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Red Dragon

Matrixryu's page

Pathfinder Companion, Modules, Roleplaying Game Subscriber. Pathfinder Society Member. 772 posts (2,351 including aliases). 2 reviews. No lists. No wishlists. 7 Pathfinder Society characters. 4 aliases.


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Undone wrote:
feylund wrote:
how come people think all nongood acts are evil.... neutral is an alignment..
The souls of your enemies may taste like chocolate but consuming them is still definitely evil.

I said it before and I'll say it again: there is nothing in the ability that says anything about any souls being harmed in any way. Aside from it being separated from the body of course.


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I kind of hope that all of the Wild Talents get scaling spell levels and DCs based on the character level rather than static numbers like they do right now. That way the Kineticist won't feel like he'll need to replace all of his low level infusions because of the low save DCs (like burning).


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Free utility powers is definately high on the list of things that I would like to have for the Kineticist. Playing a Pyrokineticist and not being able to at least generate my own light sources without a torch (or setting an enemy on fire) kind of drove me crazy in my playtest, but it is also something that I couldn't afford to spend a wild talent on if it was an option.


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Serisan wrote:
Having recently played the same module, I can safely say that it's simply not a good test for many characters. Ranged attacks and limited vision, combined with low mobility that prevents you from repositioning away from cover? No bueno.

True, though I didn't really have a way of knowing this ahead of time ;)

I have to say though, I don't think having more lighting or maneuverability would have changed much in this game. The biggest problem for me was that there was really no where I could go in order to get a clear shot. Unfortunately, this sort of cramped dungeon crawl stuff happens all the time for adventurers! I might have to try and fit in Kinetic Blade as an alternative way of dealing damage, but with the concentration checks I'm not sure it is worth it.

In my opinion though, part of a measure of a class is how well it can function in non-ideal circumstances. If its primary ability can be rendered ineffective too easily then that shows that the class either needs more variety and support powers or needs to be extremely effective when it is in ideal conditions. Right now I'm seeing neither of these qualities in the Kineticist.

I guess I'll just have to see how things go in the next level/senario. Not sure what the next game will be.


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Just a thought on a simple way to let Kineticists to choose a 'combat style' at 1st level. Package in a bonus feat with certain existing Wild Talents. For example:

Extended Range grants Precise Shot
Kinetic Fist grants Improved Unarmed Strike

These would be permanent feats, not just ones that are active when burn is being used. The idea is that if the character is choosing a Wild Talent to use his Kineticist powers in a certain way, he shouldn't be having to spend a bonus feat as well to use it.


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So, I was building a 1st level Pyrokinetisist, and I realized something funny. Despite being able to produce fire from his hands *at will*, he still needs to carry torches!

It would be nice if each type of Kineticist got an at will cantrip that matches their powers. For example:

Aether: Mage Hand
Air: Ghost Sound?
Earth: Mend
Water: Create Water
Fire: Dancing Lights/Spark

I know it has been mentioned before, but I also have to point out that I feel forced to play a Human so I can get Precise Shot at level 1. The class probably should get an early feat that lets the player choose their fighting style.


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One person mentioned that Natsu from the Fairy Tail Manga would obviously be a Pyrokinetisist. For those who don't know, Natsu is a 'Dragon Slayer' type character, who essentially follows a 'fight fire with fire' theme. He uses fire infused punches and breath attacks, is immune to most forms of fire, and can eat/absorb flames to become more powerful or rejuvinate himself. It has never been shown, but I believe that his fires can also damage creatures that would normally be immune to fire.

If there were powers available that allowed us to emulate Natsu's fighting style it would be *amazing*. I'll go ahead and share a few rough power ideas.

Elemental Immunity/Resistance: The Kinetisist is immune or resistant to elements associated with his blasts.

Absorb Element: Requires Elemental Immunity. The Kinetisist can absorb energy related to his element. Whenever damage is negated by his energy resistance or immunity, he can choose to store this energy instead. When using an ability that would inflict Burn upon him, the Kinetisist can use a number of points of stored energy equal to his level to decrease the burn cost by 1. The Kinetisist cannot store energy damage from his own attacks.

Kinetic Breath: The Kinetisist can build up elemental energy within his body and release it from his mouth as a cone or line attack that deals damage equal to his blast. Reflex DC = 10+1/2 lvl + Con Mod. Burn 2

Kinetic Slayer: The Kinetisist's attacks can ignore an amount of energy resistance or damage reduction equal to his level. By paying three burn, he can ignore all energy resistance, immunity, and damage reduction for one round.


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One thing that worries me about the class is its lack of AOE attacks. You can't create the equivilant of a fireball until level 16, and almost every chain lightning or line based attack requires attack rolls. This means that most kineticists can't do anything against swarms.


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Misnik wrote:

Also it seems to me there is a distinct lack of AoE damage that feels like it should be intuitive of elemental damage. The explosion infusion is very high level for what it does, even if it adds to your simple blast.

I agree. I love this class so far, but it really needs more AOE at lower levels. Especially for the fire element: it is kind of weird that they only get single target attacks that don't affect most swarms until level 16.

Personally, I would also recommend that a burn option be added that lets the character bypass elemental resistance and immunity. Maybe 1 burn per 10 points of resistance ignored, and 4 points of burn for bypassing immunity on a single attack. It would be an expensive last ditch option for players at least.


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I have to say though, Oracles have simply terrible saving throw bonuses without the divine protection feat. They kind of needed something. They get only one good save and none of their saving throws match up with their primary stats. In Wrath of the Righteous our GM allowed Divine Protection because without it the Oracle would have needed 20s to make the DC 35-40+ saving throws that high tier mythic enemies and Demon Lords throw around.


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As soon as I saw the Eldritch Scion archetype for the magus, I knew that I wanted to build one. The magus class feels much more 'natural' as a spontanious caster.

The issue is that the Eldritch Scion cannot use any of the traditionally good options for the Magus. They cannot use metamagic because spontanious casters use it too slowly. They cannot use Arcana that cost arcane pool points because they need to save those points for activating their bloodline and spellstrikes.

Because this kind of magus is so different from most magus builds, I figured it would be good to come here for advice. The character is about to hit level 3, so I can still make build choices for level 3 and higher.

I choose to go with the arcane bloodrager bloodline for its sweet sweet buffs. Because the very first bloodline power increases the concentration check DCs of nearby casters by 2, I am thinking of going with the following anti-caster build. By having the Arcane Bloodline, Disruptive, and a Distracting (lesser) weapon, I can force casters near me to have a -11 penalty to their concentration checks to cast defensively.

I'm not selecting the Arcana to get Swashbuckler's Precise Strike because there is some question of whether or not it actually works with spell combat.

Kitsune Eldritch Scion
Str 11, Dex 18, Con 14, Int 12, Wis 10, Cha 16 (Using Boon for exta +2 stat bonus to Dex)

lvl 1: Weapon Finesse, Disruptive Bloodrage
lvl 3: Dervish Dance, Familliar (+4 Init)
lvl 4: +1 dex, Arcane Bloodrage
lvl 5: Step up, Combat Reflexes
lvl 6: Disruptive Arcana
lvl 7: Following Step
lvl 8: +1 dex, Greater Arcane Bloodrage
lvl 9: Spellbreaker Arcana, Step Up and Strike
lvl 11: Improved Critical (Scimitar), Improved Initiative

So yea... very heavily anti spellcaster build, but thanks to the arcane bloodrage abilities which can give him Displacement and Resist Energy this character should be very effective as a melee combatant as well.

Any thoughts on ways to improve this build, or builds that may be superior for the eldritch scion? I am aware that certain other races (such as humans) might be better for this than a kitsune, but that aspect of the character is already set ;)


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


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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


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.


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


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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?


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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.


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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.


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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


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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. :)


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I just don't get it when people complain that eidolons are more powerful than animal companions. The eidolon is the main point of being a summoner, while every class that uses an animal companion gets them as a secondary feature. I would be increadibly disapointed in the summoner class if the eidolon was any weaker than it currently is.

Edit: Druids with their full spellcasting, animal companion, easy summons *on top of* having an animal companion, and shapeshifting are arguabily far more powerful than a summoner. Druids just require more system mastery.


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Adding this to my wishlist for the book: official rules for buffing monsters and bosses to compete against optimized parties. It would be interesting to see if Paizo can come up with something more interesting than just slapping on advanced templates or extra hit points, while still being quick.


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If I could request anything for this book, it would be official rules to kill the big six magical items. If I could play a game without ever seeing a cloak of resistance....


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thejeff wrote:
Matrix Dragon wrote:

Hold on, people actually believed they could use Eldritch Heritage(Arcane) to give a non-sorcerer non-arcane class sorcerer spells?

I entertained the idea briefly a year or two ago, and then quickly decided that that it wasn't supposed to work that way and was an unintended side effect of the eldritch heritage feats, lol.

Of course they did.

Unintended side effects are what system mastery is all about.

In my opinion, true system mastery includes skipping all the things that would make a GM say "NO, it clearly wasn't meant to work that way", lol. That's what I would have said if any of my players tried this on me. ;)


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Stark_ wrote:
My comparison, at least, was to the paragon surge spell...

Just wanted to mention: Paragaon Surge has finally recived the nerfs that it deserves. You can essentally use it to only learn *one* new spell each day. The FAQs have been updated.


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Odraude wrote:
Ssalarn wrote:
Artanthos wrote:
Matrix Dragon wrote:
I know that the current version of the summoner can be hard for new players and GMs to handle. However, I just hope that the new version of the Summoner won't lose quite all of its customization powers. To me, the ability to use the summoner class to create any companion for your character that you can imagine is what makes it special (and one of my favorate classes).
Agreed. Please don't kill the ability of the summoner to customize their eidolons.
These are going to be new takes on the classes. Even if the "Unchained" Summoner doesn't have a customizable Eidolon, that isn't going to make the current Summoner suddenly cease to exist. They've been pretty clear that these aren't replacements, just alternate versions of the still perfectly valid core materials.

Unfortunately GMs don't work that way. If you give a GM the option of the much maligned APG summoner and the PU summoner without the headache of the eidolon, most are going to go with the latter. It's like how Pathfinder is 3.5 compatible and lets you use your old books, but you'll be hard-pressed to find a GM that does allow 3.5 material.

Unless the new summoner is grossly worse or more overpowered than the original summoner, it's essentially going to replace the APG one in the minds of many a GM.

This is exactly what I'm worried about. Especially if the new summoner ends up being completely diffierent from the old summoner class.


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Deadmanwalking wrote:

To clarify the issue I'm having, it's not about content, it's tonal. And I'd go further and say there's some on both sides of the argument.

It's not that people object to any criticism of Paizo, it's that people on that side of the argument are coming off as really upset, specifically in a "How dare they!" or "They're incompetent!" kinda way...which is not generally conducive to a productive conversation. As well as seeming to leap to conclusions about the final class, which is part of the reason for the above emotions and also doesn't help the situation at all.

People on the other side, meanwhile, are ridiculing the first side despite them having perfectly reasonable balance concerns given the info currently available, which is also not generally conducive to productive conversation.

So can everyone just take a step back and calm down a little? The issues being discussed are legitimate, I just think something of a tonal shift is needed for the discussion to be productive.

I think you may be getting the wrong feeling from a number of the people who are posting. Remember that emotion (or lack there-of) does not convey well in a written medium.

Should I start adding smilies to everything I say? ;)


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I also hope that this book will give the under supported ranged attack types (such as crossbows and thrown weapons) the support they need. Archers have plenty of support already.


1 person marked this as a favorite.

One other thing that Paizo is missing so far is a good implementation of a Kitsune Star Ball. The Star Gems magical item is currently kind of a poor substitute: its importance to a kitsune isn't even close to the stuff mentioned in various Asian legends.

The closest and simplest thing that I've been able to come up with is a variant arcane bonded item, but I'm sure there is a better way to do this one.


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Alexander Augunas wrote:
Ambrosia Slaad wrote:
Eric Hinkle wrote:
I'll just say that I would love to see a Kitsune player companion book; though I suspect that if one is coming it's a long way off. Heck, we don't even have a Hellknight book yet, and how often have they shown up in the setting?
Me too. Yeah, I think our best shot is convincing Alex to write an "Amazing Races/Kitsune Unbound" supplement for Abandoned Arts or Radiance House or another 3PP.

Well, considering that I just founded my own 3PP, I don't need to write a kitsune player companion for anyone but myself.

Which I'm totally going to do before the end of the year, mind you. ;-)

I am amused by this because I have totally been thinking you would be a good person to ask for tips if I were ever to try and write 3rd party content. It seems like my instincts on this were correct XD


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I like what you've with Studied Combat + Studied Strike. It really fits the theme of an intelligent fighter: when you play the class you'll really have to think about who to target and how many hits it would take to finish him. This is a nice difference from a fighter who can just wade into combat and kill everyone, but it keeps the investigator effective when it counts.

I wasn't too interested in the original design of this class (for extracts+sneak attack there was the vivisectionist), but now I am looking forward to trying out the final version.


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captain yesterday wrote:

forgot wardstone fragment one time use:)

paladins derail adventures almost as much as player vs player violence:)

If there is any adventure where paladins should be allowed, it would be this one. You're working with a crusade full of paladins after all! If anything, the people who are being difficult with the paladin players would be the ones responsible for derailing the adventure here.


5 people marked this as a favorite.
Troodos wrote:
I'm guessing Good from the story, but I cant tell if he's neutral, lawful, or chaotic.

He has the Batman alignment: super lawful guy who breaks the law.


1 person marked this as a favorite.

I have to agree with this sentiment. At this point I'm more interested in learning about anything but the inner sea region and the 20 core gods, lol. Sure, I do like having the extra material, but I'd rather know more about Tian Xia and Arcadia.


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When all else fails, blame Cosmo.


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the Haunted Jester wrote:
Is the Ravener on the front cover supposed to be the remains of the Red Dragon on the cover of the Core Rulebook?

Nah, wrong element. The green color and acid means it probably had an acid breath weapon in life.


1 person marked this as a favorite.
Hayato Ken wrote:

This theme is just sucked so dry and overdone.

Hopefully Paizo will stay away from this for a very long time and come up with newer, more refreshing and entertaining options^^

Like a book for Kitsune, Nagaji and Wayang.

As a fan of both Dragons and Kitsune, I am conflicted. D:

Hayato Ken wrote:
Dragons are cool. As NPC´s and enemies. As PC´s you get a totally different game.

Is it wrong that I am far more interested in playing an 'enemy and npc' race than anything that is available to the players right now? I like fantasy because of things like dragons. I'd rather play something based on the race than fight one.


1 person marked this as a favorite.

*pokes thread*

Hmmm, I think it has been more than half a year since the Mythic Adventures book came out, and there still has not been much in the way of erratas. I guess Paizo is busy :(

I have to say that I am looking forward to seeing what fixes Paizo implements to this book. As much as I love the Mythic rules I think this book is going to need even more faqs and erratas than any other book Paizo has put out.


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I'm going to go ahead and say this: in a mythic game, "Beyond Morality" will be the least of your powergaming problems. If you don't want things to get totally out of wack you will need to require your powergamer to tone things down. A character who knows how the mythic rules work can make monsterous characters if he tries.

I suggest that you actually make your powergamer work for you and have him tell you what the most powerful ability combinations are so you can nerf/ban them in advance. Sometimes powergamers feel that they *have* to pick the best options if they are available, but won't feel like they're nerfing themselves if those powers are banned in the first place.


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According to the rules in the Magic section of the core rulebook, a spell can be copied from a scroll to a spellbook. Here is a link

Spells Copied from Another's Spellbook or a Scroll:

Spells Copied from Another's Spellbook or a Scroll: A wizard can also add a spell to his book whenever he encounters one on a magic scroll or in another wizard's spellbook. No matter what the spell's source, the wizard must first decipher the magical writing (see Arcane Magical Writings). Next, he must spend 1 hour studying the spell. At the end of the hour, he must make a Spellcraft check (DC 15 + spell's level). A wizard who has specialized in a school of spells gains a +2 bonus on the Spellcraft check if the new spell is from his specialty school. If the check succeeds, the wizard understands the spell and can copy it into his spellbook (see Writing a New Spell into a Spellbook). The process leaves a spellbook that was copied from unharmed, but a spell successfully copied from a magic scroll disappears from the parchment.

If you're worried about this causing resources to be lost you could rule that the copying process does not destroy the scroll. Or you could give the magus spellbooks to copy spells from.


1 person marked this as a favorite.
Stephen Radney-MacFarland wrote:
Chemlak wrote:

There's an FAQ request about this floating around somewhere.

There are three schools of thought:

1) The character is undetectable by any means (including Perception skill checks, blind sight, tremorsense and true seeing).

2) The character is undetectable by magic, but senses work normally.

3) The character is immune to "detect" spells and any effects based on the scry spell.

Pick your preference. I waver between 1 and 2.

Yes, it is 1. Because mythic.

I really wish that it wasn't option 1, because this lead my GM to just ban the ability before the party's ninja could abuse it.

'It has to be awsome because it is mythic' is nice, but the players still need to be challenged in some way.


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Well, here's hoping that there will be some new information on Apsu for my Paladin/Dragon Disciple. Also, that enough humans worship Daikitsu that she will get mentioned at least, hah.


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As long as all the books about humans get renamed to "Boring People of Golarion" ;)


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Atarlost wrote:
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.


1 person marked this as a favorite.

*Sigh* All these people just refusing to buy a new edition that hasn't even been announced yet.

You claim that you wouldn't buy the next edition.... However, if you decide that the next edition is better and that you would have more fun playing it you probably will start buying it.


1 person marked this as a favorite.
Lemmy wrote:

"Oh no! A martial class can move 10ft. and still be effective! HOW DARE THEY? NERF IT INTO NOTHINGNESS! Now excuse me while my Cleric teleports as a move action and then casts 2 different spells..."

Apparently, Pounce should be exclusive to 6th level Druids and 1st level Synthesists.

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.

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