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Well, the witch could get in a lucky Slumber or one of the other casters some other lucky save or lose and end the fight early. From what the OP's said, it doesn't sound like the Magus has much of an edge in Init, any stereotypical "first strike" caster built with save-or-lose stuff and high init has some chance of turning it into a joke, as with any solo boss fight.

Other than this new ruling that Qingong can't give back abilities archetypes take away that I was unaware of, I do know what I'm talking about.

That dragon has obscene CMB/CMD and can utterly destroy the Tetori with natural attacks and/or breath weapon while grappled if it is anything less than pinned at all times. Unless you have at least a +15 edge over it on both monk CMB vs. Dragon CMD and vice-versa, I'm skeptical you'll be able to pin it down long enough to actually kill it before it kills you.

Well, let's examine the evidence...

1. It's about something nice for rogues (the devs HATE rogues)
2. It only got 5 people requesting an FAQ while threads w/ 30+ requests languish
3. Yet, someone so zealously felt it was such an important "issue", it needed to be resolved anyway.

...yeah, you can bet money on them coming down on a harsh interpretation or even finding some creative new "it was that way all along, we swear!" interpretation to screw over the rogue even worse than the minimalist interpretations of people on this debate were arguing for.

If it does show up in an FAQ soon.

I'd say the major flaw in the plan is expecting to pin the dragon in a single round and hold him there for many rounds to follow. Tetori might be able to get Abundant Step back by level 20 via Qingong Monk. I don't know, I have no idea how many other bucketloads of class features Tetori sacrifices; it's a horrible archetype for an already horrible class so I don't pay much attention to it.

mephnick wrote:

First round:

"Sorry Jake and Chris, Magus targets you, you die. Roll new characters."

Second round:

Players swarm Magus, Magus dies. Victory?

Heh, that's a pretty good TL;DR version of my post. :D

You basically need to intentionally, blatantly, anti-optimize this NPC just to make it viable.

I honestly am not sure if there's a WORSE choice of class for such a level disparity. A Magus's whole schtick is super high single target, single hit damage (or super nasty single target debuffs, like with Frigid Touch's staggered for a whole minute). A Magus with more than double the party's level *will* kill someone, if not multiple people, before falling. And it will happen suddenly, to people who until that moment were at full health and had no cause to be concerned. And it *will* look like you targeted them for insta-jibbing. A huge party will overwhelm the magus after a few rounds and defeat him, but there will be a few unfortunates as casualties, largely for being in the wrong place at the wrong time. It will reek of unfairness, and the players will be justified in thinking such.

Seriously, even a super high level wizard would be more "fair," because at least then he's killing the entire party instead of just a few people in it chosen by you the DM.

Most of the evolutions Wild-Caller removes as options were poor ones anyway. The true pain of Wild-Caller is how much blatantly worse Summon Nature's Ally is than Summon Monster. But if you have the eidolon out all the time, that pain is only felt when actually casting the summons as spells.

Master Summoner is the strongest because even at half strength the eidolon is decent in combat (just not as a meat shield anymore; give it Martial or Exotic Prof. feat for a reach or ranged weapon) and can still serve a big use for out of combat thanks to the Skilled evolution. But the thing is, not only do you get more uses of summon monster, you can use one while the eidolon is still out, so you just have more doods running around.
That said, while most people will say Master Summoner is best Summoner, I think it gets a bit over-rated in the process. It is only a little bit better than regular Summoner and Wild-Caller, the basic Summoner is very strong itself. It's not that big of an upgrade.
The only archetypes that *are* a significant deviation in power level from normal summoner are Broodmaster, First Worlder, and Synthesist...all in the "weaker" direction. First Worlder is the bad stuff of Wild-Caller with none of the good stuff; Synthesist means losing your action economy edge; Broodmaster is just terrible. Creatures become exponentially more powerful with level in PF, getting two smaller gimped eidolons is worse than one full power one.

If he just stays there, he shouldn't have to make a new check.

I think in general the game is too brutal with how often you have to do opposed stealth checks and against everyone. Keeping in mind that the way stealth works, failing just once is complete failure no matter how many successes you got. So as long as the enemies have any chance at all of beating you on an opposed roll, as the number of opposed checks increases, the probability of actually going unnoticed quickly plummets to zero.

Half-Elf introduces favored class bonus, Wild-Caller, *and* Paragon Surge. It also has a side boon in that you're immune to magical sleep (eidolon goes poof if you go unconscious) that is circumstantial but really nice when it kicks in. As if that weren't enough, it also gives Skill Focus for free to kick-start your path down the Eldritch Heritage tree.

Half-Elf is the best Summoner, completely and utterly. And it doesn't have many classes where it's the best choice (largely due to humans being so easily able to steal their thunder on ANYTHING with Racial Heritage feat and/or the variant to trade the bonus feat for THREE skill focus feats gained at levels 1, 8, and 16), so I'm happy for them.

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It depends on level. Later on, a horde of pouncing and smiting monsters can do pretty crazy high damage. Earlier on, eidolon-focused summoners will do the most damage. DPR isn't something you need to care too much about anyway, summoner has more staying power and survivability (the latter largely b/c he's far the hell away from danger with lots of meat shields) than most classes to drudge through a long hard fight. And plenty of battlefield control spells to pin down enemies, not to mention the eidolon if it has trip, grab, or pull with reach evolution.

Rynjin wrote:

Or if you're gonna get in close anyway, a Maximized Calcific Touch can get it in 2 rounds, guaranteed death (can take Dex to 0, save only negates Slow effect not ability damage).

As long as you can survive one round in melee (or use a Reach rod or something, or Quicken a second one, etc.) he's toast.

Actually a single Maximized/Empowered Calcific Touch might be a guaranteed one round.

Touch of Gracelessness is an all around poor option if you're gonna do Dex damage.

Hmm, I had thought about Calcific Touch but wrote it off because of its 1/round hard limit, which is unfortunate. But I suppose powered up enough it can tear through horrible dragon Dex in a single strike.

On that note, Magus can add Wizard spells to their list at high level (or earlier via arcana) and could turn that touch into a 15-20 crit chance by delivering it through a scimitar. Might be the best way to go for Calcific Touch-based plans.

EDIT: Or, go the wizard route but after delivering the Calcific Touch if it still has dex left, rely on an immediate action Emergency Force Sphere to protect you from retribution.

Dex 1 is not paralyzed, and touch of gracelessness can't reduce it below 1.

The dragon's AC will be slightly easier to hit and his reflex will be a bit lower, and that's about it for how much touch of gracelessness will impact the dragon.

A caster abusing the hell out of Dazing Spell, Spell Perfection, and Persistent Spell to daze-lock the dragon from far far away with nigh impossible save DCs would be pretty lethal, though.

The most powerful is Master Summoner, followed by Wild Caller followed by vanilla Summoner.

My favorite would be Synthesist since it lets me make an unarmed melee character that's actually good and can fly and string combat maneuvers for free off my attacks and such. Of course, wild caller and regular summoner largely get that too, it's just not them personally that's doing it...

Deadmanwalking wrote:

Gunslinger. Because your attacks all hit. Period. And all add Dex (which you have maxed out to a crazy degree) to damage.

Pistolero does more damage, but Musket Master doesn't have to get as close and might thus be better. Hard decision. But Gunslinger is the way to go.

Just take the standard ranged combat stuff, plus Signature Deed if going Pistolero, something to let you fly (winged boots come to mind) maybe Gun Twirling and TWF feats if you have the Feats to spare. Maybe grab a Trait for Stealth as class and max it to get close enough.

Wizard's a close second (as it always is), along with Alchemist (actually alchemist might technically be better at short ranges, though they are a bit nova-y).

Yeah, Gunslinger, especially Pistolero, would be the dragon-slayer.

I think an archer ranger, perhaps with just a dip of Paladin (preferably Divine Hunter for free Precise Shot) for Smite 1/day to get +cha to attack or the exact opposite -- a Paladin archer (**not Divine Hunter**) with just a dip of Ranger for some Favored Enemy (and to avoid the Paladin's level 20 crapstone) using Smite, or aura of justice if in a party, combined with Saddle Surge and Litany of Righteousness spells. Either way, riding a flying mount via animal companion. I guess a Roc specifically in the Ranger's case, Paladin has more options.

I don't think infinite slow healing is broken.
But if it scares you....just do it the same way (both are from D&D 3E) the Touch of Healing reserve feat handles infinite healing and Vigor draconic aura handles infinite group fast healing -- it can only heal a person up to half their max hp. You have to use other resources to heal up the rest.

You might be out of luck if restricted to PF only.

In D&D 3E, the Precise Swing feat (requires BAB +6, nothing else, iirc) lets you ignore non-total cover with reach weapons.

Even better is the Goggles of Foefinding from Magic Item Compendium, which only cost around 2500 gp and let you ignore non-total cover for any attack.

In PF only, best option might sadly be to go into Ranger or Zen Archer Monk so you can get IPS at 6th level without wasting two feats, though along the way you'll waste class features and/or bonus feats going either route (especially as Zen Archer; I think as Ranger w/ Archery style the only waste is the 2nd level feat, as long as you ditch after 6th level).

Officially, you are correct, OP.

But the gun rules are stupid and broken and shouldn't target touch AC...period. So if I were in your group, I'd be backing up the other guy. Of course, I don't play by strict RAW when it's dumb.

meibellum wrote:
StreamOfTheSky wrote:
Your houserules are terrible, fumble rules are terrible, yours are even more penalizing than the typical ones. I have nothing nice to say about your ideas, and in fact am exercising quite a bit of restraint to be as cordial as I'm being towards you.
Looking to the left of the submit post button will lead to the most important rule...

Isn't subtly calling someone a jerk....a jerk-y thing to do?

I was criticizing the OP's ideas, not the OP as a person, after the OP asked what people thought of his ideas. But please, continue soapboxing from your hypocritical moral high ground.

Natural Spell is the simplest and best way.

There's also more tedious methods that generally involve getting rid of all the components (Eschew Materials, the trait to get a tattoo as your divine focus...not sure if that works in wildshape..., Silent Spell, Still Spell) and/or using the Wild Speech feat (lets you speak while wildshaped).

Note that once you get elemental forms you'll be able to do verbal and somatic components again, and the materials/foci can manipulated as long as they don't get melded into the form.

Yeah, I'm fine with auto-success/failure for attacks and saves. The game already grows in power exponentially enough that a band of goblins is a speed bump to a party just 5 levels above the party for whom they're a dire challenge. No need to remove the last safeguard "giant mob of mooks" have left to at least, hypothetically, be dangerous en masse.

But fumbles are stupid and wrong.

MachOneGames wrote:

Dual-cursed Oracle is a good class to dip in for 7 or 8 levels. You can pick four good revelations and then get out to find a prestige class to finish off with: Nature's Warden, Divine Scion.

I wish there was a better selection of revelations too. If there were it would be a decent class to stay in. But you are 100% on point. It is not that great of a class to stick around in.

Or you could just use feats and items to gain more revelations.

In any case, I think if anything D-C Oracle sucks the most upfront. You lose the bonus class skills. You get hit with another curse that will never get better. You lose your normal 1st level bonus spell known for one that is likely worse (or the one you lost isn't normally an oracle spell). You gain no extra goodies for all of this, you even have to wait a few levels for your first bonus revelation slot. The *only* thing you get for all that sacrifice at level 1-2 is the ability to take the Misfortune revelation with your normal revelation slot or a feat. That is all you "get."

Detect Magic wrote:
Worth noting: telepathy is a one way communication, as far as I can tell, not a mind-meld.

It is two-way. There was a whole thread on this topic here like last year, iirc.

It can't work as described if it were only one-way.

Time has pretty terrible low level spells and a bit too many high cost / extremely uncommonly used spells, but that's its only weakness. The class skills are good, and it has a many and varied great revelations. In rough order of the best ones to the worst ones:

Temporal Celerity: Basically guarantees you'll be one of the first to act. Winning initiative is winning the fight.

Time Sight: It's the three best high level divination spells (including True Seeing, which normally has a high cost to cast) all in one revelation! What's not to love?

Rewind Time: Rerolling d20's is always a nice power to have, and this gets a few uses/day.

Time Hop: Su Teleport means instant grapple escape, and move action and lack of "this works like Dim Door" text means you can even get a spell off after using it! (unlike Sudden Shift of Wizards). Plus countless other situational uses like getting to the other side of a gate to open it for the party (or just take them with you if you can).

Time Flicker: Getting un-dispellable Blur and Blink as defensive options is a nice boon.

Speed or Slow Time: Haste is one of the best spell effects, and not on the Oracle list (Blessing of Fervor is worse for melee and better for casters).

Knowledge of Ages: Reroll a knowledge and add charisma on top of int, with cha uses/day. Practically makes you a "Lore Oracle," too.

Erase from Time: It's similar to Time Hop, one of the best psionic powers (not the revelation above). Divide and conquer enemies by sending one away for a bit, or use it an ally to get them out of danger (useful to save a defenseless NPC in an "escort mission" and such) or simply to buy some time to finish a fight and get the spell they need to cure some rapidly afflicting condition ready (since it pauses time for the target). Shame it's only 2/day and doesn't work on objects, though.

Aging Touch: Not that great, but useful vs. constructs and decent enough in most situations to justify picking it up...eventually.

Momentary Glimpse: It's a standard for a small bonus for one round. But it's still useful occasionally if you get a surprise or prep round before combat starts. I wouldn't take it, but I'm sure other people would.

...Did you notice how Time doesn't even actually have any outright bad revelations (except maybe Momentary Glimpse)? It's hard to honestly say that about any other mystery. And it's not like it avoids bad options be being completely mediocre. The first several listed are among the best revelations of ANY mystery.

blackbloodtroll wrote:
So, we have moved on to RAI?

RAI: Dual-Cursed is a horrible archetype that asks you to give up a LOT just to get 2 additional revelation slots (I've yet to find a mystery w/ enough good revelations to carry it to 20 w/o running out of ones you actually want yet) and a 2nd curse which never improves (when curses are largely overwhelming and BY DESIGN tend to be a raw deal at 1st level, if anything). ...And these two new revelation options. Of which, Fortune is not that impressive and forces you to endure the suck for 4 levels before giving you the payoff. Misfortune being as good as it is, is literally the only reason most people even consider Dual-Cursed in the first place. It needs to stay as it is.

Only if you buff it as you suggest.

They didn't want to do that, as it's already quite powerful. You wouldn't be throwing such a fit about it working on the Oracle 1/day if it weren't already so powerful, and yet you think they'd give it additional self-only uses for free at 5th level on top of using it 1/day on all enemies and allies?

Time is one of the best ones, and Battle is very good for a melee-oriented Oracle...

As for worst... The only reason Heavens isn't the worst is because of the revelation that makes Color Spray remain insta-death through at least 8th level. Life is bad just by covering a bad specialty, though adding little to make it more interesting / less annoying certainly doesn't help. It just seems so inferior to a Restoration domain cleric, to boot. Outer Rifts also seems to have few redeeming qualities.... it gets Telepathy ~4 levels after an Improved Familiar could've gotten it and at level 15 it can do an AoE stun/stagger 2/day on foes not immune to fire (again, this is level 15+). That's...about it.
I'm not saying it's a terrible mystery, but Lore has got to be the most over-rated one.

N N 959 wrote:

The existence of Fortune spell which does the exact same thing strongly implies that Misfortune does not work on the caster.

Guess what...if Misfortune works that way, you wouldn't need to create Fortune. You'd say that at 5th level, the caster can use Misfortune on herself x/day. Hello?

Except Fortune still has a purpose, because Misfortune only works on each creature once/day. So you take fortune to benefit yourself even more often each day.

I guess they could've combined the two together; but they wanted to make it cost two revelations. Possibly because it's a potent set of abilities. *shrug*

Ascalaphus wrote:
It's not that people come up with fumble rules just to be mean. Pretty much every time the intent was noble - make things more exciting, cause funny situations. Nothing wrong with the intent.

The road to hell is paved with good intentions.

Ascalaphus wrote:
The problem is coming up with a fair way to execute it.

There is no fair way to execute it. It is inherently unfair. All you can do is make just how unfair it is more or less noticeable by reducing the frequency it comes up and/or watering down the bad effects. But all that does is hide the badness, it doesn't actually solve it.

I'd rather have the normal Cavalier capstone, crits on a 20/x3 weapon are too unreliable, even with keen or Imp. Crit. If you have an ally with Butterfly's Sting (and a 15-20 crit range with a good amount of attacks), Gendarme capstone becomes much better, though.

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Your houserules are terrible, fumble rules are terrible, yours are even more penalizing than the typical ones. I have nothing nice to say about your ideas, and in fact am exercising quite a bit of restraint to be as cordial as I'm being towards you.

Well, Mystic Past Life *is* stupidly powerful. But it's stupidly powerful when it's used as a Wizard, Druid, Cleric, etc... to plunder the Bard, Inquisitor, Summoner, etc... lists. Much less so in the reverse.

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Yes, they stack. Pathfinder has rules for stacking multipliers. Basically, for all multipliers after the first one, you subtract 1 from the multiplier and add it to the base one. No matter what order you do it in, it will come out the same, as long as all multipliers are greater than 1, as they should be....

Example: Multipliers of 1.5x, 2x, and 3x all apply to your damage roll.

1.5 +1 (2-1) +2 (3-1) = 4.5x
0.5 (1.5-1) +2 + 2 (3-1) = 4.5x
0.5 (1.5-1) +1 (2-1) + 3 = 4.5x

No matter how you do it, it comes out to 4.5x damage.

Revolving Door Alternate wrote:
What book is that from, I don't remember that one.

It's from PF 10: A History of Ashes. Which, despite being a paizo product, is technically for 3.5E D&D. But...PF is supposed to be compatible with 3E, and it is a paizo product. Hence why I said, "if you can." Getting it allowed can be tough depending on how strict or open your DM is.

Being a Samsaran for Mystic Past Life would be a big help in expanding your spell list to handle more of a caster role. Druid spell list is probably your best bet for nabbing some battlefield control spells and such.

You can use the solo teamwork feats for Lookout, Stealth Synergy (or whatever it's called), and Tandem Trip to be a good scout and halfway-decent tripper. Caves subdomain as your domain choice will further help with scouting/sneaking in dungeon environments.

I don't think there's much you can translate the judgements into other roles with, other than more attack bonus for tripping...

You can make a high wisdom "casting focused" Inquisitor, you'll just be really subpar, it's not what the class is designed for. If you do so, it definitely helps to get a weapon with the Guided property if you can. It's really dumb that you're practically a cleric but still need to dip cleric to qualify for Guided Hand feat, but that's how it is.... So ask for a guided weapon.

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DrDeth wrote:
PF or even D&D is not a PvP game. So, I can't understand why you want to do this in the first place.

Because it's fun once in a while?

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They nerfed it. It used to be 10 + Barb level + Cha mod, so it was useful for low cha dippers and horribad for true barbarians.

Now it is 10 + 1/2 barb level + Con mod and thus horrible for everyone.

As for the dip.... NEVER as a caster, that's just dumb. For an archer, maybe. But that's the *only* useful class feature you're getting for those two levels, pretty much. For a melee character...full attacks can be hard to come by. Even if you do have pounce, the penalties to attack and AC don't seem worth it if the foe can fight back. Archers don't have to worry about the foe hitting back as much, but melee does.

For casters: Hell no!
For archers: Maybe; appeal grows stronger the more levels you have to work with.
Melee: Unlikely to be worth it.

Claxon wrote:
Lamontius wrote:

after all the stuff about rogues on these forums, I keep reading the title of this thread as

help me kick this puppy
help me push this old man down some stairs
help me take some candy from a baby

I too keep thinking...wait, you have to try? What are you doing wrong?

And apprently that answer is: the rogue isn't following the rules.

Well, more specifically, not following PF rules. There's a lot of reasons rogue got horribly nerfed from 3E (along with falling behind other classes, which is like a nerf). One of them is not being able to sneak attack with flasks.

But yeah, I'm not terribly motivated to help someone beat up one of the worst classes in the game.

Drake Brimstone wrote:
Fly Skill wrote:
You cannot take this skill without a natural means of flight or gliding. Creatures can also take ranks in Fly if they possess a reliable means of flying every day (either through a spell or other magical manner, such as a druid’s wild shape ability).

So, if I buy a Glider (Ultimate Combat p187) would I then be allowed to take ranks in fly?

It is really annoying having the restriction on a low Int character that won't be getting wings until level 10 or 11. I can't exactly start dumping all my skill points in fly just as soon as I get the wings to get it up quickly when I'm only getting 1 or 2 points a level.

Pathfinder really hates its mundanes. It was bad enough in 3E relying on the easily dispellable CL 5 or whatever winged boots. Then PF comes along and adds skill check requirements and tells the non-casters, "oh sorry, you can't train that at all until you have the item....maybe....15 min. per day isn't much practice time."

Umbranus wrote:
Blackstorm wrote:

Just to point it out:


6thlvl-----------combat trick, deadly aim

8thlvl-----------combat trick, Quick draw
He cannot select a rogue talent more than once, unless otherwise specified. This and the splash sneak attack makes his build illegal. Oh, and if he cast darkness, he cannot see throught.
Swashbuckler may take combat trick twice.

Also, Rogues can take Ninja Trick (Combat Trick) on top of their combat trick by RAW, while Ninjas cannot do the reverse. It's one of the many odd things that one class can do but the other cannot (like how ninja can get advanced talents but rogue can't get the master tricks).

Scrogz wrote:
How does the nemesis escape to contiue to be a nemesis without escapability?

And this is why I'd be hesitant to nerf or ban teleportation spells, I have enough trouble getting what I hope to be a recurring villain out alive as it is. Not that there aren't other ways. If you left Dim Door and such alone (as I suggested before), that can give you a pretty good head start / hiding place to run away from or then go for the (nerfed to have a multi-round cast time) actual long range teleport.

Word of Recall should really serve the purpose of the escape spell, though. I never understood why it was higher level than the teleports and restricted to only the divine casters. It exists solely to flee back home, it's much less abusive than actual teleport. I would NOT apply any of my suggested nerfs to WoR, and would even consider lowering its spell level and making it available on other lists.

First of all, there is basically two types of teleporting.

1) "Tactical" teleporting: short ranged and lower level, almost always used in combat and often simply for better positioning or to escape being surrounded. Dim Door, and such.

2) Long distance teleporting used to travel across the world in short or no time at all.

I don't think there's much wrong with 1, but 2 can be pretty powerful and definitely a game-changer. I wouldn't ban the spells, though. I would give them:

a) A cost to cast (not too high, just enough to make it not something you might prep every single day)
b) Perhaps bump up their spell levels a bit to delay access, and (most importantly)...
c) Institute a "lag time" on both ends of the travel.
On the leaving side, boost the cast times up to a few rounds to make it completely worthless to use to escape from combat. On the arriving side, have the act of materializing in the new location take a few rounds (about 2, I guess), during which anyone in the vicinity can see and attack the teleporters while they are incapable of acting, fighting back, and such.

Combined with the uncertainties of teleporting blindly into a place you've never been, the last change largely neuters the whole "teleport in all buffed up, kill everyone, teleport out" thing completely. And again, I re-iterate, these changes would only be for "type 2" teleportation. Applying these, especially the lag time concept, to tactical teleportation would make those spells utterly useless.

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It removes the condition. Full stop. Ditto for the Paladin mercy to remove fatigue.

For an example of something that only temporarily suppresses or "cures" fatigue, see the Bard spell Invigorate.

Turkina_B wrote:
Also, would I be correct in thinking you cannot do a 5' step whilst flying with the fly spell as it says "The subject can fly at a speed of 60 feet" but does not say you get a listed fly speed?

No, you would be incorrect. You have a listed fly speed, thanks to the fly spell. It is 60 ft.

Would you tell the person with the fly spell he can never move more than 60 ft flying in a turn (say, with a double move) because the spell "only says you can fly at a speed of 60 ft"? Would you assume they mean 60 ft in a round as a hard cap? If you're going to be so insanely literal, speed is a distance over time, and they never specify the time interval. For all we know, it could be 60 ft over a minute! I mean, it's just so unclear, what's a person to do?!

....Use common freaking sense. That's what.

prototype00 wrote:

I've never been super impressed with the monk dip into spellcaster. I mean, heck if you want to be a spellcaster, you're losing the point of being a monk, which is punching people through walls.

That druid, for example, strong jaw, huge size, monk's belt so you're hitting like a level 6 monk still only nets you 4d8 unarmed strike at best (not bad, but I still say 12d8 is the gold standard).

*heck, at least take two more levels of monk for monastic legacy, so you can deal 8d8 points of damage (as a huge, strong jawed, 16th level monk), and still cast 9th level spells, with 3 monk levels, master of many styles is pretty good as well, 2 free style feats*

The synthesist I'm not even going to countenance, as it is worse at unarmed fighting than the druid. No stat synergy at all.


The OP specified a "monk build," so I thought I had to take a level in the class for it to count. And the idea with a monk 1 / something 19 is to get a ton of natural attacks and pounce, so you can full unarmed + 2ndary naturals every round. You focus too much on unarmed base damage, it's more about the dakka ("rate of fire", so to speak).

That said, MoMS* Monk 1 is a decent dip, albeit a weaker option than staying straight class, for a druid. As can be said of anything that loses a CL. get wis to AC, you get to skip straight to Snake Fang if you do your dip intelligently and get a 2nd style later to stack with it, and stunning fist. If you plan to take the Feather (Animal) subdomain and Boon Companion anyway, you have a spare lost druid level to make up for anyway, so only casting and wildshape falls a level behind (and wildshape has diminishing returns past level 8 and stops improving completely at 12 anyway). Any levels beyond Monk 1 offer much less returns for an exponentially steeper cost (more lost CL, "quadratic wizards" and all that).
*Since flurry is useless. You can unarmed TWF + naturals. But not flurry...

And how is Synthesist not synergistic? It literally -- right from level 1 -- DOES NOT CARE about Str or Dex, and doesn't need much Con, either. You want high Cha, beyond that it's largely personal preference. A lot go high int, but there's nothing wrong with high wis instead. You get pounce and natural attacks right from level 1 to combine with unarmed, you get wis to AC to cover not being able to wear's about as good a combo as the monk/druid was. Better initially, a bit weaker later on.

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Monk 1 / Synthesist Summoner 19

Or alternatively,

Monk 1 / Druid 19.

Backstory: Johnny really wanted to be a badass martial artist growing up and quit school to enroll in a dojo at age 12. By age 13, even at his still young age he realized how pathetic and worthless monks are in a fight and [was seduced to the dark arts of summoning] / [went to go be a hippy in a druid grove] so that he could actually beat stuff up unarmed.

Robert A Matthews wrote:
I don't see anything in the description of charge that says you have to make the attack at the end of your movement. It merely says you must move to the closest space from which you can attack your target, it does not say you have to stop there. So your moving mount would not stop you from making an attack as long as you make it from the closest possible space per the rules.

I thought that stopping and then making the attack was implied. Isn't that the whole point of Ride-by Attack, to continue to move after making the charge attack? And the closest space that you can attack from will likely be different for the rider and his mount, also causing an issue.

@Mojorat: I was not aware of that rule. I thought the rider counts as occupying all the spaces his mount does, so he retains the "donut hole" where he can't attack with his reach weapon. If what you say is true, mounted is the best thing ever for reach; you have no close space you can't attack but retain the long reach. That just...doesn't sound right.

Robert A Matthews wrote:
If you want a really funny broken thing about charging characters check this out: You can ready a brace weapon against a charge as soon as the charging character gets within 10 feet you take your readied action then 5 foot step forward so you are 5 feet away and they can't attack you with their reach weapon. Really cheesy I know, but technically legal.

That's funny, but certainly not broken. I do stuff like that all the time, with or without brace. In order for the "cheese" to work, you have to go before the foe AND have him play right into your readied action script. It's not cheese, it's tactics. Sometimes rushing in full offense is a dumb move, shocking I know. Charge is very powerful especially with pounce, it should have some countermeasures against it. The game rewards offense-mindedness plenty, it's nice once in a while for a patient, defensive strategy to be useful. I go first, ready to step inside hothead's reach and stab him. Hothead charges, I do as I prepared to, he's hurt and surprised and loses his turn. Next round, oh look at that! My ready set my init to juuuuuust before his. I get a full attack on his sorry -2 charge penalty to AC'd ass. :D

I could see an issue where you're using a lance and thus have greater reach than the mount. A charge is supposed to involve an attack at the end of it. But, if the mount stops 10 ft away so you can attack, it can't attack so it wasn't a valid charge. But if it closes to 5're supposed to deliver the attack at the end of the charge, so you shouldn't be moving afterwards. Ride-by Attack probably fixes this issue, but not *every* lance-using (or other reach weapon-using) mounted charger will have that feat.

Perhaps that would cause a problem? I don't know, in any case sounds like the stupidity of pure 100% RAW that I avoid anyway.

Yeah, you seem to basically have it right. Imp. Precise Shot is a great feat, it removes a lot of annoyances, which is why rangers and zen archers getting it 5 levels early is so nice.

If you allow D&D 3E rules material, note that the Magic Item Compendium has a 2500 gp face slot item, the Goggles of Foefinding, which eliminates any cover bonuses (other than total cover) a target may have. A very affordable and handy purchase for any archer or reach weapon user. 3E also had a feat, Precise Swing, that eliminated the soft cover bonus foes got when you used a reach weapon (but didn't benefit ranged attacking).

1 person marked this as FAQ candidate.

How it works:

You initiate the WWA, do not attack the enemy closest to you (or one of them, if two or more are equally close), and then take a move action, attacking every other enemy you come within reach of once.

It's a decent combo, still not amazing for its level and the massive amount of feats required, and you're still better off focus firing on each enemy until they drop than spreading out the damage. But certainly nifty. Sort of like the 3E Dervish prestige class's dervish dance + WWA, I loved that combo.

Each attack is a separate opportunity, as LK said. Also check out Come and Get Me rage power, which works similarly. If a full attack was only "one opportunity," it wouldn't actually work: "...every attack against the barbarian provokes an attack of opportunity from her, which is resolved prior to resolving each enemy attack."

Snake Fang is the same way, just worded differently (because RPG designers never seem to use identical wording for anything ;-) ). Each attack is a provoking opportunity.

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