You still only make 1 check but the DC is much MUCH easier. B. Finally the biggest advantage is dealing with invisible/hidden enemies. Remember it's a move action to actively sniff around to determine if something is in range and no action at all anytime you come within 5 feet of a target you automatically pinpoint them no matter what. If you have an invisible or hidden target somewhere out there you simply roll Perception +8 vs their stealth (ignore the +20 bonus for invisibility since you aren't using your eyes) to determine what direction and move that way. As soon as you come within 5 feet you auto notice them and pinpoint the square.
idilippy wrote:
If you do decide to go the route of making those immunities work then go all out. Swap out all the demons for summoned Ice Elementals instead. Your 2 big bads, a shadow demon and 3 Ice Elementals (large) gives you a EL of 12 (13 if you ice the floor which I really think you should, force them to fly or make acrobatics checks) and is visually awesome. You have a frozen cavern dimly lit from lights glittering off all the icicles with a sheer transparent wall ahead of them with the sorceress madly summoning something. As the party moves to engage enormous serpents made of snow and ice erupting from the slick floor of ice to engage the party frontliners and slipping back into the ice when your players attempting to bring their might to bear on them.
THAT is a fight they'll remember forever.
Every party ALWAYS has a glitterdust prepared which is why the bad guys are using demons and a SINGLE shadow demon. As soon as the glitterdust or other light spell gets sprung out comes the at-will deeper darkness, negates the glitterdust long enough for the duelist to retreat back to the sorceress to have it dispelled, and moves the shadow to the top of the parties attack list instead of your BBEG's. Follow that up with a few lesser minions (that the party can wade through easy to keep them happy and involved) should stretch the fight out long enough to feel like a challenge and when the party whens they'll remember that combination of frustrating opponents and glorious carnage they got to inflict in the fight. You want the party to win in the end and feel good about it while still having that since of desperation fighting the forces of the abyss. THOSE are the sessions players remember the most.
Hakka Tsadok wrote:
Good start but it won't stop them from being encased in ice. The main weakness for Ice Tomb loving witches is that it requires line of effect to work (put the target behind a pane of glass and they are immune to the Hex) and line of sight to target (make the target invisible and they are immune to all witch hexes). In your specific case I'd go with greater invis on the Duelist making him untargetable by the witches hexes (but still an open target for the rest of the party), while the sorceress casts wall of force between herself and the party while summoning demons (and a single Shadow Demon in the mix) and casting illusions. The Duelist will be inflicting tremendous (but survivable) damage against the party and giving the Druid and Monk a melee target to deal with while the Witch and Inquisitor are bogged down handling the demon assault and desperately trying to bring down the Wall of force to stop the sorceress. It should be fairly exciting, winnable and each player will get several moments to shine in the fight.
spectrevk wrote:
If I'm understanding your statement here you are making a fundamental rules mistake. Just because your weapon threatens a crit on 15-20 doesn't mean that 15-19 are automatic hits. Only a 20 on the die roll auto hits and threatens a critical.The expanded threat range on the swords simply means that IF the 15-19 would hit normally THEN you threaten a critical. If they don't hit you get nothing.
Here's a point that I don't think has been mentioned yet. Currently there is no way for a Lawful Good Arcane Caster to have an Improved familiar who can use a wand.
Making the Mephit (or the Elemental) a legal wand wielder will fix this problem and allow Lawful Good casters to be equal to all the other alignments of casters who can have a wand wielding assistanct as well.
John Compton wrote:
Now John, you know no one is going to take you seriously without an avatar, get to work. :P I'm in the same boat as Nosig and the Fox, after hitting my 2nd star life begins to interfere and everything slows down. I have come to the realization though that number of games run pales in comparison to quality of games run. If I can only do 1-2 games a month I just content myself with making them the best games I can possibly do and take joy in my players having fun and looking forward to the next. Take your time and ENJOY it, it's a game and you should be treating it like that. If you're doing it for a goal it starts sounding like a job.
First lets remember that the Polymorph subschool has been nerfed so badly it's ALMOST useless. You are now denied nearly all of the new forms abilities and can only pick from an extremely limited set of powers each form has. It's so short lets list them here. All natural attacks (but not all rider effects for those attacks) and:
If you'll notice you get none of the defensive abilities (not even their natural armor is allowed over) and several of the abilities are not available on any monstrous humanoid form (I'm looking at you pounce, rake, web & trample). Now with that said these are the best forms I've been able to find for using this spell. The best possible forms to assume are:
2. The Witchwyrd, this form only gives you 4 full BaB attacks a round but you also get the Grab ability on each so can take advantage of all the goodies that comes with multiple grab attempts per round as well as darkvision. 3.Four-Armed Sahuagin Mutant, this bumps you back up to 5 full bab attacks a round and gives you the aquatic and ampibious traits with Darkvision. Situationaly these can make for an even better form for dungeoun crawling since you rarely have room to fly. 4. Caliking, you only get 4 natural attacks (the other 2 or iterative attacks with weapons) making all of them at BaB-5 and your iterative attacks are also at -5 (except the first one). You get a lot of attacks but with the natural penalty and the spell combat penalty you will be missing a lot. Arcane accuracy will remove the penalty (mostly) but any of the other forms will give you so much more from it.
Not quite, you'd get something more like this.
The following round if you din't maintan the grapple you'd just get bite +17 (1d8+6str.+grab), claw +17 (1d6+6str.), claw +17 (1d6+6str.) And yes it is extremely nasty to use.
STR Ranger wrote:
I have been giving some thought to the melee transmorgist and how it fits in with all that we've learned about Hexcrafters in the last few months and I've come to a few conclusions. First, The Caliking is a sub-optimal choice for forms. I'm not saying it's bad just that there is a MUCH better choice considering the nerfbat that hit the polymorph school. Second, this build NEEDS to be a strength build since all the best forms are built around strength. This has it's on challenges to it but really keeps things simple and saves you several feats. Third, this build is all about sustained damage. With the right spells running (Chill touch, frostbite, enlarge person, etc) you will be able to consistently 100 pts of damage a round, every round. Finally, this build is the quickest to get your primary role working (4th level at the latest) but is also the most likely to end in character death. You can put out a lot of damage but it has the lowest hit points and armor while still needing to get into and stay in melee. The best possible forms to assume are:
Advice:
From 4th till 7th you use Alter Self to turn into either a Trogolodyte (for 3 natural attacks and Darkvision) or WereTiger (for 3 nat attacks, low light and Scent). From 7th to 10th you use Monstrous Physique I to assume the form of a Four-Armed Sahuagin Mutant (5 attacks & darkvision) or the regular gargoyle (4 natural attacks, darkvison & flight) or the Withwyrd (also 4 nat attacks, darkvision but grab instead of flight). The sahuagin form has drawbacks so only go that route if you can be assured of avoiding it's light blindness. From 10th on you'll be focused on just using the Four armed Gargoyle form as much as possible (pending new monstrous forms being introduced) since nothing else really comes close to it in terms of damage output, maneuverability and special abilities. I'm working on an actual level by level build on this theme but it's still a bit rough.
Signed. I also see this as a much more interesting way to introduce new players into Pathfinder & Society play at those level.
5th level pregens however are right at that sweet spot were all the options start opening up and players can really see if they like how a class plays without being totally overwhelmed by the glut of options.
I really am intrigued by the possibilities here.
Tell her it's a huge waste of time & resources.
Dust Raven wrote:
The real question is not can you have an imp, but is that big of a power boost okay in PFS? Having an imp familiar is an insane increase in power for several spellcasters and can trivialize most encounters or scenarios. The secret is in this spell Familiar Melding and how powerful it makes you with certain improved familiars.
A tiny, flying, invisible, spell casting, Hex throwing Witch who can't be killed during a scenario is kinda dangerous. Grab a couple scrolls of shrink object or secret chest and safely store your body nearby and you will safely tromp through a scenario unscathed. It's just a demon body, who cares if it dies, it just costs a little cash to get another one. I can't wait, I'm 2 scenarios away from getting my imp. This is gonna be funny.
Vestrial wrote:
This is part of why I said that a Magus is a caster first and foremost. any round where they are not casting a spell or under the benefits of another spell/supernatural ability they are a sub-par melee combatant barely better then a rogue. Everything about the magus is really focused on using melee options to deliver and augment his spells, without those the magus is really not much of a threat. With his lower then average to hit bonus (3/4bab on top of his -2 to hit with spell combat), with his inability to two-hand his weapon when using spell combat, his lower HP's and lower AC makes him far less effective in melee then a comparable full bab class. He is required to expend finite resources (spells/arcane pool) to keep up with the other melee types.
Magi are casters, first and foremost accept it, embrace it and enjoy the carnage that brings you. Anything else is likely to be truly disappointing.
Dennis Baker wrote:
Well that's not EXACTLY true, you don't need to be in combat you just need to confirm a crit which you can do without being in combat. All you need is a small sized ironwood Kukri and a few rats tied up in a bag. Keen it and then stab the rats for non lethal damage, you'll hit every time and you'll crit 1 out of 4 times (give or take) and since you are doing non lethal damage the rats don't die.On average for every arcane point you spend you get 3-ish points back so no matter how many arcane points you have you can refill your pool inside of 5 minutes an unlimited number of times per day.
Umbranus wrote:
No, you carry a bag of rats around and CDG them. Unlimited arcane pool points for a gold a day (less if you can make the survival checks).
Fighting Fantasy GM wrote:
You're missing the real issue here, it's a ROPE bridge. A sizable majority of people will accept that the ropes will take full damage from the fireball and since they have hardness 0 and 2HP's/inch the average fireball will automatically destroy them. It does give you the cool cinematic of the burning bridge falling into the darkness though, so points for coolness do apply.
Condition stacking builds tend to get boring fast but if that's what you really want to do then nothing is as effective as as the Defiler Magus. At 7th level a prepared Defiler can inflict Grappled, Staggered, Fatigued, Entangled, Prone and Shaken onto a target with a single standard action. If he decides to make a full action he can also add Blind or Sickened to that target. At the same time he's stacking all these conditions he's still putting out a scary amount of damage (Routinely 30-40 DPR) while spending next to nothing in resources (1 arcane pool point and 1 first level spell per target). If anything leaves through that first round then you probably shouldn't be fighting it anyway.
The claw/claw/bite routine is powerful at low levels but past about 11th level the regular weapon based attacks catch up and pass the natural attacks in potency.
Even before 11th level you will start running into problems hitting your target (it's prohibitively expensive to get even a +2 to hit on your weapons) and then the issue of DR comes into play, at best you can get through silver and magic with a feat but the rest of them are almost impossible to get past. Basically you get more attacks early in the game but the damage on those attacks is much lower.
The trick works he's just written it out backwards. you don't start with the bladed dash, you start with the swift action Dimension Door -> Dimensional Dervish. This lets you teleport bounce and Then spell Combat and attack as many targets as you have attacks THEN you cast the bladed dash to run you back behind the party tank while attacking every target in the way. Everything works you just have to get the order of operations correct. edit: Also teleporting first makes it easier to set up a better charge lane since your final jump can be to maximize the line of targets until you get home.
Gauss wrote:
As I've said before, that is a strictly optional rule from an optional chapter in that book. It in no way affects a standard constructs creation.
Michael Brock wrote:
Follow up question; Does this clarification of evil spells mean thoze characters who regularly use Infernal Healing spells risk removal from play?That spell is marked with the evil descriptor.
Richard Leonhart wrote:
Ok, you're looking at it wrong. the uber build that is being referred to hinges around the stacking of the Ranger favored terrain and the rogue terrain mastery ability.First the Terrain Mastery wrote: A rogue can take this ability multiple times, each time applying it to a new terrain, and granting all other favored terrains a +2 increase to the favored terrain bonus. With this feat every time you take it you get another favored terrain and ALL your other terrains get an additional +2. Take it 4 times and get a +10 to every other favored terrain you have. Now this also stacks with the increase you get from leveling as a ranger and leveling as a horizon walker. Put it all together and you can easily have a +20 to hit/damage/init/perception/stealth & survival for 2 or more terrains and all creatures native to that terrain. Doesn't matter where you are if you are fighting something that is native to one of your terrains you get your bonuses against it. Now to make it perfect pick up a ranger wand of Instant Enemy and use it (swift Action) and point it anything that's not native to your highest favored terrain. Now it is, use your highest bonus against it for the cost of a wand charge.
Here's my first pass on the Defiler/Debuffer. It's still a bit rough but I think it's all legal and just needs a bit of Polish. The Defiler: This debuff build is focused on piling on negative effects and rendering every target as harmless and easy to kill as possible. This is a Melee effective option that is fully developed by 6th level with everything after that making it more destructive.
1 (Witch 1) (White Haired Witch archetype) Feats: Rime Spell, Scribe Scroll
How it works: This build hinges around using your Hair natural attack for ALL your attack actions. As your only natural attack it is always at Full Bab and does 1-1/2 times your Strength bonus on damage rolls. Since you use your Intelligence bonus in place of strength every time you boost your Int you boost your melee to-hit and damage. Taking two levels of Witch grants three important benefits: 1. An always on Natural attack that can never be sundered, disarmed or stolen.
Now this is a debuff build so our go-to spells are FrostBite (Rimed) and Frigid Touch mixed with Power Attack and Cornugan Smash all channeled through 4 different combat maneuvers (Grab, Trip, Sunder & Disarm).
Combat begins by activating your Prehensile Hair and using your arcane pool to get the +attack on it as high as you can and moving into position to respond to any AoO provoking action. At your first chance Spellstrike a Rimed Frostbite and attempt a combat maneuver (trip is best) on a target 10? away (try to always power attack this).
(Prone is -4 to attacks and CMD, Fatigue is -2 to dex and str for another -2 to attacks and CMD, Entangled is another -2 to attacks and -4 to dex for another -2 to attacks and a concentration check to cast spells. Total = -6 to Dex, -2 to Str for a -4 to attacks, -8 CMD, -3 to AC) This also triggers your Grab ability so now make a Grapple check against their CMD -8. If you succeed then move them to any square adjacent to you (automatic action) and inflict Constrict Damage against the target. (1D4 + 1.5xInt modifier + Power attack Bonus). This will also activate your Cornugan Smash Feat so also make an Intimidate check now to demoralize them to inflict the Shaken Condition. (Adding the Grapple condition reduces Dex by an additional -4, Attack rolls and Combat Maneuvers by 2, and adds another concentration check to cast, Shaken reduces attacks/saves/skill checks/ability checks by 2 more. Total = -10 to Dex, -2 to Str, -10 to attacks, -2 to saves, skill checks and ability checks and requires 2 Concentration checks to cast a spell) All of this is done with a single standard action. If you decide to use Spell combat all of the above will happen with the addition at the end to cast an additional spell (which will end the charges from Frostbite), we usually use a Frigid touch spell to inflict 4D6 damage and the staggered condition (it is recommended to either use a Metamagic on this, either Rime, Sickened or Empower).
With this build raising your Int as high as you can is paramount since it powers ALL of your combat ability (attacks, damage, CMB, etc) followed by either your Dex (for more AoO's, Dex and reflex saves) or Con (to absorb all the damage that will be thrown your way the first time you use this trick) Strength needs to be 13 for Power Attack and after that it's useless.
If you would like to do more damage while doing this, always remember releasing a target from a grapple is a free action and the spell from spell combat can go after all your normal attacks. So after the steps above release the target and do a normal attack with the hair triggering everything again for more damage THEN do the spell combat for the Frigid touch spell for a third touch attack (this requires you to have pre-cast the Frostbite in a previous round).
Finally got a chance to run this for some of my usual group and 2 new players doing pregens (ezren & merisel) at tier 7-8 (no matter how I tried to get them to play up). As expected everyone had a blast (2 instant converts to Pathfinder & PFS where made this day) and they are all clamoring to run part 2 asap. A table full of Qadirans, Sczarni and Andorans made quick work of the faction missions and easily opened diplomatic relations with the ratfolk.
They easily overcame the Dark Stalker due to the first of my MANY horrible die rolls (how could I roll a 3 or less every time I tried to use the wand of dispel), but spent 15 rounds chasing the dark slayer around the alter getting blasted by every spell he had. (He really needs some aoe spells for situations like this Kyle) The centipedes did there job perfectly and buried half the party in rock with the cleric unable to heal anyone until she was dug out. Unfortunately it was only the cleric who took damage so it wound up being just a speed bump during play. Then we come to the non-optional encounter (I will ALWAYS find a way to use this fight), the party choose to dig a small tunnel through the rock and go through single file with mr heavy fighter the first to encounter the Gug. One awesome blow and a full round attack later the fighter is at 6 HP and has a new name... Mr brown shorts. This is where my dice really start betraying me and the party comes together. Glitterdust + Bestow Curse + viper Poison + Super channel cleric + Tangle Foot Bags + a DM who can't roll over a 7 on any save + a rogue who rolls and confirms 3 sneak attack Crits in one round allows the party to overcome the Gug (though everyone was down to single digit HP's multiple times during this fight. Kyle, you'll be happy to know this is the first time in my PFS career that the party has said we need to rest and camp for the night. They literally had to burn every resource they had to defeat your baby here.
Finally they meet Xiangnuer, the argument over what loot to give her was hilarious. Half the party wanted to give her EVERYTHING they'd found on the way down (dark folk stuff, aspis weapon/spellbook) but they greedy rogues weren't having any of it. Eventually they attack and my dice betray me again. Fails every save and Boneshatter is an obscene spell to have cast on your creature. When they drop her under 40 HP's (1 HP left) she flees and a desperate dimension door to throw the rogue onto the dragons back to take 1 last shot manages to pierce her DR (no sneak bonus) for 2 hp of damage and watching her (and the rogue) fall 3000 feet to the ground before the Pagoda.
Everyone had a blast and are trying to re-arrange their schedules to play part 2 this week. This scenario gets rave reviews from my table of 6. Edit: They all recieved the dragon killer check but are freaking out on how the rats will respond to them killing their dragon ruler since nothing on the sheets actually says killing her was a good thing. :P
Kyle Baird wrote:
Should be considering it's lethality. Last time I ran it took 3 rounds before the party cleric (only one still above 0 HP) was on his knees begging her not to kill him. Made him pay her every dime he had for the privilege of living.Then once they made it to the last room and tried to leave she was sitting at the front door waiting for her "share" of the loot. They were not amused...
We can only respond to the builds you post and if that build is full of errors that is what's going to be called out. Now if you wish to flip it to Spell specialization and a rod of intensify then that Magus will STILL be limited to 5D6 damage per shocking grasp. (You can't use a Rod while spell striking OR spell combat with the build you posted).
Now as others have said comparing a magus to a Rogue is like comparing ANYTHING to a rogue, the rogue is garbage plain and simple and makes everything else look OP. (Just for clarification the rogue I referenced is the default best melee rogue... the half-orc.) The magus is a nova class, he gets to shine once or twice a day and the rest of the time everyone else is usually performing better. Please reacquaint yourself with all limitations built into the class and try again. Seraphimpunk wrote:
Yes I can see why he retired it, everything on this character is wrong and wouldn't pass any audit at any game I've ever played in. Let's look at what this character REALLY is shall we? +2 Keen weapons cost 18300+ gold, a 6th level PFS character who has NEVER failed a faction mission is limited to a maximum of 11,750GP on an item. This weapon is illegal. Arcane pool is not 13 it's 9, Int bonus (4) + 1/2 magus level (3) + Extra arcane pool (2) = 9. Magical lineage means he CAN'T have any other magic traits and he took Empower so no intensified metamagic so he's limited to a maximum of 5D6 shocking grasp damage. As for your weapon damage numbers, ASSUMING he kept it a legal katana he'd be doing: Twohd Non-Spell combat +1 Keen Katana +10 (1D8+7/15-20)
(Remember spell combat requires you to have an empty hand for that entire round so no 2hd bonus for strength OR power attack) Throw perfect strike in there and assuming he did confirm the crit it would only do 3D8+27 for an average of 40 pts of damage that round.
Finally there is no such thing as Arcane Power Attack, he may be referring to arcane strike but if he is then that requires a swift action so it can't be used in any round he's using Arcane Accuracy.
Now if he wanted to burn through his arcane pool and spend 4-5 points on every fight (meaning he can do this trick once per day) then yes on one attack if he's lucky enough to crit and confirm and roll maximum on his damage dice then yes he can do a maximum of 137 points of damage (average of 69) to a single creature.
This is not what I consider broken. PS: As I said before there is no legal way for this magus to have a caster level higher than 6 and no way to get more then a 5D6 shocking grasp. Seraphimpunk wrote:
Chris Kenney wrote:
Incorrect. EVERYTHING on the normal familiar's list can talk... at 5th level. The speak with Master ability grants them the ability to speak a specific language and that's all it takes to use a wand. As for keeping it safe in combat it's not that hard. Build a nice top opening cage and attach it inside your napsack with the flap open. Familiar lays in the cage and stands up (move action), uses the wand (standard action), drops prone (free action). While it's in the cage it has full cover and full concealment making it REALLY hard to target or melee and with it's evasion and concealment it's pretty safe from every spell that you can throw it's way.
Darkghost316 wrote:
Blargh, I meant Frostbite not Frigid Touch (Frigid touch is my go to after 10th level). Magical Lineage (frostbite) allows you to use Rime spell metamagic on it and use it as a first level spell. That's an additional 1D6+level damage on your next level number attacks. As for spell recall you still get it, it's just delayed till 11th level and THEN you get spell recall in place of the improved spell recall normal Magi get at 11th level. Till then use pearls, they are dirt cheap (especially if you make em yourself). Yes prehensile hair uses your Int score (which is only 1 pt lower then your strength but a headband of int keeps it in step with your Str) and but since Trip is a CMB check not a regular attack roll the difference is marginal at worse. Also when you make the trip attempt it applies a charge of your frostbite to your target too. Your familiar uses your skill ranks as it's own and you have Use Magic Device as a class skill. It is smart enough to use that skill to try to use those items and there are dozens of ways to get it's score high enough to routinely succeed all the time.
Try this progression instead:
This gives you all your main tricks by 5th level and allows you to control everything within 25ft of you (Enlarge Person gives you 10' reach, prehensile ups that to 20ft and lunge makes it 25) so you are constantly getting AoO trip attempts on anyone you meet with your hair. Once they get into melee range THEN you beat them with your sword. (Generally you want your first level feats to be Rime Spell and Combat reflexes or extra arcane pool but too late for that). As for spells focus on the ones that last more then 1 round (enlarge person, grease, color spray, FrostBite, etc), you'll get much better returns on those then you ever will from direct damage spells and it will help stretch your limited castings further.
hello, my name is ninja wrote:
Never said it was secondary, merely that it was light which is bad enough. The main advantage of pounce is that it lets you do a full attack in the first round of combat, that's the main draw of the big cat. It's damage from full attacking isn't really that good. If the big cat hits with every attack it has will max out at 3D6 + 1D8 + 15 for an average of 30pts of damage (41 max) when it can stand and plant and hit with every attack (remember it only gets one rake). Now as every melee player will let you know you are lucky to get to full attack half the time so the Cat will be doing about 15-20 pts of damage a round and significantly less if the target is the mobile type.Also if the cat does decide to grapple it goes down to just 1D8+5 per round if it succeeds on it's grapple check. The wolf on the other hand will ALWAYS do at least 4D6 +13 (avg 27, max 37) every round (he'll either VS every hit or get his second attack when he gets multiattack). He get's 1.5x str on EVERY hit so his base damage is always going to be higher and he gets -1/+3 damage with power attack which the cat can't match. The cat has to pounce just to equal the wolf on average damage in the first round and if the target moves 6 feet away the cat's damage goes to crap (1D8+5 + whatever spell you put on him), the wolf just continues hitting that hard no matter what the target does. Also Trip provokes AoO's (try to get up, move, cast, etc) and makes it so easy to hit, grab on the other hand... well grab sucks as a flanking bonus in comparison. Finally (and this is the best part), Strong Jaw is an insane bonus for the wolf (good for the cat but better for the wolf) kicking it up to 8D6 on every attack every round. The wolf just has a much higher base damage and needs fewer extras to contribute meaningfully and when you can't take the time to drop buffs on an AC (or don't have the cash to buy all the gear that cat needs) it's no contest. Now if money and time are no object then yeah the cat will do more damage but how often do you have all the time and money you need to throw on a secondary critter?
Well first I'm not a fan of the Tiger as an AC, it's pounce is very nice but I find it's damage output is actually pretty low and improving it to the point where it's relevent in combat is VERY expensive.
Personally I'd say go for the Wolf instead, much better for you.
Trust me, take the wolf give it power attack, improved natural attack, vital strike (and if you have the feat to spare = Multiattack).
One trick I've discovered to actually make the sniper rogue slightly less fail (and this works MUCH better for the alchemist BTW) is to take the Gang Up feat. gang Up:
You are adept at using greater numbers against foes.
Prerequisites: Int 13, Combat Expertise. Benefit: You are considered to be flanking an opponent if at least two of your allies are threatening that opponent, regardless of your actual positioning. Normal: You must be positioned opposite an ally to flank an opponent. With this feat IF you have more than one melee'er in your party you are ALWAYS flanking and your sneak attack goes off on every arrow regardless of where you are. It does have the feat tax of needing to have Combat expertise but it's an acceptable price for consistently getting your Sneak Attacks off. If you don't usually have 2 or more melee available then you will need to make use of James Maissens idea from above.
Alchemists can actually just summon a lvl 1 critter into melee and go from there.
Diego Rossi wrote:
The Devs have already responded that if you take an improved familiar you don't lose anything. You only ever lose the spells a familiar holds if it DIES or you LOSE it anything other then those two options and you keep all the spells it knows. Also, have you looked at what you can do with an at-will magic jar with no receptacle? Any creature you see with a soul (ie. EVERYTHING but constructs) can become your new PERMANENT body.
This is brokenly OP, no ifs ands or buts.
Build her as a Hag (Time patron) with the following hexes on top of her normal abilities. Fortune
This will give you a big bad who can remotely spy on, disable and attack your party from a mile away. It'll have access to EVERY spell in the game as well some truly unique spell like abilities.
GuJiaXian wrote:
Just wanted to jump in and correct an error in your assumptions. First, the rule that Gignere is quoting is an OPTIONAL generic rule for modifying constructs and is different then the increasing hit die rule specific to Homonculi.By default the only limit to how many Hit Die you can add onto a normal Homonculus is how much cash you spend. Second the feat is really not worth it, as Benchak said it's much easier to just buy your Homonculus with Master Craftsman, craft wondrous item and evolved familiar (skilled) feat. Take that little trunk monkey and put it in a bag of holding with the materials it needs and have it craft the items for you. As a construct he never gets tired so he can craft 24/7 (3 times faster then you) and with his significantly higher skill ranks then you can easily make anything you tell it to make faster then you ever could. Add to that since you can have more then one Homonculus at a time buy it 2 lesser ones to assit it with aid another checks (or up their HD and have them craft other items alongside it in the same bag). This is how the Kingmaker AP is probably churning out all those potent magic items every month. :P
Oh definitely true Ogre, this is more of a boss or big nasty tactic. Usually you'll spend the first round moving into flank with another PC or tossing a poke ball (summon monster/nature's ally/minor monster/etc) from a 2nd level wand to setup flank and then unleash. It's not a super EASY think to keep running all day but whenever you want to this build murders everything. Quickly. edit: Abraham don't forget the effective bonus of ignoring your opponents dex modifier. It's usually worth at least a +1 - +2 more to hit. And it's not 3 rounds spent buffing it's 1 round spent buffing. Round one: Tumor Familiar pours Alchemical Allocation down your throat on it's action (Full)
Move into melee and murder the boss and you only do this until you get a +4 Dex belt then you never worry about it again.
You all should actually read the Prestige class. Terrain Dominance at HW 3 wrote:
You don't NEED (or even want) a Favored enemy if you are going into the Horizon Walker Prestige Class. It gives you a better FE then rangers get AND gets a higher bonus faster too.
Zark wrote:
You really need to read the intant enemy spell to get this. Instant Enemy wrote: With this spell you designate the target as your favored enemy for the remainder of its duration. Select one of your favored enemy types. For the duration of the spell, you treat the target as if it were that type of favored enemy for all purposes. I bolded the important part. When you use this spell whatever your target is it is now considered of the type you choose INCLUDING what terrain it is native too. You've stacked all your favored terrain bonuses for one terrain (and wearing boots of that terrain as well) so now that terrain bonus is your new favored enemy bonus vs that specific opponent.You should be rocking a +20 to a +24ish bonus on hit, damage, Survival, perception, Sense Motive, Bluff and Knowledge vs the target of this spell. And if you are actually in that terrain at the time you get that bonus to your initiative as well. For more uberness take the Guide archetype and add an additional +6 to hit and damage as well. @streamofsky, 9 times out of ten what ever you choose as your favored enemy is going to be native to the terrain you took as favored terrain (stack your bonuses man) so you don't need to cast IE, you're already rocking those bonuses already and you can save the spell. Realistically the best thing to do is take favored enemy=Human & favored terrain=Urban. Then like 60% of the time you are rocking your bonuses against anything you fight. Everything else gets instant enemy and then QUICKLY dies.
STR Ranger wrote:
The advantage is pairing it with the Tactical Acumen spell (which should be up pretty often). That +5 bonus will get up to a +9 to hit (massive bonus on a 3/4 bab class that is often tanking their to-hit bonus). Put this on a strength magus with power attack and you can pretty much never miss for that one big massive blow.It makes for a great opener (or finisher) with a minor investment.
StreamOfTheSky wrote:
Ayup, a 2 level dip into this with the Magical Knack trait so you get the reach. Then take 4 levels of Magus (hexcrafter) to get the hexes back and that sexy, sexy spellstrike ability. 10 ft reach touch attacks that snatch your target into melee range and drops the grappled condition on them to boot. Then you go to town with your haste driven, keen'ed, thundering, frostbite empowered scimitar for all the nasty goodness that gives. Your GM will weep.That or you go Feral Alchemist (vivisectionist) instead and pile on the 5 extra sneak attack powered primary natural attacks.
Yeah, this is a truly horrible archetype when looked at on it's own.
The free grapple check on ANY successful attack (other combat maneuvers are still flagged as attacks) mixed with agile maneuvers + True Strike is just abusive. A single level dip in this on a natural attack using build is just insanely dangerous and throwing in the Witches spell list is just vicious..
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