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thebluecanary wrote:
I was on 4.6 When I grabbed 4.7 it was a corrupted file. WinRAR couldn't open it, so I stepped it down.
Blue, I had a question regarding the advance spell sheets. The ability to pick known spells is pretty straightforward, but I don't see how to select a spell to be "prepared" or "known" and get it to show up on the printable spell sheet at the end of the document? Also, when I try to update the links when prompted by the sheet, it comes back as failing because it can't locate SpellForge_Pathfinder_0.9.3.xls Is that sheet maintained someplace?
Certainly at lower levels, the kensai is losing due to no armor, fewer spells, and no spell recall. Is the leveling of the kensai that much tougher until he makes it higher or does he fail as archetype overall? I'm making a new PC for my game and want this character. Multiclassing and min/max/opt-ing aside, is Kensai viable? I love the spellblending with melee combat, but don't want a weak character and losing what the kensai does, it seems like that arch doesn't have the tools needed to carry out a viable spellcombat/strike.
Open Office has longer load times and some of the formatting will likely change. However, the core mechanics of the sheet work on either platform. I like seeing all the tickets up on the site. Although it means more work for Blue, it shows how much more traffic and use the document is getting now. Appreciate everyone's hard work in using the sheet, and helping fine tune it to a point of becoming a truly invaluable tool for PF players. Spread the word. /stamp
This thread has a lot of dev attention, and I'm sure SKR is monitoring as well. I like a lot of the proposed changes. The best way would be to playtest some of the varieties and work out balance issues. Its a timesink, but has to be done. As with the core monk, any new version is going to run into stumbling blocks, incompatibilities, errata, and so forth so getting things right the first time around (or the best that can be done) is critical and needs to be given its due time. Don't be in a hurry to rush something out, because the quality will suffer.
With as many post deletions as have had to be done, would I be out of line in requesting this thread be locked? We have our legitimate posters for those really trying to work out the problems with the monk class and advocate different suggestions, but there are too many people detracting from the purpose of this discussion. It was nice to hear from SKR and the other devs saying they are working on a solution, but until that point, this thread will have little growth in that direction. Suggestions for the class are probably best left suited for threads in that forum section. Big count threads are a magnet for post count fluffers and trolls. I like the monk and like my fellow gamers that want to see them shine without living in a mire of constant clarifications and DM fiat. I relish that MA, Dabbler, and so many others are championing for the class, but I think this thread may have outlived its purpose. Sorry if any toes were stepped on.
Franko a wrote:
I can definitely attest to this. We were playing Sage Ed. Star Wars campaign and I was aiding another person work on the air ventilation for the ship. We both crit failed and killed everyone on board. cue slowly backing up and walking away.
Every character has a weakness - be it touch, ranged attacks, spells, combat manuevers, disarm/sunder, explosive for a few fights then useless the rest of the day....find where the holes are in his build and exploit them. If that fails, get a really creative dungeon/traps that challenge the actual players to think outside the realm of their abilities and dice and attack their minds!
1) If you have a base attack bonus of +1 or higher, you may draw a weapon as a free action combined with a regular move. If you have the Two-Weapon Fighting feat, you can draw two light or one-handed weapons in the time it would normally take you to draw one. obviously modifies -> 2) Drawing a weapon so that you can use it in combat, or putting it away so that you have a free hand, requires a move action. Which works the same as -> 3) This action also applies to weapon-like objects carried in easy reach, such as wands. So if 1 applies to 2, and 2=3, then 1 applies 3. I don't see how it can be interpreted any other way.
from the PRD: section headings are bolded, sections are complete. Draw or Sheathe a Weapon
If you have a base attack bonus of +1 or higher, you may draw a weapon as a free action combined with a regular move. If you have the Two-Weapon Fighting feat, you can draw two light or one-handed weapons in the time it would normally take you to draw one. Drawing ammunition for use with a ranged weapon (such as arrows, bolts, sling bullets, or shuriken) is a free action. Manipulate an Item
This includes retrieving or putting away a stored item, picking up an item, moving a heavy object, and opening a door. Examples of this kind of action, along with whether they incur an attack of opportunity, are given in Table: Actions in Combat.
Lets see a wand bandoleer or wand quiver added in Ultimate Equipment. Or perhaps an unslotted mundane item that is an adjustable string of wand sized loops that can be slung either over a shoulder or around the waist so that you can store up to 4 wands and have them accessible to be drawn in combat for the purposes of feats and actions that rely on or modify the drawing of "a weapon"
wraithstrike wrote:
I mean so far as to the point that if you have a go-to, primary, and/or readied damage dealing device that you use regularly as a weapon and that it is stored on your person in a manner that it can be drawn easily as a sword sheathed on your hip is, then regardless of what type of weapon, weapon-like, or damage device it is, it should be able to be drawn as part of the move action or freely with Quick Draw. Certainly that spare dagger you have buried in your backpack is not immediately accessible to you and wouldn't be able to be drawn. But if you mainly use wands, I think you could easily have a small quiver of them like you would arrows and be able to grab the one you want and use it in combat. Certainly using an improvised item to do damage isn't as effective, which is why there are penalties. However, being able to draw and wield it in combat isn't one of them and shouldn't prohibit its use.
clearly it means that as part of his move action, the character stops what he is doing, pulls out a pen an paper, and creates an image depicting his weapon of choice. I think common sense should rule over any RAW. A wand is a weapon, as it is an object that is capable of inflicting damage, be it by magical means or smacking somebody upside the head with it.
I don't believe it was intended that the slot a spell consumes when it is cast/expended (whether enhanced by meta or not) can be any lower than the level at which that spell is normally cast. The goal of magical lineage, IMHO, is to reduce the level penalty that the meta enhancement of a spell incurs when being cast. i.e. - a maximized spell only burns a spell slot of 2 levels higher than 3. Or a quickened (+4) magic missle would only burn a 4th level spell instead of a 5th. magical lineage should only be applied when the spell level modifier of the meta'd spell is +1 or higher. using it cheese on the few special case meta feats and the ones that are +0 and effectively drop the spell level be 1 is not the purpose behind the trait and should be errata'd to include that specification. deleted earlier post as it didn't make sense and didn't relay my point.
should be "increases". In looking at the class arch, i think getting to pick a new tattoo every level isn't on par or balanced with other classes that get a pool of specialization abilities. I think maybe the Tat Monk gets to pick a tattoo at 1st level, 2nd level, and every other (even: 4, 6, 8, etc) level up thru 20. especially given that he keeps his monk bonus feats. I'm not really sure though. would need to playtest it to check his power. kind of like the quiggong monk, the ability to pick your powers and specialize a generic class is always fun to explore.
Tier 3: Black Dagger: The tattooed monk is able to deal extra damage when he catches an opponent unaware or unable to defend himself. As per the rogues Sneak Attack, the monk may deal an additional 4d6 damage to the target. The ability to apply this damage is subject to the same restrictions laid out in Sneak Attack. The monk may activate this this tattoo as an immediate action. He may used this ability a number of times equal to his Wis modifier plus 1/2 his total tattooed monk level. Tier 5: Crossed Black Daggers: The monk can have his black dagger tattoo re-inked and add a second dagger to cross it. This increased the extra damage he is able to inflict with this tattoo 7d6.
Tier 2: Gavel: Once per day, the tattooed monk can activate this tattoo and call out to the powers of order and law. This ability functions as the paladin's Smite Evil, except that the monk adds his Wis bonus (if any) to his attack rolls and adds 1/2 his monk levels to his damage rolls against his named target. The monk does NOT gain the AC bonus normally associated with the Smite Evil ability. The target of these strikes must be of Chaotic alignment or the ability has no effect. At level 7, and every 3 levels thereafter, the monk gains an additional use of this ability.
Tier 1 tat. Battle Standard / Coat of Arms: Three times a day, a monk with this tattoo can use Inspire Courage as per the Bard/Bardic performance ability. For the purposes of this ability, the monk may count his tattoed monk levels as bard levels. This ability lasts for 1 round. Special: If the monk opts to use the Battle Standard / CoA tattoo for continuous rounds, on the 2nd round, he need only expend a move action instead of a standard action and gain the benefits of this tattoo. If the monk opts to use the Battle Standard / CoA tattoo for continuous rounds, on the 3rd round, he need only expend a swift action instead of a move action and gain the benefits of this tattoo.
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