Actually Vital Strike is only good for eidolons, druids, and anyone else that can get obscenely high base weapon damage, usually through the use of a twinked out natural weapon w/ strongjaw spell and being a very big size.
I made a fixed version a long time ago that simply added BAB and capped at certain amounts of BAB, with the latter feats extending the cap and giving x2 and x3 BAB to damage, respectively (iirc, VS capped at +10 damage (BAB 10), Imp. VS at +30 (BAB 15) and Greater VS at +60 (BAB 20)). As well as explicitly allowing one to use the VS feats with Spring Attack. That way VS at least would work like you expect it to; better the more martially skilled you are, doing enough damage to actually matter, and being good on a skirmisher build.
The suggestion was promptly ignored. :(
That's why I dislike wall of iron. It may be stronger, but its much less shapeable than the stone.
Again with disintegrate, you should mainly use it for "blasting" against undead and constructs since they tend to have poor fortitude saves (but hardly ever need to roll them) and otherwise use it to say... create your own doorway into a room or the like. Using it on cubes of inanimate objects/material doesn't give a save to greatly nerf the damage, it just works. Also handy to escape walls/prisons/spheres of force quickly.
Mass Suggestion is not just out of combat. I use suggestion effects in combat frequently, if you put a modicum of effort into the suggestion, you can at the very least remove a foe from the combat for hour/level or until the party goes to fight him individually after offing all his allies.
Contingency is great to use either as a free extra spell per day or for an emergency. Having one to dimension door you out of harm/grapple is common, for example. Or one to teleport your body and gear back to the temple of your deity should you die. It depends on your CL of course, since that limits your max spell level to pick from. My high level wizard has a contingency to cast Mage's Lucubration when she declares, "I came re-prepared for this!" That way if she should cast some level 1-5 spell and suddenly find the party desperately needs it again, right now, she has it.
I could see it being interpreted that way, OP. But I think between being deathwatch and the references to "seeing" the condition of creatures, it is intended that you need to actually view a creature to determine its status.
Besides, it is already decent for what it does, also acting as blindsense is too powerful.
Are those the only options? Definitely SM VI and I guess the black pudding, then.
Transformation is a trap; you are not a fighter, and that spell does not make you one. Chain Lightning is better than most direct damage, but still a subpar option. Form of the Dragon: What benefits would you actually benefit from significantly? Planar Binding I've never been a fan of, it's costly and can backfire on you. Wall of Stone is generally better BFC than wall of iron; wall of iron is mostly good for producing large quantities of iron to sell or craft into things.
Other options to look at: Greater Dispel Magic, Battlemind Link, Mass Suggestion, Sirocco, Disintigrate (especially great vs. undead, constructs, and to "interior decorate" with), Flesh to Stone, and Mage's Lucubration.
Also, having Contingency to use on days you're not adventuring is a good idea.
Yeah, I'd like to know where it says it works on objects, far as I know it's unclear/unsettled whether it does or not.
If it does not, undead and constructs are immune.
You definitely want Ice Tomb or Retribution. I dislike Agony, it's very poor. The other Major Hexes kinda suck, it is by far the least impressive grouping of hexes out of the 3.
Waxen Image (created before combat of all your allies) can be useful for those times giving an ally a move action is worth giving up your own standard action. Those times will be very very rare, though.
EDIT: If failure is your concern, you should've grabbed Accursed Hex long ago. ;)
With all that said, I do think that (for their purpose) the suggestions you've made are sensible and well-balanced. I just wouldn't use them because I don't really like the overall idea. :)
Goth Guru wrote:
Specifically to screw over the Alchemist? Say if your game has recurring foes or their forces, who know your character and intensely dislike him/her.
I'd like JJ to actually say what constitutes "use" before I feel reassured by all these people telling me smashing it or stealing it counts as "use" or by some other rationale lets the alchemist re-fill the slot the next day. By basic English language comprehension, I can't actually get behind any of those assurances, and I know for damn sure my current DM in the game I do have an Alchemist would not, either.
our PFS GM would always have some baddie nearby or going poison to damage their guys, or some other bs rational to negate sleep like (he fell due to suddenly falling asleep while standing and takes 1d6 damage, he's awake now... but hey he's prone!)
...Did you ever happen to report this to the people who run the local group? Seems blatantly against the rules and really dickish.
Also, as I once said of the Fighter:
By being dull and uninteresting, but passable, a product can become the most sold/"popular." Not because it is the best, but because no one has particularly strong feelings against it, but everyone is able to at least tolerate it.
And apparently people seemed to take this mentioning as some sort of statement that I hate Paizo, or they are lazy, or that I want to take them out back like Old Yeller. I was trying to figure out what on earth got everyone so riled up and begin insulting everyone who writes anything that isn't Paizo. Bad form it is.
It's how things work around here, sadly.
StreamOfTheSky, page 1 wrote:
This has been pointed out for many years now, right from the start. But instead of addressing it, paizo and its defenders just shouted back and turtled up like they were besieged.
There is no criticism. Just "attacks."
I'd love to live in this fantasy land where being the most skilled or gifted at a craft meant you were the most successful and "best" at it.
Maybe in that world, Justin Beiber is not the greatest singer of our times.
Since how good someone is can only be measured by commercial success and all.
Ive seen some hideously broken Gunslingers for instance (I was a mage casting a 6D6 fireball, the Gunslinger was using alchemic rounds or something and douing about twice my max damage - per shot), Magus who somehow got more HP than the Barbarian in the party at the time -.-
Yeah, guns are extremely unbalanced. How good or weak they are depends on "tech level" and wealth far far more than any other combat style or weapon, and the random misfire chances are completely arbitrary and aren't felt if they never happen.
Being able to full attack touch attack and deadly aim it is just insane.
And for the barbarian...I've seen a 3E Sorc (ie, d4 HD) have more hp than the barbarian in the party. That's what happens when you roll for hp and the sorc has a higher con score thanks to not being multiple ability dependent. It's why I never DM w/o giving at least 3/4 the HD in fixed hp if not outright full HD, to ensure those d10's and d12's actually mean something.
It's actually superior to Snap Shot in that respect.
And yet by RAW you still have to spend feats on the completely and utterly worthless Rapid Shot and Snap Shot in order to get Improved Snap Shot, despite already having a better version of Snap Shot, and waiting longer than the fighter, ranger, etc... to do it due to BAB +9 pre-req.
All full casters are broken.
A Witch stands out because he trades the massive versatility and higher slots per day of the wizard's spell list and specialization for the ability to spam Su (ie, no spell resistance) save or dies all day long. Since a wizard can also easily save or die enemies, it isn't really more powerful it's just more jarring because the witch's offensive hexes and spell list are all built around that one single-minded purpose, while as a wizard can do many other things, too.
Well, PF did nerf Imbue Arrows, the major draw of the class.
In return for only losing 1 CL instead of 2 with the 2 level dip, Imbue Arrows is also weaker now. In 3E, using it was ALWAYS a standard action. So you could say... shoot an arrow in the villain's lair and all of a sudden it's blanketed by your guards and wards (normally a 30 min. cast time, iirc) spell!
What is the need for a distinction?
On both levels, it's a pretty crappy way to treat the people around you.
The most amusing was a psionic character who did nothing but use his powers to buff his own AC to insane levels and avoid the conflict, maybe occasionally flinging some ranged offense but only rarely.
Anytime the tide seemed to be against us, or if he just plain failed to identify the creature attacking, he would immediately teleport the party away to safety.
We were greatly annoyed, but at the same time it was kind of funny and at least he wasn't leaving US to die, so we tolerated it for months before the game ended.
If the game will actually get that high and continue playing past it for a while, it is a fine build. Not losing any more CL than absolutely necessary and getting Imbue Arrows + Anti-magic Field about as early as is possible.
Just don't go past AA 4th level...
And don't think of Imbue Arrow as a good way to "deal damage." All the direct damage area spells already tend to have very good ranges. It's best with AMF, color spray, etc...
It is too bad melee fighters aren't allowed to carry ranged weapons. Why don't they fix that?
Sometimes it seems like other people play games where you only ever fight armed humanoids, and the other 95% of the bestiary doesn't exist...
In any case, if the foes do have ranged weapons and are stopping to shoot, slowing themselves down, the escapees are likely to get away unless said ranged attackers are actually skilled with their bows beyond "I have one, and I'm proficient."
Speaking of falty assumptions...
1. Maybe if the skirmishers fought nearly as well as the "lots of damage" guys, they wouldn't *need* to run.
2. You can do a lot of damage without losing mobility to heavy armor just fine.
3. Not every DM is just going to deus ex machina a win for you, IME most will let a TPK happen just fine.
4. Unless you are in barren, flat, wide open terrain or the enemy out-reaches you, you can actually pretty reliably get away just using the Withdraw action. That lets you double move w/o provoking from the space you leave. The enemy can double move to pursue you, but he can't do that and attack. He can double move and attack by charging, but...unlike withdraw, that has to be unhindered in a straight line. So in most cases, to chase you down AND kill you, the enemy needs to have at least twice your speed.
5. Running away is not the only way to evade an encounter. You could hide. The mage could teleport the party away. You could use diplomacy to negotiate an end to the conflict.
I've played with plenty of people who think like you, that it's more important to be able to escape and live than to fight well. They tend to get other characters killed due to not contributing enough in a fight and being quick to bail out. Those people tend to not be welcome back in the group after such occurrences.
Lord Snow wrote:
Actualy, some fighter archtypes allow for pretty interesting builds - see the archer from the APG, for example. Being able to disarm or trip opponents from a distance is super solid, and there's also a feat the increase ranged damage with intelligence, allowing anyone to create a fighter with high INT score without feeling guilty about it!
Except in 3E there were just feats for that which anyone could take and often gain them at a lower level than the Archer gets access to his ranged maneuvers to do that stuff. Like I said in my first post...
As for the int to damage feat, that requires a single standard action attack that doesn't even stack w/ Vital Strike or Shot on the Run. Not to mention the whole appeal of archery is always full attacking -- the incentive has to be a lot higher than Int to damage to make any other form of archery anywhere near competitive.
I have a goblin dex-based Viv. Beastmorph alchemist, using claws and bite (via feral mutagen; I use a gauntlet covered hand for unarmed when not in mutagen, and now I can use Undead Anatomy for backup claws/bite). It works well now, it would have sucked at level 1 (I got to come in at level 4, iirc, and DM let me blow half my wealth on the amulet). But it is quite possible if you aren't at low levels for too long.
Well yes, that's the issue. The pouncers, archers, etc.. are strong, viable builds, albeit boring as hell. But the problem isn't them being too strong. It's "walk and strike" - the skirmisher type builds -- being incredibly pathetic and weak.
That's why the tumble nerf, lack of Tome of Battle or other source of powerful single attack options, etc... is the heart of the issue. Nearly every martial combat change in PF has been to the detriment of the skirmisher guy. And any buffs to the martials have almost all been in the form of bigger #'s to hit and damage with.
This has been pointed out for many years now, right from the start. But instead of addressing it, paizo and its defenders just shouted back and turtled up like they were besieged.
Tome of Battle was great for that. Gave a ton of standard action strike maneuvers to skirmish with that had potent effects for their levels.
Of course, PF also instituted the "full attack stand still-fest" by making tumble suicidally hard. Perhaps if it was still flat DC 15, people would move around more.
Or perhaps if Spring Attack stacked with....freaking anything else.
EDIT: Wow, you ninja'd my reply to your own post!
The name should come with any success. On top of that (since it's a quite useless bit of info on its own), success and then each increment of 5 you win by should give you useful, combat relevant information.
What creature type and subtype it is. What special attacks it has. What resistances or immunities it has. Any vulnerabilities it may have. What saves might be its strongest and weakest. Its movement modes if not visually obvious.
Stuff like that. Knowing its ecology and favorite foods is cool and all (and you can include that stuff as well if you want), but when you're in a fight with it, the party members do not give a s*** about that stuff. Of course, if such fluff information is useful to a party member (say... a Horizon Walker who'd like to know if the monster is already from one of his dominant terrains so he doesn't need to use his wand of Instant Enemy on it), then for that group it is combat-relevant information.
What tidbits come at which increments is up to you, but as a general guideline, beating the check by 20 should basically be, "here's the monster's statblock," and you should try and roughly evenly divide the info up among DC, DC +5, DC +10, DC +15, and DC +20. This guidance for winning by 20 = you know all about the monster came from the latter half of D&D 3.5, where they'd actually print info gained on a monster for a given knowledge check result on a little table for each monster. It was super helpful, shame PF didn't keep up that innovation.
And if you're using claws and bite, you can get it on an Amulet of Mighty Fists for "only" 5000 gp, since the amulet does not require a +1 first like a normal weapon does (so a weapon would cost 8000 for +1 Agile, 300 for masterwork, and xx price of the weapon). Should mean you can nab it at least one level earlier than you could have an agile sword.
The problem isn't martial damage so much as PF's complete and utter nerfing of any martial option that isn't damage. Grapple is super hard-nerfed, trip can't be used on nearly as many things, maneuvers succeed less often than in 3E due to CMD accrual rate of monsters, it takes more feats and higher level to get identical benefits to the 3E "Improved [maneuver]" feats... Stand Still was turned from the keystone of any reach tripper build that nearly always worked into a worthless adjacent-squares-only feat that runs against the exact same broken CMD score.
Clerics get two domains, many of which have fairly good powers. An Oracle can get either a larger quantity of decent revelations or a few that are better than what a cleric can get, maybe. Does that make up for all the benefits of being a cleric instead of an oracle, though?
Like I said, if you can find a unique trick like Heavens mystery with color spray, or paragon surge with Eldritch Heritage (Arcane), oracle can stand out. I just don't see it otherwise, though...
Misfortune is nice for using on allies. For using on enemies, cleric can eventually do that just fine. That's because the Divine Interference feat exists. Just buy a ton of cheap 1st level pearls of power to keep using it on every enemy you encounter once each.
Why are people saying #3? You cannot reincarnate those creatures, for good reason -- they can't be raised from the dead normally and the elementals and outsiders don't actually "die" in many circumstances due to being summoned.
But killing is not a part of the reincarnation spell, that is an entirely separate effect the hex inflicts. It's the same hex, but it has a sequential order. Target is killed, *then* immediately reincarnated. So why would the 2nd effect of the hex being ineligible affect the first part?
It is rough with the cognatogen at early levels. Eventually you'll have enough 2nd level slots that you can use lesser restoration and still have slots for alchemical allocation.
A wand of lesser restoration made by a paladin is only 750 gp. Would be worth trying to acquire such a wand if you plan to use cognatogen.
For the haunted curse a familiar can once again be helpful as a wand and rod caddy. Of course it is kind of a big feat investment, but it can have other benefits.
Yes, fine. I don't mind Haunted curse itself. What I took issue with is choosing it as the non-advancing one for dual-cursed.
If you do so, you introduce all of those headaches...just to add mage hand and ghost sound to your known orisons.
There is no sane reason to ever do that. Hell, you could use two-world magic trait to get one of them on your list anyway.
Your build is missing Point Blank Master. Also, take Clustered Shots before Snap Shot. Snap Shot is pretty bad until you get Improved Snap Shot. Likewise, Combat Reflexes does nothing for you until you have those feats. I'd use level 8 to grab Combat Reflexes and swap out an old fighter feat for Snap Shot, then get Imp. Snap Shot at 9.
Zen Archer also works, I agree with Ark, I'd go Zen Archer 6, then Weapon Master Fighter 3 for weapon training to use gloves of dueling, back to Zen Archer for 2 more levels, then...either fighter 4 or something else entirely for your final PFS level at 12th.
EDIT: Imp. Precise Shot is an amazing feat, you definitely want it ASAP. But for a fighter, ASAP is level 11, not 10.
I was wondering how this hex works against Undead, Constructs, Elementals, and Outsiders.
Forced Reincarnation wrote:
Forced Reincarnation (Su): The witch causes a creature within 30 feet to die and be immediately reincarnated into a new body. A Will save negates this effect. Those that fail are slain and immediately brought back to life with the spell reincarnate. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.
A creature that has been turned into an undead creature or killed by a death effect can't be returned to life by this spell. Constructs, elementals, outsiders, and undead creatures can't be reincarnated.
I note that while I'd expect such a hex to be a fort save (which would make undead and constructs immune by default), it is actually a will save. Also, due to the text quoted for reincarnation, apparently the death caused by this hex is not a death effect, lest the hex would never work at all.
So, how does this work?
1. Specific trumps general, with the Hex you *can* reincarnate those creature types.
I think by RAW, #2 is how it works, though #1 might also be the case. I don't see why #3 could possibly be correct.
Yeah, tongues is bad for a casting-focused oracle, too many good language-dependent spells. Less of an issue for a melee buffer type oracle.
Deaf doesn't have to kill roleplaying, I don't think... Getting someone in the group with telepathy (my current character's improved familiar has it, for example), using sign language, getting ghost sound as an orison via two-world magic (if your DM tries to make your own speech hard to understand due to the curse, though I don't think that happens by RAW), all help.
Haunted is painful because yes, you will occasionally want to pull out a wand, a rod, a scroll, or whatever. Also, while probably intended to be fine, I notice the FAQ says nothing about drawing any focus a spell might require. Could cause problems with a strict DM or PFS. Then again, you just need to touch foci, so you could probably have them all out at all times on a necklace or something.