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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
As the title says, been looking for a class that can control magical beasts beyond just their mount/"Animal Companion". Only thing I have found so far is wild empathy can be used to diplomacy MBs of 1 or 2 int, but aside from spells I have not had much luck. Anyone know of a class/archetype/ability?
Yea each size category increase nets you the additional bonuses beyond what is listed so yea, +24 str for gargantuan from medium.
Also agree with skylancer, Dragons in their home turf or with any sort of prep time (even 1-3 rounds) are scary as hell. Especially big ones with buff/damage spells, flyby attack, and of course a wicked breath weapon. As a GM you will need to make sure that you think ahead for a dragon encounter and not flip to the page they are on only when the party enters their room/lair. I would drop 2 to 4 CR from the encounters exp/treasure (bigger they are and more spells they have the higher the drop in CR) if you did not pre-plan it.
Unless there is something I missed I do not think that would work.
"When your nonlethal damage equals your current hit points, you're staggered, and when it exceeds your current hit points, you fall unconscious".
The way I read this is if you were at negatives nonlethal damage equal to your current negative HP remaining (so if i was at -20 with a total capacity of -40, 20 points would do it) would knock you unconscious.
The only problem I see is not with the feat, but with the approaches people use to get the feat. Taking dips of monk or unarmed fighter just for this feat line means it is worth too much for its level, and MoMS and Unarmed fighter should have the free style feats pushed slightly higher into the build so that dips become multiclassing and all the powergamers stop abusing it.
If you really do want more spells some races have inquisitor favored levels giving them just that(Human for example). It is definitely not underpowered as the inquisitor spell list is amazing. They get a fair amount of unique spells and buffs that will allow you to not dumpstat wis and keep the character as a strong martial option.
@MisterSlanky I do agree with the general comparison but Inquisitor got the long end of this stick as their skill AND combat prowess are both very good without much sacrifice like bards have to do.
Here ya go:
Name: War Masta' Trollblood
Build: Barbarian 1 Fighter 15 Vivisectionist/Beastmorph Alchemist 4
Race: Orc (Dayrunner)
Alignment: Chaotic Neutral
Theme: Unkillable HP machine
Ability Scores: 20 point buy
CON: 18 (4 points to CON 22)
CHA: 5 (1 point to CHA 6)
Favored bonus: +2 Effective CON for the purposes of negative HP and dying (FTR)
1:Barbarian: Rage, Fast movement, Power attack
With a 18 base CON, Belt of perfection +6, Rage +4, Raging Vitality +2, Mutagen +4, Levels +4, Dying "CON" favored bonus +30, Dying "CON" bonus from lingering spirit +10 = 38 actual CON while raging and juiced (free action+standard action) at level 20 would give this fellow an average of 417.5 hp at 20th level, with the ability to go to -78 before dying. this gives him an effective HP of 494.5 which puts him fairly close to the Tarrasque in terms of staying power, with saves of +27/+16/+13(+17vs. fear, +1 re-roll) after items.
This build ekes out another ~30 hp over a straight barb build with a fighter dip like the one STR fighter linked, and could be modified for more survivability. Ones I toyed with were Going Unbreakable fighter for the Heroic feat line(saves), or taking vestigial arm and going Thunderstriker for a 2-hander/buckler combo(AC).
STR Ranger wrote:
I almost went straight orc warrior with a dip in barb for the favored class +2 effective con, it scales really nicely. However, the alchemist has mutagens (+4 con -2 cha, lasts 40 minutes per go),the +10 effective con for dying discovery (10 for 4 levels vs the 8 for 4 levels of fighter), and you get lesser restoration to boot if you can muster a 12 int which means more combats with rage.Most likely the extra levels from 10-20 would be straight fighter for the favored bonus, but that leaves open a lot of options for feat builds.
I will try to work on and post a build here later
I cannot imagine an Inquisitor who is not the enforcer for some institution. In fact, I would not allow an Inquisitor PC unless they have some powerful council of priests and other Inquisitors to whom they answer.
I would say there can be an inquisitor without the need for someone in a mitre telling you what to do. If you are a fan of video games the belmont clan could be considered inquisitors. They semi-martial badarses with holy powers to supplement them, but without any of the codes that a paladin might have to hold them back.