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Red Dragon

Matrix Dragon's page

933 posts. Alias of Matrixryu.


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I'm assuing that the 4th level longbow proficency is coming from the oracle favored class bonus? Plus you can get the feats that you're missing on a temporary basis via martial flexibility...

This is actually a pretty well thought out build, and I'm going to have to think about running one of these at some point.

The only suggestion I can think of is if possible you may want to see if you can somehow get your strength up to a 14. It will help a lot with composite longbows. If you do that, you could also substitute the lame curse for the legalistic curse. Legalistic fits kitsune pretty well if you are into the old japanese lore about them.

If you aren't concerned about an additional 2 points of damage, then your current build should work pretty well.


Hmmm....

Kitsune, Tengu, Skinwalkers, Wyvarans.


Well, the main thing is that Elemental ray doesn't do 1d6 damage per level. It does 1d6 damage, plus 1 per TWO levels. At level three his elemental ray should be doing 1d6+1.

Edit: Actually I guess he could be doing 1d6+3 if he's using the Ifrit favored class bonus.


6 people marked this as a favorite.

Combat Expertise is one of the worst feat taxes. Many people get the feat as a prerequisite and then never use it.


Mergy wrote:
How are you qualifying for Pounce?

This is a very good point. Pounce is only available for quadrupeds. I doubt that your character is going to qualify.


On one hand, I really want that Kitsune pdf you just put out, but on the other hand none of my groups use 3rd party stuff (and especially not pfs) :(

I will probably pick it up, but still hope for official Paizo stuff XD


Deadmanwalking wrote:
Rynjin wrote:

Allow me to rephrase then.

The editing in this book is beyond poor. And that's merely a statement of fact.

To repeat what I said almost word for word:

I blame it on the Gencon crunch...but yeah, the editing is deeply problematic.

The problem is that this happens with most of Paizo's major options books at this point. Ultimate Magic, Mythic Adventures, and the Advanced Class Guide all had major editing and balancing problems. The only one in recent memory that wasn't like this was the Advaned Race Guide.

I hope that they find some way to give themselves more editing time for these things.


2 people marked this as FAQ candidate.

These have already been posted elsewhere, but just to make sure paizo knows I may as well repeat them......

Page 90: The Daring Champion has both Challenge and Presise Strike, effeictively giving it double level to damage. I'm pretty sure this wasn't intended.

Page 104: Techically, the Arcane Deed doesn't say that the magus treats his Magus level as his Swashbuckler Level for these deeds.

And just to really make sure that Paizo knows:
Page 154: Pummeling style doesn't actually have anything that prevents it from being used with any weapon.


DRS3 wrote:
Matrix Dragon wrote:
DRS3 wrote:

Yeah almost all Deeds reference 'the swashbuckler' not 'the magus' which some might argue means none of them work. This is obviously the wrong interpretation. I know we all bow at the altar of RAW, but let us not read as if we were mentally deficient rhesus monkeys, because we are not. Use the magus level as the swashbuckler level until they add a single errata line to make it completely RAW legal.

Regards,
DRS

I'd preffer it if you don't say it in an insulting way. The problem is that I play in PFS and I have to follow the rules RAW as written. Not as intended.

This might be obvious enough that we will be able to get away with it, but then again we might not. I could run into GMs that say that I don't get my damage bonus, and I'll have a wasted Arcana choice because of it.

You know what? If a GM at a PFS event says 'no' to it feel free to reference my post if you feel it was insulting. It wasn't intended as such, but I understand written words can't provide inflection clues to make that obvious. I was going for a sense of the ridiculous.

This hyper literal RAW worship gets on my nerves. It's like slashing someone's tires and then when you are arrested you argue innocence on the basis that the knife did the slashing. I believe in that case you are going to be found guilty.

Regards,
DRS

Sorry, I guess I took it the wrong way XD

In any case, I guess part of the reason why I was asking this question (aside from PFS problems) because I was trying figure out if Paizo really intended to give classes like the magus such a random and easy to get damage boost, or if something in the wording meant that they didn't intend it that way. Ah well, I guess they would have to do some darastic FAQing and Erata to take it back now, slight vagueness or not.


DRS3 wrote:

Yeah almost all Deeds reference 'the swashbuckler' not 'the magus' which some might argue means none of them work. This is obviously the wrong interpretation. I know we all bow at the altar of RAW, but let us not read as if we were mentally deficient rhesus monkeys, because we are not. Use the magus level as the swashbuckler level until they add a single errata line to make it completely RAW legal.

Regards,
DRS

I'd preffer it if you don't say it in an insulting way. The problem is that I play in PFS and I have to follow the rules RAW as written. Not as intended.

This might be obvious enough that we will be able to get away with it, but then again we might not. I could run into GMs that say that I don't get my damage bonus, and I'll have a wasted Arcana choice because of it.


2 people marked this as FAQ candidate. 1 person marked this as a favorite.

So, I have been seeing a lot of people on the boards talking about how Arcane Deed can give a Magus a huge damage boost by picking up Precise Strike. However, part of the wording of Arcane Deed makes me wonder if it really works that way.

Arcane Deed wrote:

Arcane Deed (Ex): When a magus takes this arcana, he can

pick any one deed from the swashbuckler class feature as long as that deed can be used by a swashbuckler of his magus level. The magus can use that deed by using points from his arcane pool as the panache points required for that deed. A magus can take this arcana multiple times, each time gaining a new deed. The magus must have the flamboyant arcana (see below) to select this arcana.

Arcane Deed doesn't say anything about gaining the passive effects of a Swashbucker Deed. It doesn't even say that the Magus really gains the dead. All it says is that you can use a point from your arcane pool in place of a panache point to use the deed. Maybe this was intended to place a limit on what deeds a magus could really benefit from?

Yea, I may just be reading into the rules too much, but I figured I should draw attention to this to see if it needs to be put in the FAQ.

EDIT: I just thought of something else. There is nothing in either Arcane Deed or Flamboyant Arcana that gives the Magus a swashbuckler level when using the deeds. So presice strike would give the magus a +0 damage bonus as written anyway....

Another Edit: Just so you know, I am asking this partly because I play in PFS. We often have to follow the rules as written regardless of the intent until the FAQ says otherwise. Because of that, the writting is a bit problematic here.


BigNorseWolf wrote:
Artanthos wrote:
Under A Bleeding Sun wrote:
Alexander Augunas wrote:
It does. Its called carrying capacity.

Ant Haul (which most characters who seriously want to dump Str have access to) fixes that by about level 3.

If you're entering melee with Ant Haul, you're either a divine caster burning spells or you gave up your belt slot.
It costs 1,000 gp for a memorized caster or 2,000 gp for a spontaneous one to get back. That is cheaaaap compared to trying to up an already high stat.

A spontanious caster then has to spend another 1000g to make up for the spell known that they're wasting on ant haul. And then if it is dispelled in mid combat you'd better hope that you're not one of those classes that loses their abilities when they're encumbered...

It is doable, I'm just not sure that I like that method.


Hmmm, if we were able to get an errata for the Dampire variants, I wonder if the same could be done for the skinwalkers? There are a few issues with them.

Witchwolves for example, their name and their description make them out to be all about being witches and that their witches are their leaders and the strongest members of their packs. However, they have a racial penalty to intelligence! They make terrible witches. The only work around is if they're allowed to use that Orc only Scarred Witchdoctor archetype that lets them use Con as their primary casting stat.

Werebear kin are described has suddenly gaining a burst of strength when they first shapeshift, but have a Con bonus instead of a Strength bonus.

There's also the weird issue with several types of skinwalkers gaining mental stats instead of physical stats when they shapeshift, which hurts their spellcasters (they have to stay shifted for a day to get bonus spells) and is thematically problematic.

I'm only pointing these things out of love for skinwalkers and a desire for their stats to match up more with their descriptions ;)


Hayato Ken wrote:

It didnĀ“t show up in the product schedule last i looked.

Some extended options might be a good thing though, now that the kitsune swashbuckler army is on the march!

I actually converted my planned kitsune swashbuckler into a Magus now that it is possible to make a Cha magus. Magic using classes seem to fit the race better :)


*revives thread*

So, I wonder if it has become much more likely that this book could come into existance now that PFS is being flooded with kitsune? ;)


Imbicatus wrote:
Spirit Summoner looks like it was banned from PFS due to theme argument reasons, not power ones. The Eidolon cannot take powers or abilities that are not appropriate to the chosen spirit. This can cause all kinds of angst at the table and is a pain to enforce.

That's a very good point. I was kind of wondering how that would be enforced in PFS, and now I know XD


As much as I hate it, I can see why PFS banned Spirit Summoners. A Spirit Summoner with the Battle or Life spirits can be pretty crazy. One can give bard-like boosts to the party, while the other gets *channel energy*. Crazy, though they do lose their summon SLA's as a cost.


2 people marked this as a favorite.

The thing that really bothers me about the new Dex to Damage feat isn't how it works. It is the 'Weapon Focus' prerequisite and how much it hurts non-humans.

If you are a non-human swashbuckler and want to pick up dex to damage on a weapon with this feat, you have to pick up weapon focus on a weapon that you *can't use with swashbucker's finesse*. Then you are stuck with that useless weapon finesse feat for two levels until you get Slashing Grace. Humans just pick up both at first level.

As much as I am glad that we at least have a Dex to Damage feat... This is like dealing with the Point Blank Shot/Precise Shot requirements of archery at low levels all over again.


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It only took one thing for me to like this book: the trait that lets your sorcerer bloodline be that of a outer dragon. I just wish that the trait's wording worked for bloodragers as well, so I could make a Solar Dragon Bloodrager for PFS :D


Joe M. wrote:
In case it hasn't been noted yet, Divine Protection is disallowed for PFS play. In case that matters to anyone here.

That didn't take long!


KarlBob wrote:
Are these pummeling paladins (and others) restricted to making one big unarmed strike at the end of a charge?

Pummeling Style can be thought of as a nerfed version of Mythic Vital Strike. Nerfed in that you still have to worry about your lower bab attacks missing and not being combined into the one big attack. And it takes a full round action/charge to use.

There is nothing saying that it has to be an unarmed strike... but I wouldn't be surprised if that part got errataed.


Jiggy wrote:
Matrix Dragon wrote:
Chemlak wrote:
Matrix Dragon wrote:
Kudaku wrote:
Nope. Pouncing Paladins away!
Ick. At least it requires a one level dip into Monk or Brawler to qualify.
Nope. Prerequisites are Improved Unarmed Strike and one of: BAB +6, Brawler's Flurry, or Flurry of Blows. A fighter can qualify at 6th level, every other martial can get it at 7th, except monks and brawlers who can get it at 1st.
I'm pretty sure they meant that to be BAB +6 AND (Brawler's Flurry or Flurry of Blows). Otherwise they wouldn't have put in Monk and Brawler level requirements as an alternative to BAB.
Someone copy-pasted the first feat's prereqs line earlier, and no, you don't need both BAB +6 and flurry.

Hmmm, I guess you are right. Ah well, I guess every class can effectively get something better than pounce at the cost of three feats now XD

The one thing holding back the crazyness is that non monks/brawlers can't get the charge version until level 12+ .. and that it costs 3 feats.


Chemlak wrote:
Matrix Dragon wrote:
Kudaku wrote:
Nope. Pouncing Paladins away!
Ick. At least it requires a one level dip into Monk or Brawler to qualify.
Nope. Prerequisites are Improved Unarmed Strike and one of: BAB +6, Brawler's Flurry, or Flurry of Blows. A fighter can qualify at 6th level, every other martial can get it at 7th, except monks and brawlers who can get it at 1st.

I'm pretty sure they meant that to be BAB +6 AND (Brawler's Flurry or Flurry of Blows). Otherwise they wouldn't have put in Monk and Brawler level requirements as an alternative to BAB.


Kudaku wrote:
Nope. Pouncing Paladins away!

Ick. At least it requires a one level dip into Monk or Brawler to qualify.


The black raven wrote:
Justin Sane wrote:
Arachnofiend wrote:
...Are there any good options like this that /aren't/ specifically awesome for divine casters?
You want martials to have nice things?
You mean like DEX to damage ?

I also have to say that Pummling Style for monks is amazing, even if they get it a bit late.


3 people marked this as a favorite.

The more I read, the more this becomes my favorate book from Paizo ever.

The number of options in the book is staggering. I especially love the options that let you create a character with abilities from other classes. There are a number of characters concepts that I was unable to build effectively a year or two ago that I am now able to build because of this book.


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Tangent101 wrote:
Can I ask a question: Why are you even using Mythic? I mean, you might as well not use Mythic at all. It's not like you can't use WotR with standard characters. If you never use any of the Mythic abilities of the enemies (leaving hit points and damage output as-is) then the extra magic items in the module help compensate for the increased difficulty.

Good question. Well, personally I like the mythic abilities that give fancy powers, but I hate the ones that simply increase the numbers (including damage, ability scores, spells per day and such). Basically, I think the numbers in pathfinder are high enough already, and that mythic needs to be more about awesome powers. So, if I run a mythic game I will probably edit the rules to reflect that.


Tangent101 wrote:

You are not understanding what I'm saying.

There are four Mythic "core path abilities" available for Hierophant and Archmage that involve casting spells. Two of them are "recast any spell you have memorized or have available because of your class" while the other two are "cast any spell at all that your class could cast."

Your "fix" destroys the "recast any spell" ability for the Oracle and Sorcerer. And for that matter means any Wizard or Cleric who needs to recast a spell has to sacrifice another spell to do so. In short, you destroyed Arcane Surge and Recalled Blessing. And once the players reach 3rd Tier they can rest for one hour and one Mythic, regain their spells, and continue on their merry way.

It won't work.

Your "fix" also doesn't stop players at the 3rd Tier from resting for an hour, spending one Mythic, and regaining all their spells. All you do is provide an inconvenience that prevents certain....

I've said two times already that I'm banning the 3rd Tier rest ability in my games, and I just said in my last post that I'm fine with Arcane Surge and Recalled Blessing becoming less useful. Infact, that is the entire point of the change.

The abilities would still work pefectly well as utility powers. You'd either pick the ability to make non mythics save twice, or cast any spell from the rulebooks. Arcane Surge and Recalled Blessing would still allow you to cast any spell that you had prepared that day (or is on your spells known list) at the cost of any slot of the right level. They just wouldn't give you an additional +20 spells per day.

If there is some technicality in how these work that would prevent it from working the way I want, then I will just edit them more.

I think it is obvious that we are just speaking past eachother, so we should just agree to disagree.


Just curioius, what does the mysterious avenger swashbuckler archetype do?


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I am getting funny pictures in my head of axe wielding dwarven swashbucklers :)


1 person marked this as a favorite.
SilentInfinity wrote:

Yep, static Charisma to saves.

You'd have to be at least 5th level and be something with the domain, mystery or a new class feature for one of the classes: blessings. There's knowledge ranks required too in religion.

Clearly it had to be obvious almost every oracle would take this. There's one in a game I play that wouldn't since he's battle and has low charisma. But many oracles will want this.

Cleric, Inquisitors, etc might want depending on charisma. So I'm guessing the designers looked at this with a "okay, really good for most oracles, others may like."

So, if I have a Swashbuckler take say... a one level dip into Cleric, I'd be able to pick up charisma to saves at level 5?


Imbicatus wrote:
Matrix Dragon wrote:

I will say that I am very pleased that I'll be able to use weapon finesse+dex to damage with a katana ;)

Might still use a Wakizashi since it is Piercing and Slashing though.

With the feat as written, you wont be able to dex to damage with the wakizashi, as it's not one-handed.

It is a one handed weapon. I just happens to be a light one handed weapon. I think you all are parsing the language too much.


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I will say that I am very pleased that I'll be able to use weapon finesse+dex to damage with a katana ;)

Might still use a Wakizashi since it is Piercing and Slashing though.


Tangent101 wrote:
Matrix Dragon wrote:
Tangent101 wrote:

Did you read what I first posted? I said that requiring casters to use spells for those Archmage and Hierophant Paths (Arcane Surge and Recalled Blessing) would negate the usefulness of those abilities, especially for Sorcerers and Oracles. I further said that some players don't want to have to look up spells and waste time, and instead use them to enhance their own specific spells that they already know about.

And yes, I have a player running a Sorcerer who went Dual Path - Archmage and Marshal. Now admittedly she uses her Martial abilities far more often than her Archmage abilities (and to great effect), but that does not negate the fact she has that ability.

Most of my players are new to Pathfinder. It is easier to use spells they have write-ups on (as I send them character write-ups using Hero Labs) than to try to look things up all the time.

My own suggestion which does a fine job of nerfing the casters is to eliminate the Swift Spell aspect of Archmage abilities (with the exception of the one that is a physical attack that sacrifices a spell for extra damage). Hierophant doesn't provide Swift Spell capability so they are already more balanced.

The fact that you keep mentioning sorcerers makes me believe that you're still misunderstanding me. I've been saying that it should cost a spell slot or spell use per day. Not a slot containing the exact same spell that you're casting or something.

My suggested change doesn't affect how the ability works at all, aside from the additional cost that would make it more difficult for people to cast 20+ meteor swarms per day.

Why would any Sorcerer or Oracle take the above-mentioned abilities if you remove its "cast an extra spell" ability?

Your "fix" also doesn't stop players at the 3rd Tier from resting for an hour, spending one Mythic, and regaining all their spells. All you do is provide an inconvenience that prevents certain arcane or divine classes from taking abilities that were once...

A sorcerer or oracle would take it if they wanted to be able to spend a mythic point to cast any spell from the entire class' spell list. They would still benefit from this ability far more than wizards and clerics, who can often choose from their entire spell list at the start of the day.

Admittedly Arcane Surge and Recalled blessing would be less useful, but those were objectively bad compared to simply using Wild Arcana/Inspired Spell with free persistent metamagic in the first place.

As for the third tier ability, that is on my banned list (same as my current GM's game). ;)

But yea, I just think a few steps need to be taken to keep the resources that the players are using in a day relevant. It depends on the game you want to run.


Tangent101 wrote:

Did you read what I first posted? I said that requiring casters to use spells for those Archmage and Hierophant Paths (Arcane Surge and Recalled Blessing) would negate the usefulness of those abilities, especially for Sorcerers and Oracles. I further said that some players don't want to have to look up spells and waste time, and instead use them to enhance their own specific spells that they already know about.

And yes, I have a player running a Sorcerer who went Dual Path - Archmage and Marshal. Now admittedly she uses her Martial abilities far more often than her Archmage abilities (and to great effect), but that does not negate the fact she has that ability.

Most of my players are new to Pathfinder. It is easier to use spells they have write-ups on (as I send them character write-ups using Hero Labs) than to try to look things up all the time.

My own suggestion which does a fine job of nerfing the casters is to eliminate the Swift Spell aspect of Archmage abilities (with the exception of the one that is a physical attack that sacrifices a spell for extra damage). Hierophant doesn't provide Swift Spell capability so they are already more balanced.

The fact that you keep mentioning sorcerers makes me believe that you're still misunderstanding me. I've been saying that it should cost a spell slot or spell use per day. Not a slot containing the exact same spell that you're casting or something.

My suggested change doesn't affect how the ability works at all, aside from the additional cost that would make it more difficult for people to cast 20+ meteor swarms per day.


Necromancer wrote:
Slashing Grace requires Weapon Finesse (plus DEX 13 and focus in the weapon you're picking this feat for) now.

...Dang it. I'm thankful for the feat, but I'm upset that my non-human swashbuckler will do terrible damage until level 3 since I need to pick up weapon focus first.


1 person marked this as a favorite.

Personally, I would recommend either blocking Mythic Spells from being modified with metamagic, or setting a limit. That's probably the real problem rather than spell perfection.


NobodysHome wrote:
Matrix Dragon wrote:
NobodysHome wrote:

My finding so far is that the *only* really really broken part of Mythic is the damage done on a critical by a melee class. People are talking about casters doing 30d10+250 with a fireball, but I haven't seen anything like that yet.

I've seen it. The wizard in my party killed a group of four Thanatotic Titans with two heavily metamagiced augmented mythic fireballs + channel power. In a single round, with the first action the party had in the combat.

The GM hasn't bothered sending a non-mythic fight at us ever since.

Was it one of these bizarre, "I'm a dual bloodline half-arcane/half-angelic sorcerer/mystic theurge with feats grabbed from six different sourcebooks" builds, or was it a fairly vanilla build?

My group uses HeroLab, so pretty much every official Paizo book is open to them, but their builds are very very vanilla. "I am an 8th-level half-elf arcane bloodline sorceress with 3 tiers of Archmage."

As you know, I'm interested because so far WotR has been a perfectly good AP for me (I'm going to commit heresy and say both RotRL and CotCT were better through Books 1-2, but WotR hasn't been bad), but I'm starting to see the cracks everyone else is screaming about and "just add hit points" simply isn't viable when your fighter hits for 200 and the remainder of the party hits for 60 combined.
So the ability to eliminate crits looks like adjustment #1. Once I've done that, I'm hoping I won't need an adjustment #2, but I'm keeping my eyes open.

From what I know, he's just a standard wizard. No fancy multiclassing. The one thing that may have pushed it over the edge is the feat Spell Perfection(fireball).


NobodysHome wrote:

My finding so far is that the *only* really really broken part of Mythic is the damage done on a critical by a melee class. People are talking about casters doing 30d10+250 with a fireball, but I haven't seen anything like that yet.

I've seen it. The wizard in my party killed a group of four Thanatotic Titans with two heavily metamagiced augmented mythic fireballs + channel power. In a single round, with the first action the party had in the combat.

The GM hasn't bothered sending a non-mythic fight at us ever since.


Tangent101 wrote:
Matrix Dragon wrote:
Tangent101 wrote:

You do realize that makes it pointless for a Sorcerer or Oracle (or similar casters) to take the Archmage abilities that let them cast only the spells they already know, right?

In fact, it would pretty much kill those two Mythic paths; you can take Mythic Spells with any Mythic path, including Guardian or Champion. So all you did was encourage a different line of power-gaming.

And yes, I know people who take those abilities because they don't know every spell in the book and/or don't want to waste time looking them up.

So you might go with 1 Mythic Point for level 1-5 spells and 2 Mythic Points for level 6-9 spells. It makes sense that higher-level spells are more difficult for even Mythic characters to cast.

When did I say that? One power lets you cast a spell which makes non-mythics have to roll twice on their save. The other lets you cast any spell (including those you don't know) at +2 caster level.

I was merely suggesting that a spell slot equal to the level of the spell should be expended when doing this rather than it only costing a mythic power.

You're confusing Archmage and Hierophant. Their abilities are not the same.

*snip*

Ummm, you are completely forgetting about Wild Arcana and Inspired Spell. I can't imagine a senario where a full caster wouldn't want to get one of these abilities even if I make them cost spell slots in addition to mythic power.

Also, many GMs remove the ability to rest for an hour to gain all your spells back. Adding in this additional cost works very well with getting the number of resources that mythic characters have back under control. Plus, it isn't like GMs aren't nerfing martial characters as well, so please don't take my suggestion as something I would use by itself.


Insain Dragoon wrote:

@Axel

Did they actually give us some dex to damage option in the form of a Feat/class ability?

Whatever it is, I hope it is possible for a non-human to pick it up at 1st level. I am tired of my dex characters doing 1/4th of the damage of a strength character at low levels, lol.


Tangent101 wrote:

You do realize that makes it pointless for a Sorcerer or Oracle (or similar casters) to take the Archmage abilities that let them cast only the spells they already know, right?

In fact, it would pretty much kill those two Mythic paths; you can take Mythic Spells with any Mythic path, including Guardian or Champion. So all you did was encourage a different line of power-gaming.

And yes, I know people who take those abilities because they don't know every spell in the book and/or don't want to waste time looking them up.

So you might go with 1 Mythic Point for level 1-5 spells and 2 Mythic Points for level 6-9 spells. It makes sense that higher-level spells are more difficult for even Mythic characters to cast.

When did I say that? One power lets you cast a spell which makes non-mythics have to roll twice on their save. The other lets you cast any spell (including those you don't know) at +2 caster level.

I was merely suggesting that a spell slot equal to the level of the spell should be expended when doing this rather than it only costing a mythic power. These abilities are still very good even with this additional cost.


Ross Byers wrote:
Nate Z wrote:
I really don't know why everyone seems to think the 3/4 bab is such a hinderence. My sister's level 2 druid almost never missed when cracking fools upside the head with her quarterstaff & my rogue only misses when my dice decide that they hate me.

The difference in BAB progression gets wider as level rises. At level 2, there is only a +1 difference between a druid and a fighter with the same set of stats (in practice, the fighter will be another couple points higher because he didn't spend as much point buy on Wis, so he has a higher Str/Dex, and is more likely to invest in feats like Weapon Focus.)

At level 20, the difference is +5, plus all those other differences I mentioned.

I think Hunter players will find a way. I'm just pointing out that 'level 2' is not the right data point for a comparison.

I just hope that there is a to-hit buff on the class somewhere (like you suggested) so the difference isn't a +10 or +15 compared to the fighter or ranger at level 20.


Davic The Grey wrote:
Have the Animal Focus bonuses been changed to something other than enhancement? While nice at low levels and in low magic campagins, once the typical blets and headbands come into play the Animal Focus becomes useless to the Hunter himself and only help the companion in which case why give it to the hunter at all? Otherwise I love the class, can't wait to play it.

Well, if the bonuses last long enough then that actually lets you use something other than enhancement bonus items in those item slots *gasp!*


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Alexander Augunas wrote:
Question: What's stopping me from keeping my animal companion dead and reaping four succulent benefits? How does that ability work?

I'm guessing that this is a temporary boost to help you in the battle where the animal died. That way you don't become immediately useless when you lose your teamwork pet ;)


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Oooo, I'm really liking this class now. Especially the Feral Hunter archetype, I want to try a Feral Hunter Skinwalker :D


I would also suggest having the Archmage and Hierophant abilities which let them cast spells still cost spell slots. This prevents casters from gaining an additional 23 max level spells at high tier/levels.


I have two Aasimars. Never had much interest in Tieflings.

-2 Aasimar Monk, 3rd level.

-5 Aasimar Lunar Oracle, 1st level


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feylund wrote:
Prince Abdul Bin Falafel wrote:
BigNorseWolf wrote:

The grand lodge:

Ambrose Valsin: Announcement! Starting this year will will allow unlimited number of kitsune to join our field teams!

"Woo hoo! now i don't have to hide." *turns into a kitsune*

"Me either!" *wolfs out*

"Me too!" *pops into foxform*

Ambrose facepalm. "Is anyone here NOT a kitsune?"

A seemingly Keleshite man wearing a burnoose and hot weather outfit raises his hand while whispering to his herald

The herald turns to Ambrose Valsin and speaks

"His Royal Highness Prince Abdul Bin Falafel wishes to inform you that he is not a Kitsune, but rather, an Aasimar whose heritage is so distant he just looks as if he is human."

:D

Right before his herald turns into a kitsune

I totally created a human swashblucker who is going to turn into a kitsune as soon as they are legal without a boon. :)


The new Investigator, Slayer, or Brawler classes might fit the theme you are looking for.

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