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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.
It's not only about save or die spells. If the party casters debuff the enemy hard enough that he's no real threat anymore it doesn't matter if it is the martial that depletes his hp or a summoned monster.
And don't almost all debuffs require saving throws as well? Even if they don't allow saves (like certain witch hexes), hero points can help make up the difference. It has worked wonders for making 'bosses' more threatening in my games.
You may want to try and fit in at least one blast so you have options when dealing with 'immune to mind affecting'
Keep in mind that realistic likeness only copies what a person looks like, not his clothes. You'll need a magical item to account for that part.
If you have the money for it, I would suggest getting a ring of spell knowledge or mnemonic vestment. They are very useful for adding to your spell options.
Here are a few very useful enchantments that you may want to think about getting at some point:
Oppressive Boredom: useful at low levels since it isn't limited by creature type.
Hold Person/Hold Monster: great for removing the most dangerous opponents from a combat.
Confusion: This spell is devastating when cast by a kitsune. Also fits your character's personality.
Feeblemind: Destroys arcane spellcasters. Just don't let it get spell turned back at you!
Dominate Person/Dominate Monster: Self Explanatory.
Personally, I've found that the best way to keep casters 'under control' is just to give the enemies that you don't want getting one-shot some Hero Points. At least three. Casters will have to go through four 'one shot kill' spells to get through the guy's defenses unless you get some really unlucky rolls on those GM dice. That'll give melee plenty of time to move in and do their thing.
Race is Kitsune, Charisma is 18, planned on using the Oni Bloodline.
My first suggestion, aside from spell choices, is to get rings of spell knowledge. These are amazing for casting long duration spells and out of combat spells. If you have one of these, you will never have to learn Mage Armor.
You're probably going to pick up a lot of enchantment spells. You'll want to make sure you have some spells for the few times you run into things that aren't mind affecting. Color Spray, Grease, Magic Missile and Glitterdust are some good choices here. Burning Arc and Scorching Ray are good 2nd level offensive spells, and Burning hands can be useful in a pinch early on.
Your first good enchantments (I'm assuming you're using the kitsune favored class bonus) will probably be Oppressive Boredom or Hideous Laugher, Charm Person, and Hold Person. There aren't really any good 1st level enchantment spells aside from charm, but that isn't a combat spell. You'll eventually want Hold Monster, Dominate Person, and Feeblemind.
At later levels you'll want to find some way to fit in Invisibility, Levitate/Fly, Dispel Magic, and Fireball. There are other choices, but all of these are useful.
See what your GM will let you do to hide your spellcasting so you can benefit from your bloodline arcana without drawing attention. Silent and Stilled spells will probably be useful.
Personally, I would suggest just having the smite work against everything that the paladin would normally get his double damage bonus from smiting. This basically means evil outsiders (or rather, ones that have the evil subtype), chromatic dragons, and undead. You may also want to allow them to smite people who are clerics of gods that the paladin opposes.
So, basically, this means the paladin will be less effective fighting say... a thieves guild or corrupt officials, but will still be fully capable of smiting the big bads.
You may want to consider letting the paladin do a 'partial smite' against other targets to balance things out. In my games I replace Aura of Justice with the ability for paladins to smite non-evil things. They gain their charisma bonus to hit and AC, but no damage bonus or DR penetration. I got tired of paladins becoming useless in areas filled with golems, and I also didn't like the absurd damage boost that a party gets from Aura of Justice.
I am excited about this book, though I still wish that it wasn't just on the Inner Sea Deities. I would have loved to get some more information on the Tian Xia deities as well. Most of them only have like a few paragraphs of write up.
I guess we'll just have to hope that there will be a hardcover on non-inner sea deities ;)
This was a rule that I picked up on when I was running summoners. Large creatures only gained reach if they were 'tall'. Usually this means bipeds.
I'm having trouble finding a page with pure rules about size/reach. However, I've turned up a page of Size/Reach Templates. You'll see that the Large(long) template has a 5-ft reach, while the Large(tall) template has a 10-ft reach.
Edit: Here we go. The Big And Little Creatures In Combat section of the combat rules has a size/reach table. Large(tall) creatures have a reach of 10-ft while Large(long) creatures have a reach of 5-ft. I believe that dragons usually qualify as long rather than tall.
Well, I think the issue is that large quadruped creatures don't gain reach. So, a medium dragon's bite would have the reach of a Large quadruped... which is still 5-ft. Technically, the dragon would have to be large sized in order to gain 10-ft reach with the bite. So hah! ;)
Examples: Medium Red Dragon, no reach
My basic question is this: when a character is under the effects of a Form of the Dragon spell, does he only gain 'generic' natural attacks or does he gain natural attacks with the same properties as those of an actual dragon? Specifically, does he gain reach and 1.5x Strength on the bite attack? The Form of the Dragon spell seems to say that the character just gains basic natural attacks. However, the wording of the polymorph rules and the 'True Dragon' type description suggests otherwise.
Form of the Dragon I:
FORM OF THE DRAGON I
School transmutation (polymorph); Level sorcerer/wizard 6
Casting Time 1 standard action
Components V, S, M (a scale of the dragon type you plan to assume)
Duration 1 min./level (D)
Save see text; Spell Resistance no
You become a Medium chromatic or metallic dragon. You gain a +4 size bonus to Strength, a +2 size bonus to Constitution, a +4 natural armor bonus, fly 60 feet (poor), darkvision 60 feet, a breath weapon, and resistance to one element. You also gain one bite (1d8), two claws (1d6), and two wing attacks (1d4). Your breath weapon and resistance depend on the type of dragon. You can only use the breath weapon once per casting of this spell. All breath weapons deal 6d8 points of damage and allow a Reflex save for half damage.
Polymorph Rules Excerpt:
a polymorph spell transforms your physical body to take on the shape of another creature. While these spells make you appear to be the creature, granting you a +10 bonus on Disguise skill checks, they do not grant you all of the abilities and powers of the creature. Each polymorph spell allows you to assume the form of a creature of a specific type, granting you a number of bonuses to your ability scores and a bonus to your natural armor. In addition, each polymorph spell can grant you a number of other benefits, including movement types, resistances, and senses. If the form you choose grants these benefits, or a greater ability of the same type, you gain the listed benefit. If the form grants a lesser ability of the same type, you gain the lesser ability instead. Your base speed changes to match that of the form you assume. If the form grants a swim or burrow speed, you maintain the ability to breathe if you are swimming or burrowing. The DC for any of these abilities equals your DC for the polymorph spell used to change you into that form.
In addition to these benefits, you gain any of the natural attacks of the base creature, including proficiency in those attacks. These attacks are based on your base attack bonus, modified by your Strength or Dexterity as appropriate, and use your Strength modifier for determining damage bonuses.
True Dragon Natural Attacks:
Bite: This is a primary attack that deals the indicated damage plus 1-1/2 times the dragon's Strength bonus (even though it has more than one attack). A dragon's bite attack has reach as if the creature were one size category larger (+10 feet for Colossal dragons).
Claws: These primary attacks deal the indicated damage plus the dragon's Strength bonus.
Wings: The dragon can slam foes with its wings, even when flying. Wing attacks are secondary attacks that deal the indicated damage plus 1/2 the dragon's Strength bonus.
Tail Slap: The dragon can slap one foe each round with its tail. A tail slap is a secondary attack that deals the indicated damage plus 1-1/2 times the dragon's Strength bonus (this is an exception to the normal secondary attack rules).
As you can see in the above spoilers, the polymorph rules say that "you gain any of the natural attacks of the base creature". When you look up the rules for a dragon's natural attack, it flat out says that a dragon's bite "has reach as if the creature were one size category larger". This is not an extraordinary or supernatural ability. This is simply a property of the natural attack that dragons have, and is listed as an integral part of their Bite natural attack.
Soo... then logically, doesn't this mean that a person who is under the effects of Form of the Dragon would also gain reach and 1.5x Strength damage on their bite attacks? Or am I stretching the rules too far?
I think the problem is that once a magical item gets powerful enough, you're going to have some problems finding someone who has a caster level high enough to fix it. A mere +3 sword requires an 18th level caster to cast Make Whole on it.
Past that you're going to need a highly specialized mythic character to cast the spell, and good luck convincing your GM that you should be able to buy a caster level 24 Make Whole scroll at a store.
Kitsune with 10 levels of commoner: "Leave me alone!", take the racial feat realistic likeness to look like anybody you have ever met. You will have 4 feats left...you could pick magical tail feats to get a bunch of spell like abilities, which will help you stay alive and have people leave you alone.
I'd say have the kitsune get Fox Shape instead of Realistic Likeness. Then when he has invisibility from the 4th tail feat, he can turn into an invisible fox and hide. Good luck beating that 1d20+60 (or higher) stealth check.
As the title says, do you want the devs to expand and improve on the system? Maybe featuring it in APs and future supplements? What do you think?
I'd love to see more support for words of power. I'm running a Wordcaster Sorcerer in WotR right now. He has been fun, but the limited options bother me.
I have to say, I find it very odd that Inspired Spell and Wild Arcana have gotten an errata, but Arcane Surge and Recalled Blessing have not. These two powers suffer from the exact same issues that Inspired Spell and Wild Arcana did before their errata.
Should we expect these to get an official errata at some point?
James Jacobs wrote:
Makes sense. In that case I think I'll just have the character trying to emulate the behavior of a silver dragon as his personal 'paladin code' since they behave pretty similarly to paladins in general.
Generally, paladins codes will vary a bit depending on what god the paladin worships. What kind of paladin code do you think a paladin of Apsu would follow? (I am running a paladin/silver dragon disciple in Wrath of the Righteous)
Sorry, I know Paladins aren't your favorate class in the game, but I figured you would know if there was anything that would be especially important to Apsu aside from protecting/slaying the appropriate colors of dragons.
Edit: Also, what do you think Apsu's general interest in the worldwound conflict would be? Would it involve anything aside from wanting to help because he is a Lawful Good deity, and that dragons are being killed by the demons as well? Perhaps he's worried that if the demons succeed that Golarion would no longer be a suitable place for the conflict with Dahak?
It can actually be a very effective character since there is a mythic power that lets you get a BAB equal to your caster level when polymorphed. Just make sure you have the Magical Knack trait to undo the caster level loss. (I am starting this type of character for a game)
Wow, I guess this scenario gives a great example of how different scenarios can go very differently from group to group.
The party I was a part of annihilated the scenario on normal tier 10-11 without taking a single point of damage. Seriously, the GM wasn't holding back on us. We just planned well enough and had enough luck that we never actually got damage to our hit points. Our levels ranged from 9 to 11. After that, we asked the GM to run the final fight for us 'unofficially' with the runelord on hard mode, at full power, and acting first. We still won with no deaths (though my character nearly died).
Sooo... I hope that Paizo simply marks some scenarios this 'difficult' so that people who want to play these things can do so while others who don't want to risk it can avoid them.
Malachi Silverclaw wrote:
Actually, now that I think about it.... if Dizzying Defense allows you to fight defensively as a swift action, then can't you make a full attack without penalties and *then* use Dizzying Defense as a swift action to gain the fight defensively bonuses until your next turn?
This way, you can gain the benefits of fighting defensively with almost no penalties. The attack penalties would only affect your ability to make AoOs.
Honestly, it worries me a bit too since the devs seemed to have the impression that the bloodrager was pretty much alright as it was. At least that is the impression that I got from one of the playtest updates. While I think that most people will agree that the class is fairly playable right now many will also say that it needs some more work on its sorcerer side.
Unfortunately this won't actually change much. Spell-like abilities still provoke AOOs and DCs are still based on the spell level. Granted, we may get higher level spells, but I don't think it would be that much of a higher level.
The problem is that the person doing the full attack can simply choose to use a 5-foot step to follow the swashbuckler and then continue the full attack. Step Up isn't necessary.
Well, I guess in order to get it to work, the swashbuckler has to set things up so that the enemy always has to use a 5-foot step in order to even start the full attack. So I guess a smart player could do some fun things here.
I like Charmed Life, but think it should really be usable after you've rolled but before you know the result. As a fairly limited ability, I know it would feel pretty crappy to use this and then roll a 1, or even use this and then roll a 20.
This. Being able to use Charmed Life after you know the result would make this ability far better.
Nuuu, only a week remaining! I kind of wish that there was enough time for another round of playtest updates, but we'll have to make due with what we have.
I do have to say though, please make sure you seriously consider some of the latest suggestions in the class discussion for the Bloodrager and Swashbuckler. I really do feel that these classes need some more tweaks in order to truly be in tune with the flavor and play style that they're trying to achieve. The last batch of changes helped a lot, but I don't feel like they're quite there yet.
Anyway, thanks for the increased updates and communication in this playtest!
I like this idea actually.
So, when it comes to the Bloodrager it seems that many people (including myself) are concerned about two things currently:
Like I said before, I would really like to see each bloodline get *more* powers even if it costs the bloodrager their Uncanny Dodge and DR. Maybe give them another 'physical combat' power and also just give each bloodline a 'bloodline arcana' like the sorcerer to help with its spells as well.
Alright, one last point about why charmed life needs to be changed.
Let's say a rogue attacks your swashbuckler in the surprise round with a poisoned weapon. You can't use charmed life to help with the save, so you probably have a 50% chance of failing the save (more if it is a strong poison).
So, you now turn to fight the rogue and you are poisoned. Then you realize that it is a type of poison that requires two saves in order to be cured of, and it does Con damage so you can't simply ignore it. (admittedly, this is uncommon because those types of poison are expensive, but I'm just trying to make a point)
In that situation, you are hosed. You are probably using Charmed Life every round in a desperate bid to rid yourself of the poison, and in the meantime you can't use your class abilities because Charmed Life is eating your swift actions. Good luck if the rogue has a second poisoned weapon! He could very well hit you with it after you've already used charmed life for that turn.
Not only does this mess with players... it is knowledge the players can use against enemies as well. I'm sure many parties wouldn't mind using 1000g or so to have a great chance of shutting down a BBEG swashbuckler's abilities for the first two rounds of combat (or more).