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If this is a home game, I'd ok the tetori monk with your GM. While they are a one trick class, they're obscenely powerful using that trick.
This gives rise to the GM having to build encounters around stopping your class abilities, which then ends up with you not really being able to do much of anything. Not fun for either of you.
You've pretty much have covered everything for a well traveled road. Only thing I can think of are bridges and government check points (example of something like the weigh stations on interstate roads in the US.)
You could also have a one off, special event section. Just dealing with rare 'happenings'. Stuff like a run away Royalty to a invading army.
This is a firm and fast rule for just about every table I've seen run -
The GM is always right.
If you do not like the way the GM is running the game, you have two choices -
But as a GM it's also your responsibility to give clear, consistent rulings. Plus give the player a warning that you disagree with a action before the dice are rolled.
There have been a number of times where I was GMing and didn't know the ruling of something, tossed it open for a quick table discussion, then made my own ruling on it. Then after the gaming session looked up the rule or tossed up a post on the forums.
I'm planning on running Ire of the Storm for our PFS group and I'm wondering how the heck I'm going to deal with Part 2: Beyond the Colony.
Hopefully someone can give me pointers in how they got their PFS parties heading into the right directions to get all the clues they needed to get to Part 3.
Darksol the Painbringer wrote:
Actually not true.You can apply SA to any damage type as long as you make a attack roll and target allows SA damage.
The Arcane Trickster cap ability allows applying SA to ANY spell that deals damage.
Little bit different and I have no idea how it would work - just something that came up while a group of us were b$%~~!~&ting around a pfs table.
Occultist using the transmutation implement (sword).
I think there's a archetype (or maybe just using the sword implement) that could also work for what you're trying to do.
Go to d20 web site and click on the Feats > Style Feats for a quick preview of them. Off the top of my head -
Crane Style and Snake Style are two of the style feat lines that might work. There might be a couple more but think those are the main ones.
There's also the Bodyguard Feat line if you want something to protect others. Not sure what's all for the Bodyguard feat line.
There are some classes/archetypes that grant your character feats, even if you don't meet the requirements. Off hand, I can't think of any for Power Attack.
There is a work around (with magic) by getting a enhancement bonus to your strength so you can then be legal to get the feats. Does face the problem of if you loose that enhancement bonus, you loose that feat till everything is back on line again.
There are a couple Style feats that do something very similar to Cut from the Air. Depending on your build, they might actually work better for you then Cut from the Air.
There's a number of Teamwork Feats that can trigger/give AoO. Does have the requirement that everyone have these same feats to work together.
If you and your party are interested in these type of feats, they do require a bit of research and feat building around (I think, have just started creating a Hunterand doing some research on different builds. One was a AO build I read about.)
Real question is what levels do you plan on playing at and what's the highest level you think you'll make?
While the Two Handed does get some decent bonuses to damage, that's not what he's good at. What the Two Handed fighter good at is destroying the enemies gear. He get's some very nice bonuses vs sundering and if equipped with adamantine weapons it's pretty much a 1 sunder and item destroyed.
I do think multiclassing a Two Handed Fighter with a Barbarian and using a Vital Strike Build can be very deadly.
Think a lot will depend on what was stolen and the politics of the city and wizard guild.
Most wizard guilds don't want it being know they got stolen from. So any 'searches' for you will be kept 'quiet'.
Disguises - not need and might even be harmful. No one saw you so they should have no idea that you took stole stuff. Having you 'disappear' right after the theft is a sign of guilt.
Misdirection is very useful, get yourself a patsy. If you know someone unfriendly to the town/wizard guild (or even a rival), maybe send a easily identifiable magic item to that person/region in a round about manor to throw the investigators off.
The biggest issue is "all acts have consequences". If the player has a decent INT remind him of that. If a good INT, mention what some of those consequences might be.
Then let him figure out a way to escape those consequences while you as the GM figure out ways to make him suffer for his actions.
Your example of the tax collector is something that should have a BIG consequence. Government officials that deal with money that end up dead (or disappeared) brings serious investigations. Someone should have a wanted poster out on them very soon with a hefty reward for being turned in.
Impersonated a priest of a different religion could also have another serious consequence. Depending on what actions were taken while impersonating that priest. Remember deities are real in pathfinder and drawing the attention of another deity that might be unfriendly to your deity can be very unhealthy.
problem with this is these are all past actions and doing something like this retroactive can be bad for game play. Just bring it up and mention you'll be doing something like this for future game play.
Bard's make better buffers then offensive casters. While they can make very good offensive casters, they're kind of limited in targets they can effect and require a fair amount of game mastery.
Skills that might be important to you -
My suggestion for you, use a MAD for your stats. Good STR/DEX/CHA, and decent CON/INT/WIS.
Thought about suggesting using a Bow, problem there is the Bow requires a lot of feats to be good with it and you'd be suffering a serious to hit penalty till you got those feats.
If you toss up a build here, you usually get lots of advice. Just be prepared for some people to tell you that you're doing everything wrong and that you need to do it their way.
Looks like I hijacked the thread. Sorry :)
Problem with escaping the grapple is it's a standard action. Stirges do their CON drain at the end of their turn. So they can attack, attach themselves and CON drain on their turn. You have to kill them to make them go away.
So whether it's breaking the grapple on one or you break the grapple on all, it makes little to no difference.
Stirges are MEAN!
*Edit* and with a higher level summons and summon feats you can summon more then one.
Actually, I think the real problem is the wide range of difficulty the different scenarios have.
There's a lot of scenarios that are cake walks (I'd say about 30%), most just moderate difficulty (55%), and just a few that are hard to deadly (15% of scenarios). The players just don't know how hard the scenario will be and most players like a challenge (and the loot) so they'll choose to play Up if possible.
I'll also admit I HATE playing down with a high level character. Just feel like it cheapens that scenario I'm playing down in.
Think paizo did a pretty good job with a module they put out.
Bunch of goblins camped out in some castle ruins. Goblins on watch are half asleep. If players are spotted, goblins raise alarm and then the party has to face waves of goblins. If party sneaks up, goblins try to run away, raising the alarm through the ruins.
So lots of different tactics the party can try and use.
Over all everything looks good and only changes is opinions. So here's mine.
DEX, keep it at 18. With all the WP self buffs, your To Hit and To Damage base will be crazy good. No real need to spend those stat build points to start with a 19 DEX. Save those points for something else.
CON 14 is nice but not really needed. You're a archer, you're supposed to be behind the melee and not in it.
If possible, bump WIS to 16. You'll want the extra fervor.
Gloves of Dueling, pick them up.
Bow, wouldn't bother with the STR Bow. Just get the adaptive enhancement for 1000 gp.
Armor, be sure you watch out for the max DEX your armor grants. Have to balance that AC from armor and from DEX.
Should not need Ring of Protection. Your Shield of Faith spell usually scales better then the Ring you can afford. Buy a Pearl of Power or two for that spell so you only need to memorize it once.
A 14 CHA is usually plenty for selective channeling. That's a +2 modifier so you can select out 2 bad guys. Your party should all be targeting the same target to drop them as fast as possible.
If you have someone in your party with UMD or levels in Druid/Ranger, you can try the Ioun Stone trick. Don't think that Ioun Stone is very expensive and after you use it for your Longstrider you can put any 1st level spell in it and pass it off to anyone in the party. Lots of neat tricks you can use this way.
If you are not being threatened you can still cast your cure spells. Move up to the surrounded person and then apply the spell. Wizards do this all the time with their offensive damage spells. Why can't clerics do this with their heal spells? Actually they can, people just forget.
Then theirs also your channeling to heal.
Rod of Lesser Extended Reach. What this does is extend the reach of 3rd level and lower spells by 1 step. So your Touch spells now have a Reach of 30'.
Your Speed problem -
Dump a couple ranks into UMD and pick up a Wand of Longstrider. Longstrider gives a +10 enhancement bonus to movement and lasts 1 hour.
Work around if you don't want to put ranks into UMD and play the odds before the wand works for you. -
Heal Skill - No one really uses that in combat. Actually I don't know too many people that actually puts more then 1 or 2 ranks in it as spells are so much better.
Casting in combat - Just hide behind the person you're healing. They provide cover and if you have cover, you don't provoke AO.
A fair amount of the Merciful healing can be replaced with the Restoration Domains 1st level power Restoration Touch. It's not as flexible but you do get it at 1st level instead of having to wait levels for Merciful.
More of a Rule question -
My answer is No. You need uninterrupted retraining for it to take effect.
...but if this is a homegame. Homegames can bend/change any rules they want. Just, please, make sure the table you play with agree to any changes ahead of time.
If you do change it, I'd put some kind of drawback for the extra time the training would take due to it being 'interrupted'.
Bloodrager gives you a D10 health instead of D12 but depending on what bloodline you take, gives you a 1st level power while raging.
About the only difference with a 1 level dip.
Do you have to stay as a merciful healer?
*Oops* missed that merciful healer archetype.
I'd suggest Bloodrager over going barbarian if taking a 1 level dip.
Another suggestion is the Brawler as a 1 level dip gives you a lot of flexibility.
Domains, grab Healing (actually grab a healing sub domain, think they're better) and Fire. Fire Domain gives you some verry nice blow things up fire spells. This way you don't need that one level dip.
Haven't seen it mentioned yet, there is als the Bard's archetypes - Dervish *.
The performance the do mostly effect them but they are a martial character, very good skill ranks, access to bard spells, and charisma based.
* there's at least two Dervish archetypes for the bard and they both play a bit differently.
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