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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?
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
What are some of the best designed Feats, Traits, Spells, etc. and what makes them so well designed?
Crane Style -> Crane Wing -> Crane Riposte. Not just because pre-errata Crane Wing was great, but because this is a feat chain that makes sense. It builds synergy.
Counter example: Dodge->Mobility->Spring Attack->Whirlwind Attack.
What does Whirlwind Attack got to do with any of the stuff before it? I've no idea.
I've played a Helpful Halfling before, and it was pretty much just for skill checks. The action economy doesn't work out for Aid Another. If your character can't hit, then why are they in melee anyhow?
I hope that angry villager has grappling experience (Improved Unarmed Strike -> Improved Grapple), or he's going to get cut down when he tries, and that sure would be sad for all the villagers that were aiding him.
On the other hand, stun is an extremely powerful condition. Everyone gets a bonus to hit them (and an extra bonus on combat maneuvers IIRC?), they drop whatever they're holding (useless against some monsters, useful against others), and they don't get to take any actions. That's among the best control on the market.
And it doesn't cost you any actions, nor does it reduce your damage output for the attempt. I'd like it more if you could spend it after you hit rather than when making the attack roll, but I'm not going to turn my nose up from it.
Well, Zen Archers can only stun after lvl 17 so I wouldn't say it's a reliable tactic.
I don't really get the Stunning Fist hate for standard monks, the DC is fine (based on what most monks pick for their 2nd best stat). The problem with Stunning Fist is all the things that are immune to it, and the Zen Archer is no better off there. Stun is just so good though, even if it's only a 25% of success (and you could probably do better) it's far from a waste of space.
But even without it the Zen Archer is the best archer.
It's because of thematics. Barbarians get to do supernatural things while raging, and emulate animals.
Animals are better at fighting than humans. They have natural attacks to get extra hits, natural armor which doesn't have any penalties compared to traditional armor (and stacks with it), and get to do combat maneuvers for free when they hit with an attack, rather replacing their attack. Also (and this is the big one), pounce.
Fighters are utterly mundane, and that's what holds them back.
It's not that people don't know how to limit magic. It's just that you need to rebalance encounters based on lack of expected magic gear/efficient healing/increased difficulty against monsters with DR/etc.
The system expects you to have these tools, so when you don't, you need to change what the PCs encounter.
You could also start without a deity and be religiously curious, open to conversation if someone does a good sell of their belief.
Or you might choose someone like Irori, who may not embody your lifestyle but has the qualities you respect in a leader/companion.
Usually my characters pick a deity that's a personal role model, "When I grow up, I want to be like Cayden Calien!", but sometimes it's fun to pick a deity that supplements areas where you may be weak and need guidance.
Bugbears are basically bogeymen. 7ft and 400lb with +10 Stealth.
One of the things I really like about Samurai (the alternate Cavalier) is Resolve.
Quite sure that's the point he was making. With 36k minimum (72% of your expected total lvl9 wealth), you have a high chance of shutting down casters half your level. Of course, they could improve their odds by being elves, having spell penetration, or assorted caster level bonuses. They could also use conjurations and buffs, while you're shielding yourself against friendly magic as well.
Fortification affects rogues of all levels equally, and there's no way to improve your odds. And there's nothing else your class features allow you to do in combat, besides plink away for something like 1d4+1 (could say 1d4+7 if it's an Agile dagger, though that isn't a rogue exclusive).
Marcus Robert Hosler wrote:
No love for the Umber hulk?
I remember the Umber Hulk from my early 3.0 days.
It was the DM's "no you can't recover spells" mechanic. Trying to rest in a cleared dungeon room? Umber Hulk burrows in, does some smashing and confusion, then burrows out. It also ate our horse.
...I miss it, but only because of the rose-tinted glasses I'm wearing.
That's because those classes typically use the one true melee style (2handed weapon smash) and Power Attack, and get amplified by class features without relying on them to be relevant.
That's why the Rogue should also be built with high strength and a greatsword to be strong. Most people have a different concept they want to fulfill though, usually daggers/rapier, and base combat rules don't support that. That's why the rogue relies on Sneak Attack more than a Barbarian relies on Rage.
As Ssalarn has said, the rogue is already jumping hoops to apply SA damage. There shouldn't be a wall after you get past the hoops.