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Maybe it's just me, but Iaijutsu Strike seems horrible, and that seems to be entirely what the path is based around.
How is this desirable? Sure, it's thematic for a samurai-styled duelist ala L5R's Kakita or Rurouni Kenshin copies... But mechanically it just seems bad. Like, if you wanna be a "duelist" maybe just take quick draw/something equivalent and fluff it that way?
Or is this a solid Path and I'm being over-critical of it? Opinions? :)
So no one is happy with skills. There are an absolute ton of them and most classes get nowhere near enough skill points per level to flesh out a well-rounded character.
So, while most people suggest upping the number of Skill Points earned by most classes each level, I figured why not tackle some of the bloat in the list itself too.
•Acrobatics (absorbs Fly)
Yes, at first glance it seems like Subterfuge may be "overloaded," but honestly the same could be said of Perception and no one really minds that one. ;)
Thoughts/criticisms appreciated :)
I get that any class can *have* spellcraft ranked up, but without magic to actually back it up (specifically Detect Magic, although other spells can and do also apply), what is the point?
If a Lore Warden puts ranks in Spellcraft, what good did that actually do the character? Yes, you can identify spells as they are being cast, but you can't counter those spells, and you can't do anything to those spells once they are in place. You just get to know it's there, which you probably already knew since you just watched the caster cast a spell on him/herself.
I've seen people post that ranks in Know: Arcana and Spellcraft on their non-casters has helped them in the past.
I recall in 3.X there was a splat book that included some feat options that made pairing different weapons actually somewhat attractive (I can't remember for the life of me which book though).
For instance, TWFing with an Axe/Knife combo. Or Longsword/Dirk. Etc.
Does *anything at all* exist like this in PF?
Starting a game and the GM has set some limitations:
So obviously I'm masterworking all the things, and picking up some basic stuff, but that leaves a lot of gold burning a hole in my Inquisitor's pouch and I'm looking for ideas on things to spend it on.
Any tips are appreciated. :D
Fighters are notorious as being good at dealing damage and nothing else, and personally I've found that when playing a Fighter, once my build is finished, I no longer have anything to look forward to.
The cop-out answer is always "roleplay" but that doesn't take into consideration that your character sheet is there to tell you what your strengths and weaknesses are, and when all of your strengths rely on killing something, it leaves a pretty big hole in the potential for believable roleplay.
Maybe I really enjoy cooking?
Any tips/tricks/hints/experience to give?
Staying relevant against higher encounters requires wealth. No class has the built-in tools to survive encounters designed to be a challenge after a certain threshold (especially at higher levels).
The Fighter needs only worry about equipping herself.
If animal companions/eidolons/etc are treated as "class features" (which, by all arguments, they are), then they obviously shouldn't be granting bonus wealth to their players - that would be unfair to everyone else, right?
The feat itself says, "You may choose a familiar with an alignment up to one step away on each alignment axis (lawful through chaotic, good through evil)," however the accompanying table does not match what the Feat describes.
For example, an Almiraj is a Neutral creature, but the Table suggests you can be "Any" alignment.
However, whether "on each axis" means once on each, or just once period has been asked and gone unanswered (the question I found was 4+ years old with no FAQ reply.)
Additionally, this should hold true for all other Neutral options, but it doesn't. For example, the Paracletus Aeon is also Neutral, but it's alignment requirement is listed as "Neutral," not "All."
Furthermore, some creature descriptions suggest you must be a specific alignment to have that creature as a Familiar. For example, the Lyrakien Azata has the text: "A chaotic good 7th-level spellcaster can gain a lyrakien as a familiar if she has the Improved Familiar feat."
Many discrepancies, no FAQed answers I can find.
Improved Familiar is proving to be quite a pain! :)
Here are the Azata's stats. (2nd one down, after Brijidine.)
So, some of my problems:
•Outsiders have, "Skill points equal to 6 + Int modifier (minimum 1) per Hit Die. The following are class skills for outsiders: Bluff, Craft, Knowledge (planes), Perception, Sense Motive, and Stealth. Due to their varied nature, outsiders also receive 4 additional class skills determined by the creature's theme.
There are quite a few spells that always end up "green/blue" on any caster guide, and for good reason:
and so on and so fourth. But the number of spells like this that allow you to choose the targets can probably be counted on one hand with fingers left over (Horrid Wilting comes to mind for extremely-high-level play).
So, how do you control the battlefield without also controlling your allies? Sure, if you can take the first action in combat and if the foes are starting totally separated from the allies and if the space you're fighting in is large enough to not be entirely engulfed in the spell effect, then yes it's amazing as a tactic.
Curious about opinions here.
So I'm retiring a Witch early because, as it turns out, Slumber Hexing all the melee brutes isn't exactly riveting gameplay, even if it is really powerful.
But our last encounter with said character was just a total beatdown - for them!
Our BBEG was a Night Hag riding around on an Undead Nightmare, with quite a few Black Skeletons serving as fodder.
It was quite a fun fight, and the party managed quite nicely (and with more than a few Str penalties thrown around... those darn skeles!) to overcome in the end, but wow! Never have I felt more useless as a character!
How do people overcome this? Monsters designed to be a real challenge tend to have all the defenses they need to ignore targeted spellcasters. What's a Witch to do?
(Mostly just curious to see what peoples' responses are - I'm bringing in a Admixture Evoker "God" Wizard in place of the Witch; no more uselessness here, although it IS rather boring knowing that there is only one viable avenue to play a character. :/ )
My Evoker needs a hobby, and building golems sound like a fun in-character things to do.
Has anyone gone down this road before, and if so, was it worth the effort?
If casting spontaneously, I can spend 1 point from my arcane reservoir to add a metamagic feat (that I know) to the spell without increasing it's casting time, but still using up the higher level spell slot? (This seems pretty straightforward.)
Alternatively, if casting a prepared spell that was already preped with metamagic, I can spend 1 point from my arcane reservoir to add another, different, metamagic feat effect (that I know) without changing it's level?
Do I have it right?
Reading up Viking Irishman's Witch Guide and half-elf says swapping out for Arcane Training "is almost a must."
Obviously I'd want Witch to be my chosen Favored Class. Arcane Training lets you "use spell trigger and spell completion items for their favored class as if one level higher," but when does that actually help? Doesn't having just a single level in the class cover all the "trigger and/or completion" requirements you might need?
Let's say I'm playing a level 8 Tetori and want to spend a Ki to gain Grab.
I know this has been baked into the rules for umpteen years, but seriously, why do you need a +1 magical bonus on your sword before you can put any non-bonus magical enhancement on it?
It feels like all this does is make Divine support casters weaker than they should be.
It seems so wasteful and dumb. Am I the only one?
Say a Halfling Witch has the following feats:
So your Evil Eye target takes an additional penalty on Initiative and Attacks equal to your Jinx penalty to saves, thanks to Sluggish Jinx/Malicious Eye. Except the Jinx penalty is different for different saves because of Bolster Jinx + Great Fort.
Assuming lowest values:
So what is the penalty that is actually applied to Attack/Init values? Do you go with the -3 because that is an actual Jinx value? Or the -1, which is also an actual Jinx value? (Values -2 because Evil Eye must be applied separately to affect Attack and it doesn't affect Init at all.)
There's a reason most Barbs go Invulnerable Rager - Because it turns flimsy DR into DR you aren't embarrassed by.
So, that being said... Would it even be all that unbalanced to just change the standard Barb DR scale to work like the Invuln Rager scale, and just award 1 point every other level?
Are there rules about what happens with a permanent, continuous effect (such as a Leonal's Protective Aura) when the creature involved is asleep, or knocked unconscious?
Do creatures that possess (or are granted) these continuous Su effects have control over them or are they always active no matter what? (ie: Could the Leonal from the above example choose to suppress it's Protective Aura, like you can do with SR, or is it stuck with it always active?)
Tried searching but I can't seem to find any general rules surrounding Continuous effects.
Many abilities come with the phrase, "may not be used when holding/carrying a weapon or shield in the off hand," or something similar that implies carrying and does not mention wielding.
One example is the Dervish Dance feat:
When wielding a scimitar with one hand, you can use your Dexterity modifier instead of your Strength modifier on melee attack and damage rolls. You treat the scimitar as a one-handed piercing weapon for all feats and class abilities that require such a weapon (such as a duelist’s precise strike ability). The scimitar must be for a creature of your size. You cannot use this feat if you are carrying a weapon or shield in your off hand.
Bolded for emphasis.
So the question is, if you are carrying a weapon that doesn't require a hand to use (such as a boot blade or armor spikes), then are you always considered to be "carrying a weapon in your off hand" even when not wielding that weapon?
Any FAQ hits are appreciated. :)
This question applies to Oracles and Mysteries as well.
For example, the Trickery domain is wonderful and fun and the god(s) of thieves, assassins, etc. do all have their clergy, but the generic divine spell list is AWFUL for a stealthy, murderous assassin/thief type character.
Or Fire/Sun Cleric having only a tiny handful of fire based options.
The Domain/Mystery bonus spells can only go so far. How do you reconcile the "few-trick pony" divine list with the various supported archetypes that don't fall in line?
Kneejerk assumption was Ninja/Oracle of Waves, but I can't get over just how awful the divine list is for an offensive character.
The bonus skills, spells, revelations, are all great, but the Cleric/Oracle spell list has so very few offensive and/or Ice/Water spells to complement the character.
Would a Sorcerer be a better fit maybe? I'm not sure.
Any advice is appreciated!
How do you feel about this exploit?
Just can't decide if it's really worth it. Thoughts?
Indulge me a moment?
My question - who cares?
Unless you need a summon for a utility feature (flying, burrowing, etc.) then the summons available to you are trash by the time you can actually summon them.
The entire point of an archetype defeated simply because it's focus came too late in the leveling career. Really?
This extends far beyond Greenrager too.
And the argument extends to all classes saddled with stunted spell lists:
Case in point: There is a reason Paladins aren't stuck with a stunted Cleric list.
I'm curious how GMs and Players alike deal with the necromancer's favorite material component, considering fun facts like:
•Onyx isn't a very valuable rock, so 25g/50g chunks are going to be particularly huge (probably not fitting into any eye sockets!).