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And what good do you see coming from those hexes at any level?
What do you actually expect to gain from burning all your feats/hexes in this manner?
This feat is the most poorly written thing I've seen come out of pathfinder in a long time (including original prone shooter).
The issue is not the crit fishing or the DR abuse. The real issue is this line right here:
For each roll that is a hit, you deal the normal amount of damage, adding it to any damage the attack has already dealt from previous rolls (if any).
Parse that as it's written (not as it's intended) and watch the damage sky-rocket.Assuming a simple 4 attacks a round with a D6+3 attack and all of them hit.
1st attack: 1D6+3 for 6 damage avg.
Total damage = 84 damage
Remember the sentence specifically states For each roll that is a hit you add the damage dealt from previous rolls.
Stupid, broken and so badly written I can't believe it made it into print.
He doesn't have to scry on any of the PC's so they won't get saves vs it. Simply have him scry on one of his animated chairs making it a pretty much automatic success. As for the syringes those are mostly there to interfere and mangle anyone who tries to get close to him.
Just looking over the ACG and putting together a list of items or spells to be on the lookout for from the ACG. Hoping to get a gist of what to expect once these things start showing up in the game.
First thing that I expect to be an issue is the Ring of Elequence.
Next is the Monstrification Staff is going to be on every melee alchemists list as soon as possible. 12,000GP seems like a lot but having access to a pretty much at-will Monstrous Physique spell at will with all the goodies that brings is pretty brutal. (There are enough forms out there with massive natural attacks and movements to make this an uber item).
As for Spells the Contingent action spells are going to be a problem. I fully expect every party melee'er to run around with half a dozen scrolls of Contingent action of charge X (where x is whatever name/creature type they expect to encounter). Since the target is limited to a standard action that falls under charge exception rule so it should work, otherwise it'll be a simple move.
If you are able to take only a standard action on your turn, you can still charge, but you are only allowed to move up to your speed (instead of up to double your speed) and you cannot draw a weapon unless you possess the Quick Draw feat. You can't use this option unless you are restricted to taking only a standard action on your turn.
Relatively free Pounce for everyone now at 150GP a pop but technically superior then normal pounce since it gives you an extra attack since you charge and attack off turn then full attack when your turn starts.
These are just the ones that jump out at me but I'm sure more of them are out there.
So much confusion and incorrect information here.
First, to answer your original you CAN pin the target with your hair but you won't be able to sneak attack them. Pinned is just a grappled condition so you would still need to use your standard action each round to maintain the grapple. This will prevent you from taking the attack action to sneak attack the target.
Second, the rules of sneak attack don't care whether the target is pinned or grappled, it only cares if the target is flanked or denied their dex bonus. As long as those either of those conditions are met you can get your sneak attack off.
Finally, please ignore the incorrect information on natural attacks and grappling provided by absolutegrndzer0, it's all wrong.
Natural attacks and iterative attacks interact poorly and with the grab rules for the WHW makes it even more complicated. Trying to use your hair and iteratives together would go like this.
A). Declare full attack with hair and iterative strikes.
B). Natural attack with hair at Bab+strength bonus -5 to hit (penalty for mixing natural and iterative attacks, applies ONLY to nat attacks).
C. You now get to make your iterative attacks against the targets AC -2 (grappled applies a -4 to dex which equals a -2 to AC). You do NOT get your sneak attack since the target is not denied his Dex bonus they only have a penalty to it.
D). Target gets to act and since he's not tied up he can either try to break/reverse the grapple, cast a spell/power or full attack you with a 1 handed weapon (he can't use a 2-hander since the grappled condition denies that option). end turn
E. Your turn, you now try to maintain the grapple (a standard action) and if the target didn't break it last round you get a +5 on your attempt to grapple. You also are no longer taking the -5 penalty to attack rolls since you are no longer mixing nat and iterative attacks.
F. Jumping ahead to after you've pinned the target you still need to maintain the grapple so you still can't get your sneak attack from your iterative attacks (you don't have the actions left to actually attack with them).
Under the lifting and carrying rules.
Lifting & Carrying wrote:
A character can lift as much as double his maximum load off the ground, but he or she can only stagger around with it. While overloaded in this way, the character loses any Dexterity bonus to AC and can move only 5 feet per round (as a full-round action).
Added to this rule under the fly skill
fly skill wrote:
a flying creature can remain flying at the end of its turn so long as it moves a distance greater than half its speed.
A creature who's strength is dropped enough (especially a flyer who isn't known for having high strength to begin with) is suddenly completely over-loaded with 1 casting of the OP's ray of enfeeblement (minimum 7 points max 12 or 15 if empowered).Per the encumbrance rules not only does that target all but +1 from his dexterity bonus (which is what Fly is based on) they also suffer a -6 to all fly checks and that's just if they are carrying less then twice their new maximum load.
Now for any character other then the strength based martial the OP's will drop their strength to a 1 or 2 meaning 21 lbs keeps them from moving at all.
With the sheer number of str 8 casters out there this drops them below 0 and invokes this rule
A character with a Strength score of 0 is too weak to move in any way and is unconscious.
And they fall out of the sky.
As for what spell failure chance a medium load causes that will be somewhere between %20-%30 like all medium armors cause (the GM will have to decide the exact amount).
I never said the rules are perfect only that this is another option to bring flyers down.
Create Pit is a complicated spell but remember it actually allows 2 chances to resist it.
Once your bad guy has failed his save against the spell he is still entitled to a immediate climb check to catch himself from actually falling into the pit.
climb skill wrote:
DC for climbing a slope wrote:
Remember all the wall spells specifically call out that there is a slope that the target slides down before falling into the pit.That means a target who fails the save needs to make a DC 10-ish climb check to avoid falling into the pit. Now they are prone and probably flat footed while they climb up the slope and leave the area of the pit so it's still a nasty spell but it's not the complete end of the world that most GM's have been complaining about.
Now if your critter can't make that Climb check then they are still completely shut down but at least this gives you a chance.
A). That's from the optional construct modifications in Ultimate Magic and only affects modifying a construct AFTER it's been constructed.
B). That's the generic rules for general constructs. This example uses the specific rules for Homonculus modifications. Homonculi have spefic rules for crafting them which supercede this generic rule.
A homunculus with more than 2 Hit Dice can be created, but each additional Hit Die adds +2,000 gp to the cost to create.
As you see this rule has no limit assigned to it.
Continue the exercise.
So, officially what your saying is if I go into a fight with all my buffs up against a target who doesn't know he's going into a fight and doesn't have any of his buffs up AND I get to pick where the opponent appears AND I get to know what powers/defenses it has AND get to set up all my powers to counter those AND I get to go first I can beat a Pit Fiend.With those kind of rules sure, anyone can beat a Pit Fiend.
STR Ranger wrote:
You know me, I only ever write from the RAW point of view. Trying to get into the RAI viewpoint is like trying to guess which way the wind is going to blow 5 minutes from now, pointless.Anyway, everything is GM's fiat, I just like to present the rules as the game is written so the GM has all the information to make that call correctly.
Roran Strax wrote:
That's terribly uncreative and short minded. Why play an RPG instead of a video game if there's not some creative measures allowed?
Oh, so you want your GM to have the next creature you fight to politely chop off your arm/jaw now? The no decapitation or called shot to remove limbs is there to protect the players more then the monsters. Once you all put that on the table expect your GM to start removing parts from you now.
It's a game and it's there to keep it a game.
A Kensai can have more AC then a Hexcrafter that can be taken away with a single feat and a few skill points. A simple feint build (shouldn't even call it a build, it's 2 feats and a handful of skill points) takes away ALL of this classes AC boosts and drops them down to just the mage armor (or grossly overpriced bracers) armor and is then easily hit.
Honestly any BBEG who suspects a Kensai is coming for him should just hire a mook with Greater Feint to stand around waiting. As soon as tissue paper Kensai shows up just feint him when he walks in the door and ready an action to attack him if he tries to cast a spell. Boom, now the Kensai is just a second rate fighter with no AC, a crappy bab and inferior HP's.
I fail to see why this archetype is so popular, it can be beaten by a non-idiot rogue, a ROGUE, how embarrassing.
Hexcrafter all the way.And the issue with Hexcrafter over Kensai is all the Kensai can really do is damage. And since there is no combat difference between a target with 1000 Hp or 1 Hp the Kensai becomes just another mook at that point.
Hexcrafter gives flexibility and extra options without reducing the damage dealing potential of the class. Realistically the Hexcrafter can do everything that the Kensai can do but the Kensai can't do everything the Hexcrafter can.
Resurrecting this thread simply to make note that the holy grail of the monstrous physique forms was introduced in the Beastiary 4. We finally have a humanoid form that lets you Pounce.
Introducing the Tikbalang!!
So your argument is that YOU are smarter and know more then the guy who CREATED the game and is responsible for exactly how the game works (AND the creative director who decides how the world works) and everyone should listen to you instead of them? Ok.
As for where the rod is well A). noone said the rod is being used during spell combat and B). if it is being used there are soooo many ways to have a third hand to hold a rod that it's immaterial to this discussion.
@Thaago, you are the one who found the dev post stating you can.
Jason Buhlmahn wrote:
@alexandros, sure, if you want to see any of the more magically focused magus builds we've done go ahead and read them.Magus Builds
Way to not bother reading the link to the DEV post OR the text quoted from that DEV post saying that is EXACTLY what you can do.Go back and read the post and come back after that.
@Alexandros, I'm not underestimating the martial ability of the Magus just stating that is significantly inferior to the Magical ability of the magus and THAT is a better place to focus on.
STR Ranger wrote:
It's a powerful arcana with several unique advantages.A). It's a scroll spell that can't be stolen or destroyed and works inside a deeper darkness field (Better then an oil of daylight).
B. It's 18 extra spell levels per day that doesn't eat up your memory (drop all utility spells as scars since their levels don't matter).
C. It doesn't say these have to be spells on the magus spell list. ANY spell can be made into a scar (no guarantee they can successfully be cast but still useful ability)
It's a very useful and flexible arcana and should be rated accordingly.
There will ALWAYS be more clerics, until they complete book 3 there is an endless supply of new clerics out there coming this way. Doesn't matter though, clerics are immaterial to this combat. Since the druid and sorcerer know there's assassin vines, Hydra's, Hangman trees and a golem there, it stands to reason those two would simply charm all of those to attack the front door, kill the golem and rampage through. I'd do it and I know most PC's would do it too, it's just efficient that way.
As for the Dire Tiger:
Realistically both of these NPC's were built as controllers focused on enchantment and mind control spells. Given as much forewarning as they apparently have (without a doubt they know what classes and magical abilities the PC's have from the 7th) they'll be trucking as many charmed/summoned minions as they can and that could easily be a LOT (the ward doesn't stop summoning spells, it just makes you step inside of it to cast the summon).
Finally this fight is as difficult as you want it to be, if you are concerned it'll be too easy then break the rules, you are the GM your job is to make it fun and exciting. Personally I'd sneak in with the druid wild shaped into an earth elemental and completely scout/map the place out, identify the priority targets and with a quick silence spell dog pile each PC when they are alone and asleep. That's no fun but probably the easiest most efficient way to do it.
Welcome to the wonderful world of High Level Pathfinder play. There is no way an author that can write an AP that can played as is for every group of crazy players with access to feats/spells/abilities that didn't exist when the book was written.
This AP is designed to be an excellent framework for a DM to tweak to address the vagaries of their individual parties. Your GM is responsible for taking what is presented and polishing it to make the PC's experience fit their abilities/playstyle.
As for the Cohorts, yeah they are potent when you get them but they don't stay that way.
As for the Dragon encounter yeah, that's the reason I said rock to mud instead of reverse gravity. By this level of the game (and with your party specifically) it's assumed that most if not all of them can fly. Dropping them into a mud pool does more than throw them off their feet, it significantly messes with their mobility and the anti-magic field removes their ability to get out of it. Reverse gravity just gives them a free get away from the dragon's area card. It helps more then it hurts.
As for the worm and dragon being unable to kill the demon I have no idea how it lived. It's DR isn't good enough to stop the sheer amount of damage those two can put out in a round. Especially since all of those abilities it has stops working inside the anti-magic field the dragon has running.
Thanks for the party make-up. You have an interesting set of players there and a well played Eiramanthus will devastate them in 2 rounds. You'll have to dispense with his tactics as written but considering your difficulties with these players you should be fine tweaking things a bit.
First give him a Diamond Metamagic Gem to give him a single Quicken spell for any level spell.
This will turn that fight into a nightmare for the players but still give them a real chance to win. The actual fight (after the dialogue and RP) should go like this:
This shuts down all their magic items, spells, spell-like & supernatural abilities and banishes all their summoned creatures. Panic will immediately set in since the only party member that can reach/attack the dragon is Grumblejack (he's the only one with non-magical flight) and as soon as he tries he eats a +36 CMB improved Disarm to remove his ability to do damage.
The important thing to remember at this point is you DO want the players to win so don't just land and full attack. That's an insta-kill and no fun for anyone (his minimum is 70pts of damage a round with a 100+ being a safe bet). The dragon is a trickster, not a combat machine, have him talk, joke and threaten while they figure out how to get out of this horrible situation.
You can also use this opportunity to remove a few of the more unpleasant minions the party has accumulated to make your future easier.This would be an excellent time to remove Vetra-Kali Eats-The-Eyes and Grumblejack (put the PC armor Master back in the spotlight as the main melee machine with these two gone) by having the dragon devour them. Give a little speech on how much he despises demon/daemon-kind then swallow them whole (they'll need a reincarnate or resurrection to bring them back from that which they probably won't be able to do).
Eventually the fight will really start but the players will be thinking defensively instead of trying to annhilate it in one round making the fight a little less one-sided (9 against 1 is a death sentence for the 1 in a straight fight) but there are a few more things you can do to make it more interesting.
The dragon's See Invis last 2.5 hours per cast so no sneak attacks from the rogue and a 19 will save should make him relatively immune to Misfortune hex (he's immune to most of the other offensive hexes the witch should have) especially if he stays flying out of range.
Remember to never stop flying to avoid the full attacks and throw Reverse Gravity, Wall of Stone, Programmed image (of the allies running into the room to defend him) and Mislead as much as you can with the occasional Quickened Glitterdust for giggles.
Tactics make or break encounters and at this level of the game it's all about using ALL of your creatures abilities against their foes. A dragon of this level is no joke and if it wants to should be able to annhilate nearly any party who dares to challenge it. If you still thnk the party is going to easily run over this encounter well there's a certain Demi-Lich in the next room who could very easily use this battle as an opportunity to try and break lose making this a 3 way fight. Be careful with this option though, that's a CR 18 challenge fighting these 2 together and would normally be a TPK (this isn't a normal party though).
It doesn't work, the weapon you use with spell combat *has* to be associated with a hand, as per the FAQ. So if you had a talon or claw, you could use those, by the hair can't be used with spell combat.
Incorrect, the prehinsile hair hex functions as a hand and as a natural weapon so is a valid choice for Spellcombat/Spellstrike.
There is already a dev post stating this. You may want to look at the Hexcrafter guide thread for questions like this, it's already been covered there.
edit: Yes there is a natural spell arcana but that is only for natural weapons that aren't hand associated, the hair hex, claws and pincers are associated with hands.
A much cheaper and easier way to get touch of fatigue is to pick up a Cracked Orange Prism ioun stone for 1000 GP. It allows you to add any cantrip or orison to your list of spells known. Grab all the touch rabge zero level spells this way and save your feats/discoveries for more important uses.
I'm a fan of moving it to flat-footed AC (would be a massive step in the right direction) but more importantly I'd simply stop the rapid reload feat from working with primitive guns.
I fully accept and expect when something gets hit by a bullet it should hurt, a lot, but spitting out a dozen bullets every 6 seconds from a muzzle load musket just really breaks my suspension of dis-belief.
Have your guns but slow down the rate of fire or accuracy and it becomes far more palatable.
Make your Familiar a Homonculus instead and then just poor cash into upgrading and modifying it. Every 2 HD you buy for it gives it an additional +1 to hit and a free feat. Follow that up with the building and modifying construct rules to give it a Rune of shielding (+4 force armor effect) and Rune of Terror (20ft burst fear effect that panicks every target in range).
With just a bit of cash and the right Patron a Witch with a Homonculus familiar can build a BEAST of a flying combat familiar with more feats and a higher attack bonus/# of attacks than any Animal companion or pure fighter in the game.
Like the standard action to use a bomb or extract, the action you use for Alchemical Weapon covers the entire proces.
There's nothing in the ability description that has anything to do with retrieving the alchemical item.As for the extract and bomb those explicitly state the action is part of the standard.
If your GM decides to house rule it to work that way great for you but as written it's a different action to retrieve and another to infuse.
Most powerful Poison build is a Witch with Cauldron Hex, Poison Steel and profession:chef.
With the stacking rules of Poison and the weight limit on Poison Steep you can easily make a poisonous sandwich or bag of candy with a save DC in the 30's.
Also, the best part of using which is cost, unlike the rest of the builds all the witch poison is negligible in cost (how expensive is a pound of raisins?)
It's not spell recall he's talking about, it's knowledge pool that is important.
Knowledge Pool wrote:
At 7th level, when a magus prepares his magus spells, he can decide to expend 1 or more points from his arcane pool, up to his Intelligence bonus. For each point he expends, he can treat any one spell from the magus spell list as if it were in his spellbook and can prepare that spell as normal that day. If he does not cast spells prepared in this way before the next time he prepares spells, he loses those spells. He can also cast spells added in this way using his spell recall ability, but only until he prepares spells again.
What he's trying to do is use Paragon Surge to pick up spell blending and grab several wizard/sorceror spells and add them to the magus spell list and then use Knowledge Pool to memorize them now and add them to his spellbook.THEN use the drunken monk ability to replenish his KI which can be used as Arcane Pool points.
Finally he then uses Spell Recall with his unlimited arcane pool points to recover paragon surge and repeats this processes.
This will let him add every wiz/sorc spell of 6th level or lower to his spell list and spell book.
Prior to 10th level there's only 1 way to resolve that.
First is you buy a Cackling Hag's Blouse.
After 10th level you get split hex and scar hex and a bag of flying critters you can control (Homonculi are great for this). Give each critter a scar and send them flying out over the battlefield and watch them. When they spot the target the fly within 30 feet of it and then you hit that critter with a hex and bounce it off them to the bad guy. This way you don't care about range, anything within a mile is fair game.
Also a good idea is to give each party member a scarred turtle to hang from their backpack so that if they get jumped by a bad guy you can bounce a good hex on them or a bad hex onto the bad guy.
Before that you just have to stay close to your target.
nate lange wrote:
you need Net Adept to use a net with spellstrike; you need quickdraw to use the shield (or any other weapon) with a blinkback belt (and will not be able to use spellstrike when you throw it, and can never use it with ranged spellstrike since its a throwable melee weapon). if you're willing to spend the feats (and sacrifice spellstrike most of the time) that's a pretty solid build (and one i probably wouldn't have thought of).
Not really correct here, spellstrike has no limits on which weapon it can be used with. It specifies ANY weapon, period. Net adept just reduces the penalties but since it's a touch attack the penalties are nothing especially if the magus burns a swift action to use arcane accuracy.
Quickdraw is a requirement for any throwing build so is not an issue and as we've already stated spellstrike doesn't care what weapon you use. Spell combat though DOES require you to wield a light or one handed weapon but DOES NOT require you to use it as the weapon during spell combat. I recommend a spiked gauntlet myself, it lets you use spellcombat to cast your spells at the beginning of your turn then you quickdraw your shield from your belt and throw it with ranged spellstrike to do your combat maneuver (trip), it returns to your belt instantly, you re-draw it (free action) and throw it again. Repeat until you are out of attacks.
Legal, efficient, powerful and fun to play.
You can easily have both, simply combine both effects into one, it'll increase the cost a bit.
As for the weapon of choice for the Myrmidach you use the NET as your primary opening weapon and add a Throwing shield with shield spike at 11th level.
This combo hits the big bad with entangle + prone + spell damage while hitting several of his mooks with with spell damage + prone every round. Good for the magus, good for the party and cheapish to do.
Ok, well your problem isn't the Synthesist it's your encounter design. Well beyond the 1 big monster flaw is the fact that your players have shown you that they all build themselves to excel vs. melee bruiser bad guys and you keep giving them those to fight. Change that, exploit that weakness they have all chosen and take your game in a whole new and broader direction.
My recommendation is to start using SWARMS and Summoned critters against your players for awhile.
These are all major challenges for the entire party while exploiting the weaknesses the Synthesist archetype has.
Here is an example for you of a 3 session encounter that will challenge your entire party.
Location: Gold rush town on the coast within an old growth swamp.
The slog through the swamp puts the terrain as a environmental hazard that really changes how each fight goes and forces them to make significant changes to how they expect each encounter to go.
The change in opponent types pushes the Cleric into a primary role (giving them a chance to develop their character more) and forces the summoner to change tactics from melee powerhouse to secondary caster. The Monk gets vaulted to the point guard position since his AC and abilities make him harder to hit kill then any of the others (while letting you help him fix his character).
Finally the BBEG is a super unique type of opponent who can easily handle being focus fired by the party but will always have allies around to make the fight more interesting.
Do something like this for the next few sessions and see how it goes. If the synthesist lives you will have more tricks up your sleeve to handle it and your party will start building more rounded less one-trick pony characters. At the very least the change in player focus should put most of your players back on a more even level.
You could even use this as a campaign ending scenario and reboot it with all new characters to give you a chance to start fresh with a better understanding of what is in store for you as a GM of these players.
I like to keep it simple, the one I'd like to see pop back up is Alarka.
The fire Oracle from Rebels Ransom she was perfect. Well built stat-wise, effective, ruthless and has made enough PC's take a dirtnap to warm even my jaded heart.
I'd love her to come back and just start robbing everyone while torching the city around her.
The easier way to handle this issue is to simply use the rules of the game.
"Ultimate Campaign, pg 140 wrote:
Roughly this creature is a wild animal completely under the control of the GM. Realistically anytime it encounters a situation it hasn't been trained for it defaults back to it's instinctual reaction (which are determined by the GM) and you'd better make sure to not get in it's way when that happens.
Oh, and a hand full of kobolds is not an acceptable challenge for a CR 4+ party. The tiger is not a class feature so it needs to be added to the party's APL as normal to determine the correct CR you should be facing.
Sean K Reynolds wrote:
Thank you for that explanation and it does make things clearer for the basic use of spellcombat + claw attacks. However our main question was regarding any/all of the other natural attacks available (a bite, or tail slap or wing buffett, etc) and how Magi without claws or slams function.
For example take the Naga, that ruling completely removes the option of ever having a Naga magus. They can be wizards, sorcerers, clerics or oracles and function perfectly fine but can never use the magus class ability because they lack a hand. Or a Lizardfolk Magus, the only have 1 claw attack do they have to give it up completely just to use spellcombat? With the introduction of the Race guide these became available but this ruling shuts them out of the class.
Ignoring the corner race case lets examine the other side of the table and those Magi who like to shapechange (nearly all of the polymorph spells are on their spell list). Many Magi liked to cast Monstrous Physique to become a (harpy, popobala or Gargoyle) when in combat to shore up their physical weaknesses and avoid the cookie cutter shocking grasp builds, or the occasional Beast shape users who would use silent spell to try something different. This prevents them from ever using their signature class ability for what appears to be an arbitrary reason.
Everyone complained with the previous ruling that Haste didn't work with spellcombat but many of the Magi abilities actually gave you Haste and now it's being changed back. That leaves us with the same issue but worse, spellcombat doesn't work with most natural attacks (but it's unclear which ones though, ie. what about pincers?) even though your main class ability gives you all of the natural attacks in the game (spellcasting with most of the polymorph spells), your archetype ability gives you others (hexcrafters get Prehensile Hair, etc), and some of the dedicated Magus spells actually require you to use a non-hand related natural weapon as part of casting a spell (Vanara: Prehensile Pilfer). The class appears to be designed to add natural attacks to itself.
Basically our question is what is it about the Spellcombat ability that requires a user to give up it's innate abilities to use it?
Citation provided. :)
And before you forget please remember the hex only prevents the target from needing to eat or breath it doesn't protect them from needing to drink.
thirst rules wrote:
The average creature can survive about 2-3 days before dying of thirst while frozen. Don't forget that rule when you start freezing targets and walking away.
The trait cost IS a big deal since taking it prevents you from ever taking two-world magic, gifted adept, focused mind, arcane temper or any of the other more useful magic traits. I'd much rather have something that boosts ALL of my casting then this trait which only helps one spell I'll never WANT to use.
If I'm aware of a target that far in advance I would much rather prep something with an effect like Thanatopic spell so that it CAN be affected by my vastly superior mind affecting spells or simply prep a different spell that will actually do more to it then maybe add 15 more points of damage.
Trying to be a damage dealer on a class designed to be a Debuffer/SoD specialist is generally a sub-par activity. Not saying it CAN'T be done, merely asking is it worth the effort and resources just to do average damage when you can spend half that much to be GREAT Debuffer/SoD specialist.
Up to you but if I wanted to just do damage I'd be a fighter, their are better at it and it's cheap for them.
That's a really short list. The actual list of critters is more like this:
Slumber is potent but it has a LOT of ways to deal with it. As Kolokotroni said, don't use single critter encounters. EVER. Also remember all the effects that break slumber (a standard action from a pet, a single point of damage, a loud noise, etc) and general environmental effects that also work (Extreme heat, rain, thunder).
This is not a game-breaking ability, it's just a game changer.
Bards.You know the wandering minstrels who go all over the place telling people about where they've been and what they've seen there. These guys exist for one reason and that is to function as the internet for the medieval world. Plus as an organization they are constantly sharing stories with each other to keep the information fresh and new.
Anything you ever want to know about anywhere in the world you talk to a Bard and if he hasn't been there he probably has a story or two from someone who has been. That's pretty much how I've always considered the skill, you either are remembering tales and stories you've heard from all the wandering bards who sit in taverns (where EVERY adventurer hangs out) or you looked around the new town you are in until you found a Bard and picked his brain for the rules of the new location.
Fast, quick, easy and makes historical sense. Plus after all, it's just a game. Go with it.
Andrew Christian wrote:
The quoted comment above is the problem I have with your argument. the only thing making auto-successes not fun is YOU. As I learned in one of the recent scenarios.
Spoiler:Having encounters where there really is no chance of failure frees the GM up to focus on the ROLE-playing aspect of the game instead of the ROLL-playing side of it. That scenario has a foregone conclusion from the GM's side but the players all bust their humps scraping for every bonus, idea and role-play the heck out of their dialogue simply because they DON'T KNOW WHAT THE DC IS, all they know is it's important and the npc is actually talking to THEM, not delivering box text. The players have no idea whether this is an auto-success or not, they only know what you as a GM describe to them. whether they succeed by 1 or 100 it's still just a success as far as the rules are concerned.
Fortress of the Nail
If you describe the scene as just "You step into a room, give me a perception check. you get a 55? you find x,y & z. Moving on..." then yes it's boring for everyone. IF you change that to a real description on how cleverly concealed that x,y & z were and how they just barely managed to find them then the party feels good about having that character involved, you get to have fun stretching your improv skills and the player feels justified in their expenditure to get that skill so high. Total cost to you as a GM to increase everyone's enjoyment, 10 seconds to come up with a descriptive statement.
It really comes down to whether you enjoy creating an immersive scene that gets your players thinking like their characters or if you just like the tension of random dice rolls.
Yes, learn this spell Warding Weapon and you will no longer need to cast defensively when in combat. In general though once you hit 7th level your Concentration checks should become almost automatic so it's not that big a deal.
As for your upcoming hex/arcana choices; Fortune/Cackle has been nerfed into the dirt so I wouldn't bother with those two anymore. Arcane Accuracy is a must get and the Familiar Arcana is underestimated but REALLY powerful.
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.
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.
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.
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.
Why not take them both?
As an Aasimar with the Scion of Humanity racial trait you fully count as Human so you can take the Huntmaster feat AND you fully count as a Aasimar so you can take the Celestial Servant feat as well.
Best part is the only thing you need to give up is the free celestial language ability but you can have that back for a single skill point.
edit: And depending on how your DM interprets the Huntmaster feat that could effectively increase ALL your Warhounds by 1 level not just one of them.
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.