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I suppose there can be some small value in force ward, more so if your in a low magic campaign where the regen is better than using a CLW wand. Personally I would rather have the 3 burn to spend in other places, not to mention the party utility Kinetic healer has over giving yourself a small portion of regenerating HP.
I am at work so no book on me but I will take another look later at your other talent choices.
It depends. Your ward self regenerates much faster than normal hp. You are sacrificing 3 hp total for a self regenerating pool. Over a long workday it can be useful in that it saves you healing resources.
Personally I would just eat the CLW charges off a wand out of combat and stick with kinetic healer. The only time in my experience healing becomes really important is if you or another party member is going to drop and needs an injection of HP. Kinetic healer does the trick just fine for that.
I think i answered my own question. the die increase is nice (1d6 eventually goes to 1d8 etc) but that is just a single die increase, not accounting for when the dice go up to 2d6 and beyond. it would not increase each d6 to d8s so not worthwhile to take.
I would highly recommend against making it something as bland as a basic blast of force. Yes there should be clearer rules on the limits of the blast, but something as easy as a handful of pebbles would allow you to use the character just fine. Free action drop a stone, standard fling it at an opponent. From the blast:The
object must weight 5 lbs. per kineticist level you possess
or less. (Bolded mine)
This also allows for clever play such as kinetically smashing items like alchemists fire against a foe for bonus effects like splash damage or lighting your foe on fire.
Dual wield ranger can get a lot of the flavor of a duelist if played right, and if you go with an animal companion you get a perfect flanking partner. Additionally if your barb is a heavy hitter I highly recommend butterfly sting crit fisher/finisher combo. It is very satisfying to be able to deal damage and set the monsters up for some big hurt from your friend.
I would say maybe some sort of rod that boosts spell dc/dmg, with the twist that each time a spell is used with the rod empowering it the spell has a delay of 0-2 rounds. makes the character want to use it because of the additional power, but sometimes the magic simply takes its sweet time to get there. If you wished to add flavor something like:
EX: Spell used: Scorching Ray- "The Rays of fire shoot from your finger tips at the foe (Rolls a 2 round delay) and then proceed to wander drunkenly about the field of combat, moving their way to the target in an odd fashion".
I would also recommend that the item should be able to be redeemed by the character if they wish to atone with the Faerie Queen, taking away the drawback but making the item power level within normal guidelines once the set task is complete.
Problem with any item that has a drawback is a successful spellcraft check to identify the item should reveal its secret function, and make the character and player weary of using it and unsatisfied with the reward their quest got them.
Messing with player items is a very quick way to have them turn on you as a GM if not handled carefully.
Something else you could do for a "reward" is the Fey queen could offer the assistance of one of her servitors to assist the group as a favor to repay the party. Of course the twist is the ally is as helpful as a brick tied to them in water and will not leave the groups "service" until the group finds a way to appease the queen. Have the individual rewards be legit though, as the tokens were promised in good faith and the party did just complete a (assuming) difficult task.
1. they would take both since the spell deals damage AND provides a condition. It just so happens that this condition deals additional damage.
2. The reflex save for burning is listed as taken at the time of spell cast finishing. According to the environment rules each subsequent round you can take an additional save so I would imagine on their turn next round they would roll to save again.
Kaelan Ashenveil wrote:
MAGIC EMPEROR GHALEON!
Might I recommend Adding a "favored spell" list that allows the sha'ir to retrieve said spells 1 round/segment of a round faster than spells not on their favored list. Make the list slightly adjustable like a sorcerers spells known list and I think that would solve a lot of the difficulty of combat casting. Also if you do use a separation table round up on the time required.
Nice job on the conversion, neat to see.
Players will basically get wrecked as they progress if they put dump stats in any save stat, and don't spend at least 1 feat to shore up said save/s. As a DM I encourage players to build robust multi-talented Characters, not one-trick ponies. In my games it did not take the party long to realize that leaving themselves with a low bad save at level 10 can spell disaster for their team. In that vein things like rocket and SoD tag sorta fade.
If anything I would say Divination is TOO useful, making surprises in story and surprise encounters trivial to the point of damaging the campaign. We had a diviner for one campaign and I felt bad for our GM because it was just a bunch of hey I can see that, or hey I auto detect everything within X range, or hey what is the answer to this puzzle/trap. I know there are ways around it as a DM but it can be fun sucking to never have the element of surprise
Only time I am a fan of TPK as a DM is when the party does something particularly dumb, for example charging a village of werewolves (they knew the town was werewolves) at level 3 with no silver weapons and with none of the casters having magic weapon or a similar buff spell at the ready (my group had 7 players including 4 casters, a druid, wizard, magus, and oracle). It was a bloodbath and rightfully so.
So after fiddling about with the new Mythic adventures book I was curious if anyone had looked into Mythic tiers as an alternate progression path. Right now 20/10 is what characters max out at but i was thinking along the lines of running a group that would look like 7-8/10 then doing new exp gains along a modified slow progression (x2 required from current amounts) for remaining levels.
I am more concerned if this would cause any game breaking issues beyond the ones related to power level (i can always modify monsters), and if anyone else has experimented with this style of play since I could not find anything in my searches.
My only thoughts about that is your average golem is CR 8+, where casters will be of sufficient strength to have a bevy of spells to deal with magic immunity (assuming APL+1 you will have 3rd or 4th circle spells). at the suggested CR for just my 2 example creatures (there are more in the books, but Allip=CR 3, Werewolf=CR 2) your average fighter will be at either starting gear or 900g WBL, which is not even enough for a magic weapon. So he is useless against the Allip and can only hurt the werewolf if he deals 10 points of damage or more (at level 1-2 we are talking near max damage rolls).
I will add to all of this though it really depends on who your DM is and what your party composition is, experiences will vary when it comes to monster encounters.
I do agree that SA is not worth much compared to other damage boosters like power attack. In our group we have a heavy melee dynamic, flanking will be easy so it was on my list of damage boosters, though I may just swap to inquisitor for free teamwork feats without the team needed.
Darksol the Painbringer wrote:
Agreed, but unarmed fighter steals some of the monk's interesting bits (style feats for cheap) so I figured it was worth an ask.
@Tristan Low templar seems interesting and might fit the campaign (apocolypse) well, thanks!
Agreed with Lemmy. Also saves and AC are universally good so saying someone needs them feels like a "duh" statement.
Oh, another annoyance for fighters can be loot. If I as a DM were to use the random treasure tables the fighter that went weapon training, focus, and specialization in lets say kukri would probably never see a magical kukri come up and be penalized just because his class makes him specialize to get the greatest benefit.
Is there any way to mix the two title elements in a class? I started looking under rogue variants but I figure fighter/barb might have a solution.
Black Blades are only as powerful as the GM decrees. It is an intelligent item, which has its own alien agenda.
Playing someones character via GM fiat will alienate your players asap. Bladebound might be powerful, but I seriously doubt they can top a barb, summoner, or even a optimized fighter.
Wow it is like Ross wasn't even in here with how you guys go right back to being at each others throats. Please get out of this thread if you are not going to help the OP, petty arguing in loops makes all of you look just as bad as the people you claim to hate or not be like.
On topic: OP has said it is difficult to remove the guy since he has known him for awhile, and honestly while his player/s reading the adventure path sucks, a notepad with some clever editing will fix all his problems. At this point he either needs to make the decision to curtail any problems before they come up (make GM rulings and have them be known before the game starts, write them down and do character audits to be double sure), or make the harder decision and remove this guy from his gaming group.
Infinite time stop! Infinite shapechange! Infinite true strike! Infinite blink! Infinite everything!
Trick I would use is start talking to the guy that you instead bought a different module, say module "X". Tell him you think your going to have it take a heavy undead/demon/draconic(whatever is opposite of your selected module) arc instead of the normal monster selection. You have everyone make characters, he will make his based upon module X with a specific focus to kill a certain type of monster. Then you pull out skulls and shackles after characters are made with monsters of the opposite persuaion and ruin his day completely.
If someone is failing twice on will saves then they deserve all the bad stuff that follows. It could easily be charm or sleep or any number of worse things. As is ill omen is not that impressive to use on players. I know I would just use acrobatics as part of my movement the next round, fail that roll and then smash the little witches face in with my now unhindered attack roll.
Only easy element changer that I know of is the admixture subschool, but that doesn't help our druid friend. If you are really worried about fire/flame just don't use it, druids have plenty of options with natures ally shapeshifting and a pile of utility/buff spells, as well as damage and debuffs that don't rely on fire.
I would say stay straight inquisitor. You are at a point where they come into their own and if you are worried about spell progression just use favored levels to pickup spells off the list you might be interested in. For combat judgement/teamwork feats make up for the lack of BAB and with your stats I would say take the power attack feat since with outflank and burst of speed you should have no problem getting into flanking position. With your AC being decent and the ability to self heal being a front-liner for you should not be a big deal either, and your damage with PA and bane is nothing to sneeze at either (extra 2d6+4 per swing).
I am surprised Inquisitors are not getting more love. They can do everything a bard does but better, and without sacrificing combat prowess or utility to do so. Not to mention their spell selection is pretty amazing. You can make a inquisitor that can do every roll, nearly all at once:
1. yes it adds +2 hit/dmg
I agree with the change to monsters/custom monsters it will take players off their game. Also I love mind control. Stuff like charm, confusion and dominate really puts players on edge because all of their strengths become yours and you have players biting their nails wondering if they are gonna cause their party to wipe.
The ARG does not make them into a PC race. It just gives you options to use with them. The only PC races are still the ones in the core book. Anything other race is by GM approval only aka houserule.
From "Navigating this book":
The intent is obviously to let players play these races, and the ARG gives you the tools to do it.
There was a druid variant of some kind in one of the old Rise of the Runelords AP books, but I forgot which one it was, and the name of the druid variant. It also might be 3.5e only, sadly.
Just found it. It is called Ashvawg Tamer and yea it allows you to mess with magical beasts, but from a select list. Close but not quite what I was looking for. Thanks though