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Chaotic Fighter wrote:
Wait, we can flurry the scythe? Brb acquiring Void Scythe and Death Blessing.
If we're looking specifically at the brawler's feat improvisation...
Coming up with solutions on the spot (ex. Blind-Fight when blinded, Archery feats to deal with a flier, etc) is mentally fatiguing.
Maybe you briefly trained in all of those feats. You took a semester in archery, but for the next minute you're going to do it as competently as a pro? Well, that's taxing.
Parallel to my mundane life: I took physics a long time ago. I remember some of the things I learned. I could probably derive some things I don't remember if I had to. If I kept doing that all day, I'd tire out after a while.
Brawler's doing the same thing (but faster, and in life-threatening situations). It's not surprising he reaches his wit's end at some point.
Here's the base concept.
Leech vermin focus, with a leech companion. Be a half-orc and sprinkle in some Group Hug.
Is three in an embrace not enough? Eldritch Heritage yourself a King Crab familiar, not only does the little guy give you a +2 untyped grapple bonus, if he's a valet he shares your teamwork feats so he can scuttle into the fray with his adorable little pincers (hopefully after you and your companion already have a solid grip and provide him a solid assist).
Proceed to spread the love!
Less optimal would be going max crab theme (the giant crab companion is only small, so it has difficulty using Grab. The Leech has Attach). Other grabbing themes are the Mantis and Scorpion. The Mantis is a good companion (bigger than the crab, plus it flies so you could ride it out of combat once you hit the size increase), while the Scorpion is a good familiar.
Edit: This is a rough sketch for a build. It's worth considering if there are any worthwhile dips (ex. dip monk for free Improved Grapple and Wis to AC/CMD, or dip two into MoMS for Snapping Turtle Clutch and IUS to take Improved Grapple yourself, or maybe dip into Strangler Brawler for 1-2 levels)
Anything in the book to make thrown weapons viable past the earliest levels, such as magic gloves that temporarily enchant anything you throw as the bow does arrows?
The people that don't want Dex to damage aren't arguing that Dex will allow you to do damage on-par/greater than Str (well, some might but they probably haven't done the maths).The argument I most often see is that Dex does too much. Init, reflex, AC, and with a few feats, to-hit and damage. Str applies to hit and to damage, and there are no feats to extend its usage into replacing Dex things.
Well, I disagree with your opinion that there's any difference at all with Underfoot Adept, why can't others learn to make their size work against the behemoths they face?
I think you'll have a very limited size ki pool with that build, so I'm not sure if focusing into Koan would be worth it.
Aasimar might be a better choice in race, as you've mentioned they have a similar ability, and they can also take Racial Heritage with Scion of Humanity.
There are a few traits that give you a single bonus language, but I'm not seeing anything to give double languages known, sorry.
Depending on the world, I'd say finding that many level 8 fighters would be difficult all on its own. That would be a very elite company in most settings.
Basic NPC wealth for lvl8 is 6k (PCs get 33k) and advances to 7.8k at lvl9. Assuming they like their odds and take the contract, they'd probably want 200-300gp a day, with some spoils of battle as well.
Mind-affecting spells tend to completely shutdown characters/turn them against the party, generally for multiple turns and often with only one save.
That's not too fun for the DM, but he's controlling an entire troop so it doesn't matter if some of them lose their turns. Players only control one character, and it sucks when that happens.
Is it bad if they want to defend against personal boredom as best as they can?
Unfortunately, neither demon-lords nor wizards have any reason to go toe-to-toe unless they're forced to.Unfortunately, the Fighter can't summon a steel cage Wrestlemania style.
Unfortunately, the wizard is more likely win initiative (especially if he's a Diviner).
Unfortunately, casters don't need to get lucky because they're good. They dictate the terms of the engagement in a way the Fighter can't even begin to.
Unfortunately, combat maneuvers are weak control in exchange for not doing any damage, and grow increasingly more difficult to pull off as monsters get bigger (sometimes you can't even attempt them against monsters more than one size larger).
The Fighter is rather solid at standing still and trading blows though. That's super.
Hm, it does half of what I want.
It replaces Summon Monster, but Unfetter isn't the right spell in my opinion, it's sort of stay very far away while the eidolon does work, but doesn't enable the Eidolon to keep going as you need it to when there's no cavalry to call in.
And I think I'd just grant Resilient Eidolon as a bonus feat rather than what he did, should that be necessary.
Reaper's Kiss: Using a two-handed weapon isn't a feat prerequisite, it should say in the benefit line: If you miss while wielding a weapon with two hands (or something like that).
I'd increase the prereqs on that to BAB +3, or else you're killing goblins hit or miss at level 1. Otherwise seems fine. Maybe require it to at least hit their touch AC though, since automatic damage is fairly rare in Pathfinder.
I couldn't Qinggong FAQ, so I come here.
I'm somewhat confused by the lvl8 and lvl10 tiers, since the next highest ability the monk gets is Diamond Body at 11. Seems to be little point in listing them like that instead of making a lvl7 tier/lvl11 tier.
Ex. Wholeness of Body is normally a lvl7 ability, however it's in the lvl8 tier via Qinggong. Can you elect to not have Wholeness of Body at 7 (as you're opting out of it via Qinggong) to pick another lvl8 tier ability when you actually reach level 8?
Almost every time I make a summoner, I don't care at all about the Summon Monster ability. Everyone can appreciate the strength of standard action summons, but it's also a ton of book work to familiarize yourself with all of the options and have cards ready for anything you might summon at a point when your eidolon goes down.
I just want the Eidolon. I'm probably not alone in that, so here's a go at an archetype.
Rejuvenating Call I (Sp)
Starting at 1st level, a summoner can cast Rejuvenate Eidolon, Lesser as a spell-like ability a number of times per day equal to 3 + his Charisma modifier. He can use this ability even if the Eidolon is not summoned, and if he does, he also has the option of summoning the Eidolon as if having performed the ritual. If the Eidolon is present, he can use this ability to heal it from a range of up to 30ft away. At 3rd level, and every 2 levels thereafter, the power of this ability increases by 1d10. All Rejuventate Eidolon spells are considered to be part of his spell list for the purposes of spell trigger and spell completion items. In addition, he can expend uses of this ability to fufill the construction requirements of any magic item he creates, so long as he can use this ability to cast the required spell.
Shield Ally (Ex)
At 4th level, whenever a summoner is within his eidolon’s sight, the summoner receives a +2 shield bonus to his Armor Class and a +2 circumstance bonus on his saving throws. This bonus does not apply if the eidolon is grappled, helpless, paralyzed, stunned, or unconscious.
It's a little hard to judge the balance. I think this is still a downgrade from Summon Monster, but enables a different playstyle. Let me know your thoughts. I'm also open to changing the archetype name.
It would be much easier to search the SRD, but there's no consistency in the wording. It's kind of silly:
That said, am I missing any unlisted monk bonus feat options?
Clearly meant for Monks (given the advancement of numerous monk features). Prereq: 5 ranks in Knowledge Arcana.
Knowledge Arcana isn't a class skill for Brother of the Seal (nor is it for Monk). What's up with that? Don't PrCs usually make their prereq skills class?
Awesome Blow question:
Awesome Blow wrote:
the attacking creature can only push the opponent in a straight line, and the opponent can't move closer to the attacking creature than the square it started in.
Can you Awesome Blow someone straight up (or straight down for obstacle collision damage)? They're not moving closer (well, they are when they fall, but that's not Awesome Blow movement) after all.
I do play casters. I take Improved Initiative if I feel I need it (a bland but effective feat), and the rest is pretty much Extra Hex/Extra Revelation. If I'm playing a different caster that doesn't have Extra [Awesome Feature] as an option, I can take Spell Focus. But at no point do I feel I have to have it, nor is it especially taxing.
Your level 5 caster has invested all but one feat into a chain? That's a fancy way of saying two feats. I assume you mean Spell Focus Conj. -> Augment Summoning.
Feats are only precious to other martials, unless they also get them from their class (as monk and ranger do, for example). Spellcasters don't have to deal with ridiculous feat chains/feat taxes (unless they're trying to do martial combat), and can pretty much take whatever they want.
Marcus Robert Hosler wrote:
Archetypes don't change BAB or grant casting, though the other stuff you mentioned is fair game.
Paladin with Grit: Holy Gun