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Looks like an archetype that I will have to try sometime!
Btw, I have to say that I'm glad that CHA to AC bonus is limited by Paladin level. For a second I was thinking about just how OP my Paladin/Dragon Disciple would become with CHA to AC. However, he has only two paladin levels, so it wouldn't make a big difference.
Alexander Augunas wrote:
Wizards can actually cast fly at level 5, since it is a 3rd level spell.
I am running my first multiclass character, though most of his multiclass choices will probably be made obsolite when the bloodrager comes out. In the end, he should be a silver dragon sorcerer 12 / paladin 2 / nature oracle 1 / dragon disciple 4. Also mythic guardian/archmage with the ability to use his caster level as his BAB while polymorphed. Will have very good attack power, and adds his charisma to pretty much every one of his stats.
Same here! And I am glad that more talk about fixing this weird exploit is finally happening XD
Lord Gadigan wrote:
Ooo, very interested in seeing these :D
I haven't seen this prestige class yet, but I do have to point out that there is a simmilar one already for certain sorcerers: Dragon Disciple. And not all Draconic Sorcerers dip into that class, because the casting power loss IS pretty painful.
Eidolons are essentially whatever you want them to be.
One of my characters had an eidolon who was essentially a summoned aspect of an extremely powerful dragon. The idea was that extremely powerful (nearly god level) creatures could begin splitting of avatars and aspects of themselves, and summoners could make pacts to summon one of these aspects.
Another character I ran was a synthesist summoner. His eidolon was a shadow creature that actually resided in the character's shadow most of the time, and when he 'summoned' it the eidolon would come out of his shadow and envelop him. Plus, part of the backstory was that the eidolon used to be much more powerful, but lost that power and was now stuck in the character's shadow. When the summoner was 'evolving' the eidolon, he was really helping it regain its former power.
I agree with your sentiment Geraint, please don't put hardcovers in the regular subscriptions.
But if they take it out of the subscription, then there would be no way to get the book+pdf bundle :(
I actually started up my Campaign Setting subscription again specifically for this book.
I was pretty interested in this book since I have been wanting to play a skinwalker character. I thought it would be an interesting way to get a peek at what such a character might be like. I have to say that the things I'm reading about what the skinwalkers are doing in the book makes it likely that this isn't a good book to get character ideas from :(
Plus, I read book 1 of the Game of Thrones and decided it was too graphic for my tastes. If people are comparing it to that then I think that settles things for me, lol.
Nobody even wants to like the summoner.
Objection! The summoner's flavor makes it one of my favorate classes, and I know that I'm not the only one. ;)
Admittedly though, the class does needs one of the following to not mess up a game: a rework, gm supervision, or a very well prepared and trustworthy player running it.
Nathanael Love wrote:
The core rulebook is littered with problems that I have to houserule in order to prevent them from driving me crazy. Beyond that, some issues are so inherent to the 3.5 basis of the system that it would be impossible to fix them without a new edition. So yes, considering the fun I have with pathfinder already... I get kind of excited about how much more fun it would be if it wasn't littered with issues.
You're right, it isn't guaranteed that a new edition would fix everything or that it will be the fixes that I want, but that is a gamble that I would be perfectly willing to take.
Beastmorph Alchemists get pounce as well at level 10. I would also call the Dimensional Dervish feat chain a varient of pounce since you can get full attacks out of it.
Plus, archers are superior to pouncers in general since they basically get to make a full attack and ignore DR at the same time....
Be careful about calling for one or two things to get nerfed when there are 10 other options that do the same thing. All you'll do is make the other options more popular.
Oh, and of course ... NO ALIGNMENT.
Not sure that Alignment actually needs to go, but I could see it's impact getting reduced so that 'normal people' are essentially all netural no matter what they believe. You'd have to be directly associated with a god or some other power in order to have a strong enough alignment for it to matter.
The main thing that would need to be fixed in a new edition is preventing the game's numbers from getting out of wack at high levels. It is beyond annoying that saving throws and BAB diverge so much at high levels. It is possible to work around it, but I wish it wasn't an issue in the first place.
In addition, the 'big six' magical items need to all be destroyed and never seen again. I hate it when I see some fancy magical item with a great and fun ability, and then have to say "I can't use that, because I would die without my Cloak of Resistance". I would like choosing magical items to become an actual choice again.
From what I have been able to tell, this rule applies to non-humanoids as well whenever they don't 'naturally' start off as spellcasters. I have seen several monsters with class levels in an adventure path use Still Spell: their tactics block specifically calls out that they need Still Spell in order to cast their spells. One such example was an intellect devourer sorcerer that needed Still Spell whenever it hadn't taken over someone's body.
A humanoid who polymorphs into certain forms (such as animals in general) can't cast spells in that form because it isn't natural for him.
I'm hoping that there are enough people asking about the Tian Xia gods that Paizo is considering making a smaller book on them.
I may as well mention that when I ran serpent's skull for my moderately optomized group I had to buff the heck out of the entire final book in order to keep things challenging. Every single enemy got the advanced template, and bosses also got mythic tiers/templates and maxed HP. I had to buff the final boss into essentially a mythic CR 24 in order to put up a good and frightening fight against my five level 15 players.
That was a 5 CR increase... which tells me that there is more of an issue here than my group just being well optomized, well equipped via crafting, and having one extra player. Do those things really make a 5 CR difference? I can't even imagine what my GM who is running WotR is going to have to do to buff the final encounter against six well optomized level 20 tier 10 players. He might have to push the final boss to CR 35 just to survive a round against our archer ranger!
I may as well also mention that my players actually had problems in book 4 of Serpent's Skull, so it seems to me that part if the issue may be that Paizo is simply underestimating how powerful high level characters can be.
I managed to run a very fun/frightening solo final boss encounter for Serpent's Skull. I won't give any spoilers, but basically I upgraded final the boss with the following:
Agile Mythic Template
Between the Agile Template, Quicken Spell-like ability, and the 'hero' points this guy had he was getting about the equivilent of four to six standard action equivilents per round against a party of five. I also made sure to make full use of the boss's reach + combat reflexes to have him trip anyone who tried to get near him.
The party had to get extrmely creative with their spells and abilities to bring this guy down. I think he lasted 10 rounds and took out half the party before dieing. These were among the only deaths in the campaign, and they had raise spells, so even the dead players had fun with the fight. It ended up being a very fun and memorable final boss encounter.
To me, the real annoyance with skinwalkers is that several of their mental stat bonuses are only applied when shifted. Not only does this not make sense thematically since the shift is supposed to be more physical than mental, it also hoses skinwalker spellcasters and special ability users. Unless they stay in their shifted form for an entire day they don't get bonus spells per day or extra ability uses from that mental stat.
If I houserule anything about skinwalkers, it will be that they gain their physical stats bonus while shifted and the mental ones will be perminant.
Alexander Augunas wrote:
I have to agree with this. It seems that in order to get good info on a race, something as small as these player companion books needs to be at least half way focused on it.
So, the main problem with this character is his skills?
The thing here is that inquisitors are supposed to be good at skills... especially compared to all 3 of the classes the other players are running (all are combat classes). It is almost like having a skill monkey bard in the party. Taking that away from the character without giving him a corosponding combat boost would defeat half the point of playing an inquisitor.
At best I would suggest maybe giving the other 3 players +2 skill points per level if you want them to be able to contribute more when it comes to skill checks. The inquisitor can't be good at everything, and the other players could cover the gaps.
Just a thought. Since Pathfinder Kitsune have a bit of a fey theme, they could probably also fit into a fey themed Player Companion. After all, their semi homeland seems to bet the Forest of the Spirits and Kitsune who aren't from that area generally know Sylvan. Plus, just look at the spells they get from the Magical Tail chain... definitely fey/trickery themed spells.
Though, I'm betting that this setup is probably unlikely (or would mean getting very little info on kitsune) since I be there are a lot of other fey related things that Paizo wants to talk about first. Still, I figured it was worth mentioning since a fey themed book is probably more likely to come out than a 'blood of beasts' or kitsune focused book.
I do have to point out that it messes with my suspension of disbelief when every time a party member dies he is randomly replaced with someone who just *happens* to have the same powerlevel and goals as the rest of the party. Especially at mid to high levels.
I'd rather have Raise Dead in the game than replacement character silliness.
Alex Putnam wrote:
The thing that seems odd about this to me though... is that Paizo has been publishing books on races that simply aren't playable for most groups. Orcs, Kobolds, and Goblins are both (generally) evil and generally have stat spreads that are not attractive to players.
You would think that even though kitsune are from an 'off map' area and aren't as ingrained into the roleplaying culture as some other races that they would do better than some of these other player companion books simply because they are more playable.
Still though, I wouldn't be surprised that if they are ever reprinted it will be in some sort of multi-race book.
The Dragon Empires primer has a fair bit for kitsune, including a racial pounce.
Personally, even with that I feel like we know almost nothing about the race.
The other issue is that there are still a ton of 'real world' mythological powers that kitsune have that are unavailable in pathfinder. That, and that no one wants to burn 8 feats to build a 9 tailed fox, so a lot of people are hoping for a book that gives alternate methods (I vote sorcerer bloodline).
You may want to take a look at the trickster path as well. There are a few abilities in there that are good for monks, and you can get Fleet Charge as a trickster as well.
Take a look at the Dual Path mythic feat. If you use that you could pick up additional powers from another path.
One reason I suggest looking at trickster is so you can grab Path Dabbling. You can use that to pick up any mythic power that you qualify for from another path.... such as Enduring Armor from the archmage. A monk with a 3+Tier AC bonus can be scary hard to hit.
Honestly, I think the swashbuckler is exactly why Crane Wing is getting nerfed. A lot of people were talking about how the best swash build was to pick up Crane Wing so you could deflect TWO attacks per round. One with Crane Wing, and one with Parry.
Well... at least if this isn't the main reason, it is probably part of it.
Not if you're creative enough!
Enemy tries to box you in with a wall of stone? Use a hero point to act out of turn and move to the other side before it forms. Enemy has extra buffs? Use a hero point to either have an extra action to cast dispel magic or simply add a +8 to your dispel check.
Heck, since there is a section for 'special actions' in the hero points rules that are only limited by GM discretion, there isn't anything stopping the GM from using 1 hero point to overcome any condition that a player could possibly inflict upon him including debuffs. Sure, some may think it is cheap, but in my opinion making a 'boss' hard to kill makes the fight more epic. Plus, the fact that the boss still had to use a hero point to overcome the condition/debuff is still satisfying to the player.
In one game I was a part of a player rolled a 20 on a hydraulic push that would have blown 4 minions and the boss into shark infested waters. The GM used a hero point to move the boss out of the way. The combat lasted about 3 to 4 more rounds because of this one action. I'm glad it happened because it gave my magus a chance to go toe to toe with him.