Ummm, that's what option 2 was. I don't think you read the list ;)
N N 959 wrote:
What happens when it's time to exchange the gold for the magic item? Does everyone put their hands on the holsters?
It doesn't matter. The wizard/owner would have the names of everyone involved before he even gives the item to his shopkeeper and he would probably even scry them as well. False names wouldn't work since only proven customers would get access to the best items. Would be thieves would just have paid bounty hunters coming after them.
Bonus points if the wizard put arcane marks on all of his items so he can track them. Even more bonus points if the wizard is a member of some sort of magic items guild that has organized guards and dedicated item retrievers (plus all the other stores in the guild would deny goods to the offenders). Basically, stealing from a powerful wizard (or similar item crafter) should be only slightly less dangerous/stupid than stealing from a dragon.
So, just curious, if Paizo does change what ability score Bloodragers use for casting are PFS players allow to rebuild their playtest characters? My bloodrager just hit level 2, but now I'm afraid to play him any further until I know for sure what ability scores he should have. (In PFS, you can rebuild a character freely until he is played higher than level 1.)
Yea, I know it isn't guaranteed that Paizo will make that sort of change, but I'm a paranoid person ;)
N N 959 wrote:
I've always wondered how magic shopkeepers keep from getting robbed. You know, one Heightened Dominate and I think you could just clean a guy out.
This is exactly why I stole this idea from someone: All worthwhile magic shops keep their real items in extra-dimensional spaces. The person you talk to for buying the item is just a shopkeeper and doesn't even know how to access the item. The wizard the shopkeeper reports to in order to finish a sale would easily detect any enchantments that were cast upon his minion.
Haha, I was wondering if someone had beaten me to this idea XD
Actually, here is an idea that may fit bloodragers well: allow them to 'burn' rounds of rage in order to cast a spell as a swift action. The number of rounds of rage they have to expend would be equal to the level of the spell.
This would make it possible for them to cast in combat, but they woudln't be able to do it all the time because it would be expending a limited resource. Plus, the fact that the resource being expending is 'rage' it fits the theme of the class perfectly. Plus, they may be able to make do with just the Magus spell list instead of getting a custom one!
Edit: an alternative idea would be that the bloodrager could expend rounds of rage to add metamagic to their spells. This would give them a choice between casting quickly in mid melee combat (via quicken) or casting a spell that does noteworthy damage (via maximize or similar). With this variation, the number of rounds of rage expended would equal the level required by the metamagic feat.
The unfortunate thing here is that there really isn't a way for bloodrager spells to be worth using in mid combat without giving them Spellstrike, Spell Combat or some similar way of casting while attacking. This may be stealing too much from the magus though, so maybe a better route would be to simply give bloodragers more magic based powers and defenses so they are more paladin-like?
Alternatively, bloodragers could get an alternate list similar to the Paladin or Ranger. All of the best spells from those lists use swift or immediate actions, and that may fit the bloodrager's style more.
At least Paizo has several routes they can choose to go with in modifying this class.
I think the main problem right now is that many of the bloodlines add spells that simply aren't useful for a bloodrager. Plus, they are gained incredibly late. Example: Draconic Bloodragers don't gain the 'fly' spell until after they can already grow wings.
I'd actually love to the bloodrage work off of charisma instead of con
If anything it will make bloodragers worse because they need a high Con in order to get many of the rage feats. Raging Vitality (a practically required feat) requires a Con of 15! So, unless they intend to ignore these feats, bloodragers will just get stuck with three primary stats since they wouldn't be able to ignore charisma as much.
I hope that they instead make bloodragers cast with Constitution instead of Charisma or just leave them alone.
I just hope that the swashbuckler gets dex to damage by default so when I'm building my character I can worry about something other than how to get Agile or Dervish Dance as quickly as possible. I'm kind of tired of having to do with with every dex based character.
Yea, exactly. It seems that unlike Paladins and Rangers, Bloodragers will be expected to use blasting spells to some degree. At least it looks that way since they have the Magus spell list. A loss of 3 casters levels means 3d6 less damage... which can easily be enough to make blasting seem pointless compared to simply melee attacking.
VM mercenario wrote:
I think right now I can say pretty confidently that the Draconic, Undead, and Fey Bloodlines are fairly weak when compared to what can be built with a moderately good barbarian build. While an individial power may be stronger than a rage power, keep in mind that standard barbarians get twice as many powers. Plus, generally you have to pick a few weaker rage powers to get the better ones.
Wasn't the whole idea behind these classes that prestige classes and multiclassing were terrible ways to build a character, because you can't start off playing what you wanted to play, and had to do some weird other thing until all the pieces were in place?
This is a very good way of summing up the current problem with the Swashbuckler. You don't get to play what you want to until you gain some levels.
So, a lot of people have been asking whether or not the Draconic Bloodline for Bloodragers should work with Dragon Disciple. After thinking about the implications of this, I say It should, because otherwise it will cause some interesting problems.
Option 1: The Bloodrager's Draconic Bloodline is advanced by Dragon Disciple
Option 2: The Bloodrager's Draconic Bloodline is NOT advanced by Dragon Disciple (weirdness)
Yea, the fact that Draconic Bloodragers don't get a bite is a bit disappointing. Without 3 natural attacks it won't take very long before you wonder why you don't just use a weapon that works with iterative attacks.
Hopefully this will either be addressed or the Draconic Bloodrager bloodline will work with Dragon Disciple.
I was working on building a Swashbuckler for PFS, but I'm hesitating on playing the character now that I've realized that the character will only be doing 1d6 damage per hit until he reaches level 3. I was planning to play a race with a strength penalty, so I can't really bump my strength higher than 10 without sacrificing my other stats.
Normally a class with low starting damage like that will at least have something to help it along like sneak attack or flurry of blows.
So, I've begun putting together a Draconic Bloodline Bloodrager for PFS. The character looks like he'll be an effective level 1 character, but I have concerns about higher levels.
I'm guessing that someone has already mentioned this one, but I want to point it out just in case.
I'm currently building a Kitsune Swashbuckler, and I've found one issue that kind of bothers me: technically you need a the Combat Reflexes feat in order to use the Riposte Deed. This is because you would have already used one for Parry.
It seems very odd that a class ability would not be able to even function without feat investment. That AoO requirement should either be removed or the Swashbuckler should get Combat Reflexes for free.
Mystic Lemur wrote:
Unfortunately, Paizo is a company with limited time and money. They can't spend an infinite amount of time coming up with new class ideas and throwing out old ones. Time spent throwing away, replacing, or rebuilding even *one* class will make the rest of the book suffer because in all likelihood they will not be able to delay the book for very long (if at all) before it has to go to print.
Basically, just give whatever feedback you can about the existing classes to try and help Paizo improve them. Telling them to throw away or replace any of these these is extremely likely to just be a waste of time. The biggest change that we can probably expect to see is probably something similar to what happened to the gunslinger during its playtest.
Hybrid Classes fail to offer new niches, unnecessary reiterate old classes and dilute support for existing classes.
Slayer is a great example. It's basically a 20 level Assassin class, designed for and taking out individual targets. It's sneaky like the rogue, but isn't focused on trapfinding or being a jack of all trades. The class is intentionally designed for someone who mostly wants to play a sneaky killer, and not have to worry or deal with other class features that don't support that.
This is exactly why I love the Slayer class. Also, my players are going to be very upset to find that all the red mantis that they run into from now on are very likely to have Slayer levels... :D
I love this class, but I think I should mention a few possible issues that I've noticed:
The Fey bloodline seems underpowered compared to most of the other choices. Here a perfect example: at 8th level the Arcane bloodline gets Displacement or Haste for their entire rage while fey just gets Blur for one round after a charge. Bloodragers get uncanny dodge, so the blur is inferior in every way here.
The Draconic bloodline gets the fly spell one level after they gain the ability to grow wings. Seems somewhat counterproductive, though I guess it could be cast on allies.
Is it just me, or is the abyssal bloodline way too good damage wise? Between its free enlarge (+2 size bonus strength and weapon die increase) and +6 strength bonus by level 20 it seems pretty crazy. I won't be surprised if they use the standard abyssal bloodline to get another +6 inherent bonus to strength as well! They are a bit weak on the defenses though and will overall have an extra -4 to their AC, but is that enough of a balancing factor?
Edit: I would like to recommend that the strength bonus from the abyssal bloodline be an inherent bonus (somehow) in order to prevent things from getting too crazy by stacking this with the sorcerer version of the bloodline.
They Fey bloodline suffers from a flavor problem. How many fey creatures really use strength? Maybe this bloodline should get a bonus to dexterity while raging either in addition to or instead of strength?
I'm going to flip this around - Why should a kitsune be able to cast spells while in a fox shape? Normally, a Kitsune can wield weapons, but when shaped like a fox they can't. Why should a Kitsune fighter not be able to wield his sword while a fox?
Kitsune fighters actually benefit a lot from getting Fox Shape because it leads into the Vulpine Pounce feat. Sure, it isn't the same as wielding weapons, but it is something.
On the flip side, kitsune spellcasters don't really benefit much at all from having Fox Shape even though a lot of players want the feat at least for flavor purposes. It just seems odd considering that in the 'real life' legends kitsune were often far closer to being spellcasters than warriors.
Almost certainly a summoner. In real life, having an eidolon, summons and spells = win. Though I'd have to resist the urge to have my eidolon do all my work for me.
As for a magical item... probably a Ring of Sustenance just like so many other people. Having to fit in 8 hours of sleep every night stinks.
Kirth Gersen wrote:
Isn't the fact that spontaneous casters have to cast the spell as a full round action already enough of a hindrance? Still, I applaud you for allowing this in your games :)
Marc Radle wrote:
While I want this to be true, I think the wording in the fox shape feat that says "This ability otherwise functions as beast shape II" means that the character is saddled with all the baggage that comes with the entire polymorph subschool.
Think of it this way: if Fox Shape didn't make use of the polymorph subschool rules, then the kitsune's gear wouldn't get absorbed into his form when he shapeshifts into a fox. In my opinion that rules interpretation is far worse than simply not being able to cast spells.
One quick note: There is nothing stopping a shapeshifted character from using spell-like-abilities since they don't have any components. That means a fox shaped kitsune can use dancing lights and his tail feats without issues.
James Sutter wrote:
Actually, thinking of hellknights in this light makes it a bit easier for me to understand them somehow, lol.
Though, the only thing that makes me iffy about the idea of Hellknights being only concerned about law is this: if they only cared about law, why do they only emulate Lawful Evil outsiders? If they really just wanted to be just be really 'lawful' why don't they associate with LG and especially LN outsiders as well? It isn't like a Lawful Evil being is inherently better at being lawful than the other two Lawful alignments.
Goth Guru wrote:
So if a Kitsune takes still and silent spell, they can cast spells in their fox form?
Yes, if they're also a sorcerer or someone else who has the eschew materials feat. In other words, it is *possible*, but the pain you have to go through to cast spells in an animal form if you aren't a druid is ridiculous.
Wolf Munroe wrote:
What you're missing is the rules for the Polymorph Magic Subschool. They have a list of things that people who polymorph into creatures of the animal type can't do. Speaking and casting spells with verbal or somatic components is part of the list.
There is a kickstarter right now for stonehaven miniatures about elven adventurers that has a female kitsune right now with make one coming soon. They should fill in until paizo makes us some hopefully soon.
They just got my money for being like, the first people ever to plan to make a male kitsune mini.
Alice Margatroid wrote:
I actually participated in that kickstarter! I just have a tenancy to prefer 'core rules' when possible because that means I don't have to try and convince GMs to allow something in the campaign ;)
Now that I have been able to look over my hard copy of Blood of the Moon I have to say that it seems this book may have been hurt by the page limitations of the player companion. Paizo had to use 18 pages to do the skinwalkers justice (with some side notes on standard lycans of the same types), and then only had 2 remaining to talk about plain old lycanthropy without removing the items and lunar oracle pages. It practically screams "we wanted to say more, but ran out of space".
I'm happy that we got so much information on skinwalkers, but it is sad that we will probably never get stuff like "how to balance a party once it has an infected lycanthrope" simply because there wasn't any space in this book.
Quick question before I actually purchase this book, is there a prestige class, or archetype(s), that allow the skinwalker race to fully assume a lycanthropic hybrid (and animal) form? I guess it would be similar to the Weretouched master prestige class for the Eberron.
There is a Pelt of the Beast magical item that allows the wearer to gain Beast Shape 1 3/day, and gives various bonuses to skinwalkers. There are a few abilities in there for getting full hybrid form, but they are limited to high level wizards and lunar oracles.
Nazarius Ratarion wrote:
Am I crazy or do skinwalkers seem under-powered compared to a lot of other races? Getting only one aspect three times per day along with a +2 ability score (and the bear doesn't get stronger when changed?)? Sure, you can burn a bunch of feats to get the others but they aren't even that good, frankly. In all sincerity, I'd be happy if someone could explain to me how I am wrong about that because I want to like them.
Some of the skinwalkers are very good at specific roles, but mostly because of some unique abilities that each type can get.
For example,Weretiger-kin make very good ninjas because of their see in darkness ability, along with feats that make it possible for them to almost always act in the surprise round. Wereshark-kin are great for aquatic campaigns with all their swimming abilities. Many of them would make excellent barbarians because they often have bonuses to Con....
In addition, each type of lycan-kin seems to have a special ability that is very uncommon for a player race. Climb and Swim speeds are common, and werewolf kin can get a +2 to all of their saves. Weretigerkin can get see in darkness and increased movement speed....
I'd say they are on par with other player races. They would be overpowered if they weren't reliant upon their shapeshifting.
Kitsune Sorcerer have a favored class option to add 1/4 to the saves for their enchantment spells. Kitsune Sorcerer isn't an uncommon build because they can crank their save DCs super high. Enchantment is a relatively weak school, but the nice thing about being a spont caster is that you can always have a backup plan with good spell selection.
Just so you know, it is up to GM interpretation at this point whether or not Spell-like abilities will benefit from things that give bonuses to spells. It may not be good to count on such a thing in PFS since different GMs will use different interpretations.
As far as I know, the only way to get them quicker is to play a Rogue since they can get any feat with one of their rogue talents. That'll only speed the build up by 2 levels though. Also honestly, I'd be surprised if a rogue with only tail feats managed to live that long in PFS since you won't even have Weapon Finesse. D:
Hopefully this is an appropriate question, but it is something that has been bugging me. Have you guys thought about creating a version of the 'Natural Spell' feat that isn't limited to just Wild Shaping Druids?
The list of shapeshifting characters has been getting a lot longer lately, and it seems odd that out of all of them only druids can (easily) cast spells while in an animal form. Is this an intended 'feature' of druids, or just a case of an early feat being too specific in it's requirements?
The ability score list that you put there looks good, though getting more charisma may be a good idea.
In my opinion the 'bloodbender' one is a support build since you can keep inspire courage going when necessary and you are helping your party by moving the enemies around.
As for whether or not there are other builds... well, I guess there are other builds. However, in my opinion there isn't going to be much of a point in being a Watersinger over any other type of bard if you don't get good use out of the Waterstrike and/or blood reposition abilities.
I helped a player in a S&S game that I'm in design a watersinger. You basically have two builds that you're going to need to choose between in the long term. I call them the 'waterbender' build and 'bloodbender' build.
In either case, your charisma is your most important stat. Max it. Also check with your gm that the feats and abilities listed below well actually improve your attacks, because some of this is up to GM interpretation.
Build 1: The Waterbender
Build 2: The Bloodbender
Belle Mythix wrote:
The main sections are:Contracting Lycanthropy
Lycanthropes and the moon
I think people who want more information on Lycanthropes rather than the Skinwalkers are going to be relying more info from the Carrion Crown adventure path, but there is still some useful information here.