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Petty Alchemy's page

1,764 posts (1,881 including aliases). No reviews. 1 list. 1 wishlist. 4 aliases.


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Likely because they didn't want double Cha to Panache (once it gets Ki), but I think that's avoidable if at first you can only use Cha to Panache, then when you get the Ki Pool it becomes +half level and can activate ki stuff as well.


I'd missed the Harrow Monk before. Dang though, that's pretty awesome. The only thing Stunning Fist has going for it is Dragon Ferocity now.


Chaotic Fighter wrote:
RafaelBraga wrote:

Sacred Fist... plain better. I could argue that even for non-fist using it will be better as long as is a "monk" weapon cause Flurry will always scale FULL BAB which is always better than Failpriest 3/4 BAB.

You can use the style bonus feats to get crane style or turtle style for defense since you will be fighting most of the time One handed anyway, or you could just attack 9 times with a monk weapon 2-handed... you will only get 1 time str bonus but you will get the full 1 to 3 power attack bonus counting as a FULL bab class(which works wonders for critical feats too which you can get often attacking 9 times with a 17-20 weapon).

Unless you want to play some gimmick 15 minutes workday whip-wielding failpriest build, the Sacred Fist will ALWAYS be better.

Plus it's easy for them to pick up crusader's flurry which opens up some neat options. I've always wanted to flurry a scythe.

Dervish dance a scimitar while flurrying?

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.
You can mix and match a menagerie, or skip the familiar and save the feats.

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)


Kind of a shame about Reactive Healing, when Paladins can just cast Hero's Defiance.


Exocrat wrote:
SiegeEngine wrote:

I have got to ask, what are the specifics of the Flying Blade, thrown has gotten very little love in pathfinder and I was hoping this book might change that.

I was sorta hoping to turn my playtest Swash-Y into a Bullseye-esque Throw Anything build.

Flying Blade focuses on daggers and starknives. Abilities mostly just increase damage with them and convert a few swashbuckler deeds to ranged.

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?


I guess you could skip FoB with MoMS. But then you won't have another attack for so long ._.


I wish Pummeling Style wasn't a style. It seems like Monk's Clustered Shots, and as is there doesn't seem to be any way to combine it with other styles.


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Grippli and Drow only.


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GM Says: "Who has the best Geography check? You? Roll it. 16? Alright, with pure will, you manage to wrinkle the ground beneath you and your allies 160ft."
GM Means: "Oh God why did I start you guys so far away from the enemy archers."


For some reason I can only remember two at the moment, surely there are at least a few more.

1: You all meet in a tavern.
2: You all wake up naked in a cell.


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Tels wrote:
Petty Alchemy wrote:
As a player I want a generic dex to damage with light/one-handed weapons feat, but I also know that there are a lot of players that would take up arms if that happened. I think Paizo is trying to satisfy both camps at the same time, which is simply impossible.

The problem here, as I see it is, is that Strength is the more superior option by far. That's really not up for debate as strength gives you a 1.5 return when 2 handing, strength opens up options like Power Attack which also gives 1.5 return when 2-handing.

Dexterity has no such option and the feat Piranha Strike, the 'finesse' counterpoint to Power Attack, also doesn't have a 1.5 return option.

At the same time, if a Dex to Damage option were available, it's not denying those who don't want to use it, the ability to not use it. People who don't want Dex to Damage don't have to use it if they don't want to. Conversely, those who want Dex to Damage can't use it, because the option doesn't exist.

Anecdote: In my experience, there are more people who want Dex to Damage, than there are those who don't. There are even less people who would do something drastic like be entirely opposed to the feat, or quit the game over it, than there are those who don't feel it is necessary, but wouldn't really care one way or another if it existed.

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.


As a player I want a generic dex to damage with light/one-handed weapons feat, but I also know that there are a lot of players that would take up arms if that happened. I think Paizo is trying to satisfy both camps at the same time, which is simply impossible.


Close enough?


This is a good concept for a solo game, but with a party, having dead turns in which you simply go into stealth again is generally a waste of time.


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.


Too strong for minions, I'd leave it at sickened.


Give them a sicken aura, based on the Radiation domain?


Nevermind, it's pretty powerful even if the cloud doesn't stick around.

Unfortunately, poison is a poor focus in Pathfinder, and the Alchemist is well optimized.

Without nerfing the alchemist, you could buff the DCs of poisons.


Kind of like the Free Hand Fighter's lvl 13 ability, though it won't let you use Deadly Stroke.


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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?


Full attack as a standard action.


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It's not like it blocked one attack per opponent. It just blocked one. If you're doing a single monster encounter and that monster only has one attack, well, you've designed an encounter poorly.


I like the Con suggestion, but beware! DMs that like rolling for stats also often like giving level penalties to new characters!


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Tada~


Someone mentioned how martials are good in cage matches, might be relevant to bump my PrC that creates cages.


EvilPaladin wrote:
Level 6:Horn of the Criosphinx

Nice find, there's also Wings of the Androsphinx with the same wording. Not very good though.


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Paired Opportunists + Broken Wing Gambit is pretty good too.


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Run: Post-apocalyptic after the gods have killed each other and left their final blessings/curses.

Play in: Ravnica, or one of the other MTG planes.


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Whoever called this game Mathfinder was right.


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boring7 wrote:

Fighter is broken?

Most games I play the fighters out-damage everybody. The fighters go toe-to-toe with demon-lords and monsters the size of houses and laugh off blows that shake mountains.

I mean from this very short series of posts I don't know what the complaint *is* exactly, but it seems to be "in a vs. match the caster wins." Assuming, of course, the wizard wins initiative and gets out of reach, since locking the two in a steel cage Wrestlemania style means fighter wins and wizard can't do anything.

PC vs. matches like that boil down to who gets lucky first.

Fighters don't get many options? Meh. Compare a fighter's combat maneuvers (of which there are quite a few) with a sorceror's spell selection. Now remember that a figher doesn't run out of sword swings, a sorceror runs out of spells pretty freakin' fast.

Although I think sorceror and oracle are terrible classes, if we're going that far.

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.


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People are probably waiting to see the final Warpriest to see if they need alternate homebrew.


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'd consider them if I didn't need to take Meditation Master (+1 insight to one roll a day for a feat?), and if Combat Meditation was at most a standard action, or had some special bit that allowed you to total defense while meditating.


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?


The Meditation feats then, though they aren't very good.


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.
This replaces Summon Monster I.

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.


Just want everyone to be in the same weight class.


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You think you've seen all the Paladin threads, but then there's this.

Paladins can eat whatever they want, but they must use the proper utensils.


Level 1:
Ki Diversity

Level 6:
Hamatulatsu Strike

Level 10:
Ki Throw

Level 14:
Improved Ki Throw

It would be much easier to search the SRD, but there's no consistency in the wording. It's kind of silly:
"Monks can select this feat as a monk bonus feat."
"A monk may gain [~] as a bonus feat at 10th level"
"A monk may take this as a bonus feat at 14th level."
"[~] may be selected as a substitute bonus feat at 6th level by a monk even if the monk does not otherwise meet the prerequisites. "

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.


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Crit with a shuriken, two 20s and high enough to confirm again (there was a house rule that a 20 confirmation roll increases multiplier by 1 if you can confirm it).

It was a small shuriken on a dex/wis monk, so the crit did 1*3. Fantastic.


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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.


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Artanthos wrote:
Marroar Gellantara wrote:

Dwarf with good will save, 14 base wisdom, iron will, will trait = 18

2+12+2+2+1

Not a fair standard, but not impossible.

Human wizard. 14 wisdom, will trait, iron will.

12+1+2+2 = 17

Feats are much more precious to non-fighters, the relative opportunity cost is higher.

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:

Fighter with full casting

Rogue with full BAB
Monk with wildshape
Wizard with mount
Paladin with grit
Ranger with a bloodline
Druid with cavalier order
Druid with guns
Cleric with paladin code
Rogue with rage powers
Barbarian with ritual summoning

Mainly because seeing the devs make all that work would amuse me.

Archetypes don't change BAB or grant casting, though the other stuff you mentioned is fair game.

Paladin with Grit: Holy Gun
Monk with Wildshape: Tranquil Guardian can take cat forms (which are the best forms so it's fine).


Monk, followed perhaps by Magus.

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