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I don’t think there’s any general rule about extradimensional spaces. You just can’t mix bags of holding and portable holes.
Didn't earlier editions of the game allow you to pull the rope up into the extra dimensional space? Or am I hallucinating that?
Apparently yes, but the Pathfinder designers thought that was too powerful for a second level spell, because then you could stay perfectly hidden for hours a day. I feel like the cleaner nerf would have been to lower the duration to 10 minutes per level, instead of make the weird rope rule though. And then maybe make a 3rd or 4th level greater version that lasts hours and can still have the rope pull up.
Hmm. So, rather than having to wait for the spell to wear off, any enemy that finds your rope just has to have a little knowledge arcana and a match? That seems to make the spell fairly worthless. It's also a problem, if you are trying to use the spell for something sensible like escaping a room that's temporarily filling with acid.
What if you use something, like a summon, to burn the rope after you climb up? Is the rope immune to damage while being used in a rope trick?
And what happens if you cast a rope trick while inside of a rope trick? When the first one ends, do you still fall out of the second one or does the new one just fall into the place where the old one was?
If an ability has a type listed (Su, Ex) but it grants abilities of a different type, what does it count as?
It’s not intuitive, but if you polymorph into a bird, you don’t actually use your wings to fly. You take the shape of a bird and gain a flight speed, because the magic enables you to fly. It’s just like when you polymorph into a dolphin and you can breath underwater, even though that’s not an ability of an actual dolphin.
Don't let your character's limitations limit your own fun though. Just because your character isn't smart, doesn't mean that you the player must act so. You should still participate in out of character conversations and the such as normal, but you can just give the credit for your good ideas to the other characters instead of your own. This is a social and cooperative game after all, and you, the player, shouldn't be removed from such elements just because of some numbers on your character sheet.
Ferious Thune wrote:
So they could pick up feats that require Two-Weapon fighting through Martial Flexibility.
Maybe, but that's pretty clunky. You only have the feats while making a full attack. You could maybe use the higher level swift action version during the flurry, but it's very awkward.
And then there's the problem with a lot of the requiring feats still requiring a high dex, which somewhat defeats the purpose of flurry skipping those prerequisites in my opinion.
Brawler is a troubled class, that almost immediately got overshadowed by the unchained monk. It's pretty sad.
Mauler is a good archetype too. The protector just has a lot of synergy with the tumor familiar, because the tumor familiar with protector is basically a second hit point pool that also has fast healing.
But the tumor Mauler is pretty good too, because it can get out when fully healed and do its thing and then when combat is over it can re-attach and full heal up to full again just to pop back out and wreck stuff all over again. The reason I don't like doing this, is because the mauler really makes you want to take two levels of eldritch guardian to share your combat feats with it, because otherwise, it doesn't have much in the way of feats. You'll also want to take Mauler's endurance to give it more hitpoints.
So, the protector requires no investment for big rewards, while the mauler requires moderate to large investments for good rewards. And the mauler is best served by being paired with the eldritch guardian.
I think we see threads like this fairly often because so few classes complement all of the dwarf's racial stats and abilities. Slow and steady is the main sticking point. It makes you feel like you should wear heavy armor to get the most benefit of it, but it rarely works out. For example, the fighter has armor training which makes it redundant. And the paladin could benefit, but it also relies on charisma that the dwarf takes a penalty to. And then there aren't a lot of other heavy armor classes.
At low level, the homunculus is a great scout. It's small size, dark vision and flight is perfect for sneaking ahead. It also makes a great scout when camping as it doesn't sleep and again has great vision, so your party never has to worry about keeping watches.
In later levels, you can afford to do some of those construct improvements to it. But that's not an option in PFS so I don't think the archetype is worth it there.
The Sideromancer wrote:
Well, he worships Cayden. But it's not like air is one of Caydan's domains...
In my opinion, burn and psychic magic aren't interesting enough to be worth the extra complications they give. But that doesn't mean I want to throw the baby out with the bathwater. Those classes that use them are still really fun, even if they rely on a few rules that seemed to be different just for the sake of being different.
Scott Romanowski wrote:
I think it's more a question of why, though. What is it in particular? And does this preference extend to other classes like the alchemist and investigator who aren't represented in most fantasy stories?
There's nothing wrong in saying that this doesn't fit in your particular world. I was just making the point that some of these options are more common to fantasy, than some of the other character options that people seem to be ok with. And I think they fit right in with the fantasy kitchen sink that is Golarion.
To split further hairs, I consider generic fantasy to be more of a starting point that you then take away from and add to, to make your own non-generic fantasy world. Golarion, for example, is a non-generic world, but still has many of the elements of generic fantasy.
From a business standpoint though, it's pretty important for a game like this to allow you to approximate the abilities of popular characters from popular fantasy stories. And I feel like an elemental master who doesn't use vancian magic, can cover quite a few fantasy archetypes.
But one is more common. Hence, generic fantasy.
The point is that certain elements are more likely to show up in any given fantasy media than others. And that people are likely to want their characters to be like a character from whatever fantasy property they enjoy. And that the kineticist comes closer to matching fantasy tropes than the vancian wizard.
Even in media based on dungeons and dragons campaigns, the characters rarely use vancian magic if they even have a magic user at all. And this is because vancian magic is so far from the generic fantasy setting.
To be clear, there is no generic fantasy. Every work, every world, every campaign has its defining characteristics and its idiosyncrasies.
That's an odd statement. Just because you have some unique elements in individual works doesn't mean that you don't have more commonalities across the entire genre.
Being complicated is complicated. The warpriest has 6th level spell casting and 4 separate resource pools to manage. But no one seems to consider it complicated. Meanwhile, the kineticist just has one resource pool that just has a few abilities built around it, but it's considered complicated by many.
Java Man wrote:
If so, then someone could have just said that without getting all snippy.
In general, if a class feature grants multiple subfeatures, it’s OK to take two archetypes that only change two separate subfeatures.
So, I guess we can assume that weapon proficiencies and armor proficiences are subfeatures of the "Weapon and Armor Proficiency" class feature.
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