|
|||||||||||||||||||||||
|
To be clear, what is the NORMAL functioning of Rage without this Archetype?
It seems a pretty obvious repurcussion of the ability to me.
MY only question, which may or may not be FAQ worthy (sometimes I`m just dumb) is as follows:
My question is: if you are Fatigued, and then that Fatigue is escalated to Exhaustion, what happens when the duration of the orginal Fatigue wears off? Does the Exhaustion drop to Fatigued? Or does it not care, and just follows it`s own duration? (and would drop to zero when it wears off... unless the original Fatigue duration was still in effect) This applies to alot more stuff than Rage honestly, as well as to other escalating effects, like Fear/Intimidation, besides Fatigue. AlecStorm wrote: Why? Obvious. If you have some abilities that are intended to be used once per encounter... But there´s no evidence that is the intent, even if you ´short-handed´ that it works that way in your head. TOTALLY IGNORING ´RAGE CYCLING´, the CORE Rage rules in fact envision entering Rage multiple times during one encounter: Rage 1 Round, drop Rage, you are fatigued for 2 rounds* but you still can move & attack, etc, re-Enter new Rage once you aren´t Fatigued (which can be as early as Round 3). Given the limeted number of Rage Rounds, it seems pretty implausible to claim the developers ONLY intend that you be Raging every round of every encounter, or that Barbs would never re-enter Rage the same encounter after dropping it (including when they are forced to drop it, e.g. Calm Emotions). So I don´t see any intent that you can only Rage once per encounter, and thus that 1/Rage Rage Powers are intended to be 1/encounter. Not to mention the many other ways to remove Fatigue in the game: Lesser Restoration spell (Cleric 2/Paladin 1), Community Domain & Restoration Sub-Domain´s Touch Ability, Merciful Healer Cleric´s Channel Energy, 3rd level Paladin Mercy. * or only 1 round of Fatigue for 1 round of Rage if you take the Scarred Rager Archetype from UC.
9 people marked this as FAQ candidate.
1 person marked this as a favorite.
Yeah, this is really confusing to me.
I hit the FAQ button on this. I don´t know why this is so complicated. It´s freaking EQUIPMENT. ...and you can´t use a quarter-staff as a weapon without using 2-hands, that´s the whole point.
...and we already know: this will be Errata´d, so one more reason to buy the next printing of the Core Rules :-) Douglas Muir 406 wrote:
It earns you money... Especially in PFS Organized Play. Otherwise, it doesn´t really map to any in-game situation, but many GM´s are prone to allow using Profession skills in areas that may be appropriate (e.g. Navigating a ship in lieu of a Know:Nature or Survival check). It helps low-skill characters cover areas that they would have a hard time doing if many skills were needed to cover all the areas of what a profession does. For Prof:Soldier it seems appropriate to allow using it in place of Diplomacy and Knowledge checks specifically dealing with military organizations (I almost included Sense Motive and Bluff, which make sense in a way, but may be a bit too much). Why would the players KNOW the NPC´s class?
...Anyhow, if you want to go for Fighter/Bard,
Looking at the Dervish Dancer Bard Archetype might also work...
First, Intelligent Items are not ´standard fare´ that anybody should expect to order from the mail-order Magic Mart. The player trying to bully you into getting it just because there are pricing guidelines for it is out of line. This attitude, more than having or not having the Intillegent item in play is what says PROBLEM to me. Per se, I don´t see why Intelligent Items can´t be in the PCs hands at low levels, lower than you are... The issue here is mostly the usage of relatively high levels spells (for where they are) as extra actions. I think you can use Intelligent Items, but they should be integrated into the plot line.... They are basically an NPC after all... They should be treated as one. Is any and every NPC they meet perfectly suited to being their loyal servant? Same for Intelligent Items. The CHA check is there for a reason, the item having it´s own agenda and differing alignment is a STANDARD PART of the Intelligent Item rules after all :-) But that can be upfront, i.e. there are clues to the alignment the item would have, and the player can be given ´choices´ between ones that are different from his... i.e. the CE one or the LG one (let´s say player is NG fore example), just to stick to alignments and not get into specific persoality traits/goals... Does anybody in the game want to spy on the PCs? Hearing that they want an Intelligent Item is PERFECT INTRO for putting an item that would spy on the PCs into their hands. I don´t think you should be a jerk about it, but the item should make the game more interesting for everybody, not just be ´free actions lalalala´. If you want to allow it, I think it´s reasonable to allow/disallow spell abilities as you see fit, i.e. to only 1st level spells or something. Make getting it an adventure... Maybe he gives his money to somebody to acquire the custom item, they try to steal it, or somebody gets wind and tries to steal it. Maybe the money will be ´in the air´ for some time (a level?) while the item is being made, while other PCs with ´standard´ gear get immediate use of the stuff, since they are more ´rich dude´s commodities´. Hexcaliber wrote: Also, it stacks with itself since it's an unnamed penalty. Bonus typing is an ADDITIONAL rule re: stacking. In general, IDENTICAL effects don´t stack unless specified.Reading ´hostile creatures´ to mean ´hostile towards you/your allies´ is pretty standard usage of English in this context. Using ´enemies´ WOULD remove all ambiguity AND be in-line with how the rules are worded else-where in the game, though... The ability says:
Nothing in the ability specifically counters Immunity. But earlier in the very same sentence it is talking about rage ending, which is AT THE LEAST a plausible context for ´even if you would not normally be´ (i.e. ending Rage NORMALLY causes Fatigue until 17th level). Maybe that could be cleared up more via FAQ, but it´s definitely a plausible reading. Unless an ability specifically says so, I see OTHER CREATURE¨S ABILITIES still functioning as normal.
Over-all, you don´t need to worry about qualifying for LOTS of Revelations (re: Level).
Another note-worthy thing about the PrC is the Rage Prophet Mystery spells.
Another note: if you are going Oracle-heavy, and are a Human, the Favored Class Bonus of extra spell known is important when deciding when to dip back into Oracle, i.e. taking into account the spell level you have access to at that point. Also for Oracle-heavy builds, the last 2 and even 3 levels of RP seem largely optional as the last 2 don´t really help Casting in any way. The ´personal´ spell casting without leaving Rage/using Moment of Clarity (at 8th level) is NICE, but ultimately not necessary especialy considering you have class abilities which only kick in when USING Moment of Clarity... So for an oracle-heavy build, I can see only taking RP until 7th level (when you get CON to DC). Lapidea wrote:
I left off the 12th level Rage Powers because if you go into RP for any depth at all (not finishing it per se) that will be very late in the game when you can take those. For gaining the 3 more levels (beyond your first 5) you need to take the 8th-level-Pre-Req Powers, I think you can really take them at any time... Honestly, if you are going Barbarian-heavy you can dip out of RP at any time and be very effective. The other RP bonuses are MOST noticeable if you are heavy into Oracle - if you aren´t, then CON to DC is nice, but you probably aren´t casting those types of spells in the first place (i.e. heavy-Barb RP´s mostly use buffs and utility spells, not attack spells with Saves). The main RP level I see you really appreciating is the 5th level upgrade to Spirit Guardian, that gives you bonuses vs. certain enemy types and Ghost Touch. I would say that without delaying RP too much, you can have 1 additional Barbarian level before you get to 5th level in RP - that also gives you an extra/free Rage Power from Barbarian 5... After 5th level RP you take 2 more Barbarian levels, which also nets a free Rage Power (at Barb level 8, i.e. a good one!). Unexpected Strike is worth it to me, ESPECIALLY for this build, because it gives the ever-useful AoO. RPs will be lagging full Barbs in Barb Level, so Come and Get Me is only possible very late in the game... But Unexpected Strike means any enemy moving to attack you (and anybody 5´ stepping, whether or not they attack you - f!@& you casters!) will provoke - letting you Strength Surge/Knockback them, and prevent any attacks on you in the first place (or Disarm their weapon, or just hit them hard, etc). Unexpected Strike is the poor man´s Come and Get Me - and fortunately for you doesn´t require Combat Reflexes to get the most out of - WITHOUT Combat Reflexes, there isn´t really much difference between the two, and given you are splitting stats more (to cast spells) AND buying almost all your Rage Powers via Feat, not spending a Feat on CR is a good thing. Personally, I rate those Powers I listed as DEFINITELY worth the Feat (although you will get at least 1 free as I mentioned above). RP gives you pretty damn nice Base Saves, so a Will Save Re-Roll will almost certainly be worth the while (e.g. a base Fighter getting a Will Save Re-Roll may not be worth it vs. high Tier threats). I don´t think it´s been mentioned yet: Chevalier PrC sounds GREAT for your needs.
That can really work with any base you want, Fighter definitely be a good option.
I guess you say it´s technically against the Core Code for a Paladin to be Polymorpohed into a Giant Scorpion which has Poision in it´s attack, even though this is emulating the combat style of a creature that is purely Neutral. Or an Awakened Giant Scorpion will be congenitally prone to Falling if they want to be a Paladin. What do you do for a Paladin from a society which condones ritual suicide via poison as ´honorable´? Bunch of hogwash I say. AlecStorm wrote: I suggest to don't let barbs do "rage cycle". Why not? Why wouldn´t that be the obvious implication of the Tireless Rage Ability? If they were intended to just be 1/encounter Powers, that would have been ridiculously easy to write, but that wasn´t done: they were made 1/Rage and each Rage was subject to ´limits´ based on Fatigue, while CORE methods of dealing with Fatigue are present in the very Class itself. (likewise, a Familiar using a Wand that removes Fatigue also does the job)I personally think it´s reasonable to limit Entering Rage to 1/round and Leaving Rage to 1/round, from the perspective of not allowing repeating a given Free action infinitely per round, which basically means it isn´t an option to spend 2x the Rage Rounds to continually´ be in a new Rage ON and OFF your turn, which high-lights the DOWNSIDE of Rage Cycling (if you don´t spend 2x Rage Rounds): you are missing out on roughly half your class ability benefits, either ´defensive´ (appying to/reacting to actions of enemies off your turn) or ´offensive´ (applying to your own actions on your own turn). This is not to mention the loss of Rage HPs when you leave Rage. Many people react to the concept as if it were heresy, yet the fact is most Barbarians who have an easy way of Rage Cycling aren´t going to be using it every round of every fight - maintaining a single Rage has it´s own benefits, is efficient, and with several 1/Rage powers you will still be putting out ´stronger´ actions each round of Rage. Yeah, this seems like a joke thread.
Paladins can´t be game rangers either. They have to use Tranq Darts some times. DISHONORABLE KNAVES!!! The history of Poison=Evil in D&D, which persists in the Paladin Code,
I guess Paladin/Sorceror multi-classes can´t use spells like Stinking Cloud though.
Note: saying ´I would not rule it evil for any other person´ is missing the point.
Also note where the Poison ban is mentioned: act with honor (not lying, not cheating, not using poison, and so forth)
I happened across a list of options that I thought was good for Rage Prophet.
Moment of Clarity Ignore restrictions and benefits of Rage
World Serpent Totem scaling AC bonus vs. Aberratoins and Outsiders
Clear Mind (Ex) Barb 8 Reroll a failed Will save
Come and Get Me Barb 12 AoO when attacked --------------------------------------
Energy Body
BATTLE ORACLE
--------------------------------------
Abundant Revelation
re: 3, this is somewhat true...
from the Barbarian side, there definitely ARE big level-pre-reqs, which is why I recommend qualifying for RP with 1 Oracle level and the rest Barbarian. That gets you to some decent mid-level powers on it´s own, and it´s more than reaonable to dip back into Barbarian as you level up in Rage Prophet... OR when you finish RP and you continue advancing.
Also note the scaling bonus from your Companion Spirits´ Guidance... That helps counter the BAB difference (and more!).
Personally, my main issue with the PRC is that they make Moment of Clarity REQUIRED to enter it. Sure, it´s useful, but if you are OK dealing with the conflict of Rage/Casting, I think that option should be allowed as well, saving you a Feat/Rage Power. You lose out on some of the benefits if you don´t have Moment of Prescience, but that just makes it even more balanced to allow it. Maybe it would be nice with some free Revelations/Powers, but it is definitely play-able as-is IMHO. Rage Prophet can work just fine...
EDIT: At first i heavily disliked the spell conversion to rage rounds thing, but when I looked at it, you actually come out ahead without even using all the spells. So now i just minorly dislike it on rules-aesthetic grounds :-) This is just boring to me, aside from game-balance issues.
...Kick this one down the munchkin pit, I say.... 8-D Immunity means that when you are subject to the effect, it has no effect on you.
Tireless Rage is just changing how Rage works, by not making it cause Fatigue normally, but it doesn´t change your RESPONSE to Fatigue or vulnerability to it. OK, here is the link to the FAQ that I mentioned: link
So the FAQ is saying if you are holding a rapier and a blade-boot and have BAB +10, you can use your NORMAL attacks for 1 rapier attack (at +10) and 1 boot-blade attack (at +5), WITHOUT suffering 2WF penalties, since you aren´t actually making an off-hand attack... There isn´t much mechanical difference there since you aren´t making any attacks that you couldn´t make normally. If you used 2WF, you would get more attacks: more like +8 rapier / +8 boot / +3 rapier / +3 boot (if you have the 2nd 2WF Feat).
normally to use 2wf you will need to full-attack.
There´s tons of off-hand weapons that don´t occupy your hand.
Merck wrote: Druid lvl 5, barbarian 1lvl, oracle with lame curse lvl 1 and them pick up rage prophet. You will be using the PrC to bump your druid spellcaster lvls. You can burn the oracle's spells to fuel your rage if there is nothing you want from 1st lvl cleric spells. Just to clarify, there is no limitation to Oracle spells. You can read the intent as applying to the spell slots that the Rage Prophet PrC is advancing, but in the case you give, that would be Druid spells. Or you can read it as any spell slots, including Bard spells if you have a level of Bard. I disagree with some of the OP´s premises. There´s plenty of places in the US that are ´very white´ yet very liberal in general terms.
There are also very liberal rural areas where people are just as familiar with guns. Plenty of very conservative areas are urban or suburban and not any more ´in touch with the land´ hunting wild animals than more liberal areas... if they are ´pro-gun´ that is pretty much in the context of killing a person, not an animal. Countries whose gun laws are extremely more controlling than the US almost always allow hunting licences, even if their populations are overwhelmingly urban (e.g. Japan). The 2nd amendment is pretty schizophrenic. On one hand it talks abouts rights in the same way there is a right to free speech. On the other hand it is talking about well organized militias of states, which doesn´t have anything to do with rights of random citizens to have guns for their own purposes (self defense, hunting, etc). I don´t see a problem here personally...
To throw out something totally random: what if the ´light:good, dark:bad´ paradigm was reversed, and the surface world was largely taken over by evil forces, and good humanoids only had some refuge in the Underdark. Maybe good Drow would be an ally there? Besides what jonnythm mentioned, I would change: Required Ranks in Know(Religion) changes from 9 to 6: Paizo dropped Dragon Disciples rank requirement by that much (the amount corresponds to the Class Skill bonus PRPG now uses). THe Turn Undead ability corresponds to Channel Energy (Positive).
I would also have the PrC stack for determining Domain Powers that you gain as well as Oracle Powers.
I would give them d10 HD like Outsiders. Gaining Darkvision seems appropriate half-way thru the PrC.
----------------- For your concept, an Oracle seems like a good base.
Name Violation wrote:
Right... I was going to clarify my post, that you can ´Know´ them, but the ability still doesn´t give you a way to CAST them. The New Arcana spells are Sorceror/Wizard Spells Known, nothing says that they are changed to a different type of spell for you... Oracle Casting doesn´t let you do anything with Arcane Spells Known any more than Fighter Bonus Feats do, or to put it differently, if you have Spells Known from Sorceror levels, you can´t cast them with Oracle Spell Slots unless an ability specificaly lets you do that (e.g. Mystic Theurge).Maybe you want to FAQ that for clarification, but that is how I read the straight RAW. In light of the latest FAQ on 2WF, the Shielded Fighter Archetype should really be Errata´d:
Quote: Shield Fighter (Ex): At 5th level, a shielded fighter gains a +1 bonus on attack and damage rolls when making a shield bash. These bonuses increase by +1 every four levels beyond 5th. With a full attack action, a shielded fighter may alternate between using his weapon or his shield for each attack. This action does not grant additional attacks or incur penalties as two-weapon fighting does. This ability replaces weapon training 1. The bolded section is totally superfluous since this is how it apparently works for everybody. I beleive that you´ve already stated that you plan a similar Errata to the Pole-Arm Fighter Archetype whose Sweeping Fend Ability is partially superfluous in light of how Trip works for everybody (the Bullrush aspect is still a useful addition). There´s lots of ways to change the action of Intimidate, the number of targets, or strength of effect. You don´t really need to worry too much about boosting the Intimidate skill itself,
I know one Barbarian Power that is the culmination of the Core line of Intimidation Powers, ends up not even using the actual Intimidation skill, which is a wierd turn of things that when you reach the end of that chain, your investment in the skill becomes useless (for that power, you can still use Intimidation normally and via other Powers). Silent Saturn wrote: If you took 4 levels of Paladin or Ranger and one of Sorceror, would you be able to use the DD's spell progression to further your Paladin/Ranger spells? No. If you have levels of both Bard and Draconic Sorceror, you can choose when you enter DD which to advance because both qualify. Non-spontaneous Arcane Casting classes don´t qualify. Master_Crafter wrote: Only restriction to this that I see to working this build is that you would have to take the Crossblooded archetype (also from UM), as the Empyreal Bloodline is associated with (and modifies) the Celestial Bloodline, which would otherwise make it incompatible with the prerequisite Draconic Bloodline for DD. The main drawbacks would be a -2 on Will saves (which is a Good save progression all the way though anyway) and -1 spells known at each lvl (which could be offset by the favored class bonus for Humans). Only thing: Said Favored Class bonus only applies on Sorceror levels, and DD isn´t a valid Favored Class choice even if you have 2 Favored Classes (e.g. Half-Elf). Even when you gain the bonus, it applies to at maximum 1 spell level BELOW your max spell level, so it can´t POSSIBLY completely offset the Crossblooded penalty re: spells-known. That said, if you are going a Sorceror-lite build anyways, a further Spells Known penalty isn´t the worst thing in the world. If you don´t plan on relying on Casting, but rather using it for pre-combat buffs in general, you don´t really need tons of spells known to cover your basic buffs. Sean K Reynolds wrote: EP already says "Multiple magical effects that increase size do not stack." RM says "Magical effects that increase size do not stack." Cool, we overlooked that, those lines were one of the options I imagined... The issue only came up when we had to decide whether a monk who could Dispel Polymorph Effects and Illusions via one of his IUS attacks, could do so vs. EP and RM. It worked in our game, but perhaps not per RAW since they aren´t Polymorph technically. Sorry to interrupt the real Errata :-)I think most of the above applies to gods who live on other planes.
Alternately, they could NOT be listed as Polymorph spells, but just have wording specifying that their effects don´t stack with Polymorph spells... But since they FEEL like Polymorph effects, and I would hope would be treated as such for anything interacting with Polymorph effects, calling them such (and dealing with messy ends like negating the un-necessary Stat Adjustment for non-Small/Medium creatures) seems the ´cleaner´ course. BigNorseWolf wrote: Seriously, if you want to play a dragon disciple, you want to play a dragon disciple, not a bard 10. That takes what.. 6 months of weekly gaming to get to? I don´t believe they ever mentioned the order those classes are taken in. No reason you can´t enter DD as soon as possible, and take the rest of those levels to reach Bard 10 after finishing DD, or possibly dipping back in Bard while continuing to progress DD (cherry picking class abilities as you advance). DD only has 10 levels, so if you enter it as soon as possible you will HAVE to take other classes, going back into Bard is a pretty reasonable choice if that was your base. Most opinion on DD I¨ve seen here doesn´t seem find the last 2 levels compelling to take anyways.-------------------------------------------- Summoner is interesting... but problematic.
I think one thing ´against´ hex-grids is not just lining up mostly rectilinear terrain/buildings with it, but REFERENCING it. square grids are easily referenceable with letter/number combos. hex grids effectively alternate each column/row by a half-measure, which IS possible to deal with, but it´s just one degree less intuitive.
Righteous Might and Enlarge Person are just listed as School: Transmutation, WITHOUT being of the Polymorph sub-school... Which leaves it unclear whether or not the size increase stacks with Polymorph effects. The Size Bonus stuff doesn´t stack (same type), but the doubling of size certainly appears like it could (neither of them specify ´your natural size´, so if Polymorph effect is cast first, they could plausibly affect the Polymorph Size Category). Both are different from most Polymorph spells in that they double your existing size, whatever it is, rather than shift you to a given size... If they were stated to be Polymorph spells that would clarify the stacking issue, but they would both need ´waivers´ from the Polymorph rules for being cast on non-Small/Medium creatures, since the ´stat adjustment before applying Spell Effect´ wouldn´t make sense in their case. Tilnar wrote:
I would disagree here. Different GMs may or may not allow this - it´s plausible to allow an additional Knowledge:Arcana check to recognize ´Spell Effects in place´ and rule that Invisibility effects ´look similar´ when they go into effect, and that Dimension Door, etc, look different (the rules don´t actually say that though... since Invisibility resuls in things looking like you are not there, there very well could be no difference to Dimension Door being cast... which makes you actually not be there). But allowing that WITH NO CHECK AT ALL? Not that plausible to me... That would be allowing the effect (recognizing spell effect) of a passed Knowledge:Arcana check with no check required.I would say that many characters could assume that something like Invisibility was cast, although they wouldn´t be SURE of that, and if they tried to ´test´ for his presence but couldn´t find him, you may well give up and decide he´s NOT there and Invisible. One factor here is that he chose to Cast (whatever) WHEN YOU ENTERED THE ROOM. If he had Teleport or Dimension Door available, why not cast it before? Still, you don´t really know... Maybe that cock-roach near where he was standing is really him, Shape-Changed. I think the important part is to have an in-character rationale based on what your character actually knows... If you GM wants to have Knowledge:Arcana checks for your ´general knowledge of magic´ (and thus how wizard casting works, what kind of spells exist, etc) that can help specify things.
|
|||||||||||||||||||||||||||||||||||||||||||||
|
