My personal favorite use of Conductive to date is a +1 Conductive Pistol on my Mysterious Stranger 1/Sound Striker Bard 7... Aasimar...
So he hits on a ranged touch attack then channels a 10d8+70 worth of damage, Fort save for half, for 2 rounds of performance.
Works at the moment... but the current Sound Striker rewrite up for discussion wouldn't allow it anymore.
At 2 they get the minor shifting powers. There is no way to read it to get any wildshape earlier than 4, since the modifier doesn't kick in until 6, so the base wild shape at 4 is the first option.
At 4 they get normal Wildshape, since it doesn't at any time state that it replaces the normal wildshape gained at level 4, only that at level 6 that ability is modified.
At 6, you get a boost to your totem animal, but no increase to anything else, since it still counts as level 4 for all others, and 8 for your totem animal. From then on, you are 2 levels higher for totem animals (which is pretty much useless for anything other than saurian, since at 6 you count as 8 giving you huge, and I can't remember anything but dinos that aren't magical beasts in sizes past huge), and 2 levels lower for all other forms.
It says that the shield enhancement bonus to AC doesn't give you any hit/damage bonuses, but as was bolded above, it can be made into a magic weapon as well.
In order for this to function at all, it would have to be two separate "pools" of enhancements. One pool from the weapon list, and one from the shield list. Double weapons are a good rule to mirror, since it has the option for both, in order to keep it balanced rules wise.
Now, I wouldn't let you use the Defending Weapon property to modify the Armor enhancement property, since that would be the worst cheese in this situation. However, if someone wanted to pay for +6 weapon cost on top of the +whatever armor costs, I would let that work to use only the weapon total for the defending total.
If you lowered the shield enhancement bonus for defending, then it is lowered, and you wouldn't get it to hit/damage any more because it is reassigned before the shield master feat kicks in.
Up until this thread, they weren't rays at all, so that line IS actually required.
As a matter of fact, since they weren't weapons until SKR said so, I never thought Arcane strike, PBS, or any of the other weapon addons for damage should apply... I thought that was the balance of adding Cha to each one for DR concerns.
As well, the whole reason this thread came to be was that it was stated by another developer, that they -could- be single targeted, even tho people will scream "he's not a rules guy" when they disagree with him.
If it doesn't have single target capability, then it's a waste of print, since the thunderstriker scales better, has a debuff, is an AoE, and also benefits from the ability to use it as a move/swift at higher levels. That's just the way it is.
I think that 1 d8 word/2 levels, Cha once per target, sonic damage with a fort save for each target, and single/multi target damage is balanced against other similar class abilities/spells for the level it comes in on. 1d8/2 levels is a standard scaling, single save to reduce die rolls, no DR issues, no attack rolls therefore no addon massive damage stacking.
Damage scales to 19-55 from levels 6-20, assuming a 20 Cha at 6 and a 30 Cha at 20. Minimum of 9 max 29 at 6th, Minimum 20 Max 90 at 20th level. (yes, you can get better stats at those levels but the character is so underwhelming in other stats that it shouldn't be the baseline balance). This is a CASTER DPR version of the bard, not a MARTIAL Switch-hitter. The feats will not stack, so it requires split focus to do both, thereby lowering the damage for those who want that.
Part the First: I also believe it to be RAI that it only applies to the TWF chain for the penalties ignored.
Part the Second: In order to have the defending property, you have to pay for it as a weapon. This is in the description of both Light and Heavy shields, since it can be enchanted as both. It is also like a double weapon, in that you pay the weapon and shield costs separately, not 1.5 again for the armor enchants.
Now, that being said, IF a player decides to spend 300k on a +10(AC enchant)/+10(Weapon enchant) shield, AND IF you actually let him have it as a GM, then you shouldn't have any qualms about him using a +5 d6-2d6(if you include large impact) 20x2 weapon, while getting +12 AC (Heavy shield +2, +5 Armor enhancement, +5 from Defending Weapon) from it. It's a 300,000 gp item, damn near an artifact at that point, and you if let him have it, he should get full benefit of spending a major chunk of his wealth into a single item that could be stolen, sundered, or disarmed.
If he believes them all to be of the same value, then when you get to the next town, tell him you expect that to follow through when you sell it as it is not useful to your character, and then use the +1 Adamantine Polearm of Throwing to calculate your new gold total. Even halved it should buy you ... Around 5800g worth of Mithral goodness. I'm thinking +1 Mithril Breastplate should be a fair trade.
If that doesn't fly, ask him why not? It is half the cost of an "equivalent" item from his list. You're not even trying to get the full value, only half of what he believes was equal to begin with.
I'm of the opinion that if something changes the base calculation, and something else adds another stat to that calculation, then its no longer the same source stacking.
Here's one. A Heretic Inquisitor with the Heresy Inquisition, who also has Wisdom of the Flesh (Stealth).
Heresy Inq changes Cha to Wis for Bluff and Intimidate. Heretic Archetype adds Wis to Bluff and Stealth in addition to normal modifiers. Wisdom of the Flesh (stealth) replaces the Dex Modifier to stealth with Wisdom mod.
Now, those are the same stat, but from different sources (one archetype + Inquisition), (one archetype + Trait).
Same situation with Fury's Fall and Agile Maneuvers/weapon finesse. One changes the original calculation, the other adds an extra modifier at the cost of a feat.
I mean, how does taking an extra feat/trait/inquisition somehow make it less likely that something succeeds than someone who only takes one? Shouldn't more investment add more numbers?
Wow... No wonder people think the damage is overpowered.
Adding all those extras makes the damage insane.
Instead of fixing the overpowered issue by stacking adds to make it viable vs DR, and still requiring ranged touch which is pretty much auto hit at higher levels (making the dice roll extraneous), and causing the single word/target to keep damage balance...
Why not just make things simple, and smooth. The AoE archetype is the Thunderstriker, and it gets a better scaling and a debuff on top.
Is it so bad to make it sonic, reduce it to a single fort save per target, allow the focus fire as an option without the crazy adds, and scale it to one word/2 levels?
No crazy damage adds, single damage and save roll per target, keeps it from being eclipsed by another archetype that fills the same niche but does it better, scales more in line with other comparable abilities, while keeping the "sound" striking feel, and making it seem more like a follow up to wordstrike that is geared toward living targets.
What I find really funny, is the same people who argue that this doesn't work, are often the same ones who let Inquisitors double dip Wis to certain skills based on archetypes, and paladin/lore oracles double dip Cha to reflex saves.
Not all, but many.
If they make it just an AoE (single word per target of any kind) and leave it a standard action, but don't add debuffs, and make it cost more than one perform round per use, then it's a waste of ink, just reprint the Thundercaller in it's place.
That is already an AoE, that benefits from higher levels of quicker than standard performances, comes with a debuff to boot, and scales faster than their proposed direct damage performance bard.
Make it a fort save once per target, remove the attack roll, make it sonic to get rid of the DR issue, keep the damage the same, cost 1 round/word, give it single target or multiple target ability, and 1 word/2 levels, max 10, increase distance 10ft at 9th, 12th, 15th for a final 60ft range.
Even then, single target, you have a realistic damage of 5d8+35 damage(+7Cha), 40-75 damage with a Fort save of 22 for half, for a single blow out about 5 times a day. At 10th level, an average of 58 damage for a limited resource is fair, and comparable to another damage caster, which is what the soundstriker is fluffed to line up with.
If you cut it to single Cha damage/target, then you're looking at 12-47 damage, fort half, and I wouldn't increase the cost in rounds. Extra round/word used is only fair if you get the bonus stat damage, since that's not really standard for this level of ability.
Even the Scorching Ray comparison is worse than the thundercaller, and is a waste of space to print, since the same damage plus a debuff is a better choice. Especially with being to do it as a move at 7 and a swift at 13 in addition to normal actions.
Don't think so, I seem to remember that being called out in the feat.
Here it is
Shield Slam (Combat)
In the right position, your shield can be used to send opponents flying.
Prerequisites: Improved Shield Bash, Shield Proficiency, Two-Weapon Fighting, base attack bonus +6.
Benefit: Any opponents hit by your shield bash are also hit with a free bull rush attack, substituting your attack roll for the combat maneuver check (see Combat). This bull rush does not provoke an attack of opportunity. Opponents who cannot move back due to a wall or other surface are knocked prone after moving the maximum possible distance. You may choose to move with your target if you are able to take a 5-foot step or to spend an action to move this turn.
Trapper Ranger if you don't need the spells. Urban ranger possibly with it.
Bard, with the trait for disable device. Archaeologist possibly.
Ninja is also viable, he can take the trap spotter rogue talent, and be much more effective with the vanish and such for combat.
Lots of rogue hate on the boards here because rogues require party/player tactics, if you can't ragelancepounce then most people don't count you as viable.
You're confusing spell combat and spellstrike in your questions.
Spellstrike doesn't do anything on it's own. You have to cast a touch spell before it even comes into play, then it does the 3 things Cyrad listed out.
Spell combat is a Full round action that lets you take a -2 on all attacks for the round, and cast a Magus spell in the same round.
On the reference with Chill Touch, you only get ONE free touch attack on the round you cast a touch spell, regardless of how many charges you get from your level. Not ten if you have ten charges of Chill Touch.
For spells with multiple touch charges, you get a free touch attack on the round you cast the spell (which you can then spellstrike with), and then on later rounds you can use charges with touch attacks.
So, if you have a BAB of 5 or less, assuming spell combat to cast and make normal attacks in the same round, you can cast chill touch, get your normal attack at -2, and the free attack at -2. Then, if you have charges left, you can use them at your normal attack rate until they are gone. If you have charges left, you don't get the extra attack in later rounds, since you only get the free one on the round you cast, and if you cast any more spells you lose the charges you have left. If you have a BAB of 6-10, you get 3 the first round, and 2 on the following rounds, until they are used up. At BAB 11-15, 4 on first and 3 after. Note, only successful attacks use charges, so misses don't count.
The escape judgement is useless unless i'm completely misreading it.
It requires an attack, so you burn your standard action before you can use it. It then lets you create a diversion as a Move, leaving you with a swift (can't move without a certain wondrous item) and a 5ft step, which you must be able to get to cover/concealment with in order to keep the stealth active until the next round. If you could 5ft step into cover or concealment, you didn't need the diversion in the first place.
Fine. Fix it by taking the trait for a cantrip from another list, use the spark cantrip off the Druid list, which has the [fire] descriptor, and no worries.
That is, if you ignore the FAQ saying that SLA's count as being able to cast spells of the appropriate list for the purpose of feats
SKR: Which way did you interpret the original ability? That it could be single targeted or not? Just for my own curiosity?
The issue is we already have a better AoE Archetype, that also comes with a rider debuff. Thunderstriker.
Making the Sound Striker just a different named Thunderstriker minus the debuff is something the PDT has usually said they don't want to do, duplicating something already done.
The changes that people can agree on, regardless of how they read it.
Too many dice rolls.
AoE support group thinks too much damage from a bard, basically, usually because of the crazy addons.
Single target group thinks it needs to be decent to justify not using your action to do something else, and being a trap option.
Fair and Balanced scaling from other class/abilities: 1d6/level AoE or 1d8/2 levels when targeted is normal.
Stat bonus damage once per target is normal.
Either an attack roll OR a save for spells/abilities is normal.
With all this in mind, I post this solution, please comment on the balance or not of it. It has lower wordcount than the proposed change, and also accounts for Wordstrike missing things as well.
Wordstrike (Su): At 3rd level, the sound striker can spend 1 round of bardic performance as a standard action to direct a burst of sonically charged words at an object within 60ft. This performance deals 1d4 points of damage plus the bard's level to an object (bypassing hardness). This performance replaces inspire competence.
Weird Words (Su): At 6th level, a sound striker can start a performance as a standard action, lashing out with up to 1 potent word per 2 bard levels (maximum 10) within 30 ft. At 12th level, this increases to 60ft.
This performance replaces suggestion and mass suggestion.
I removed the creature line from wordstrike, since it was negligible anyways, and made both aoe and focus fire viable, while cutting down on the total damage and removing all the damage addons. By basing the damage off of charisma, and adding a d8 per word, you also remove the multiple stat to damage problem. I kept the 1 round/word, even though I believe it is excessive, to address the nova potential, while increasing the fort save for multiple strikes, so that burning more rounds increases the chance of full damage.
If you burn a third of your resources for the day in a single strike, it should hurt.
Mine is a Lore Warden/Skulking slayer, fighting with a heavy Flail (d10 19-20x2 trip weapon) Using Felling Smash and Greater trip, as well as Cleave and Surprise Follow through.
It's surprisingly effective. 1d10+3d8+24 at 10th level (5/5), +28 trip, and another d10+3d8+24, or dirty trick to blind on the AoO from greater trip (skulking slayer can sub dirty trick since they're flat-footed from the charge).
Boots of Spiderclimb to be on the ceiling and not blocked from charge lanes, replace with boots of flying at higher levels.
Single target, charge/trip/blind. multiple targets, trip blind blind.
I don't always get kills, but I pretty much lock down any single target encounter, especially when they have to remove the blind as a standard.
And, if they cant be tripped/blinded, I'm still a Str based 2h character swinging a pretty big stick, from the ceiling.
The OP stated that enemies were adjacent, but one was directly in front, the other 5ft back. Being Adjacent, and both within reach, covers the requirements of cleave. You can take a 5ft step anytime during your round, even between attacks. However, both targets have to have been legal at the beginning of the cleave action.
The cleave through line allows you to step 5ft after a cleave attack and if that brings another target within reach that wasn't before, you can swing on him then.
If you are standing in a square, and there are two enemies standing together, one diagonally from you within 5ft, and the other one next to him but within 10 ft of you, you can swing on the second one with a reach weapon, and then step diagonally to be 2 squares from the first one, and take your cleave attack.
The cleave through line, lets you start 10 ft from the first target, 15 ft from the other target(out of reach), you can swing on the first one, and then step to bring the other enemy within reach, and attack him. Different situation.
Exactly. The Buckler Duelist doesn't replace weapon training 2-4, only weapon training 1.
So, at 5th level, they get nothing from Gloves of Dueling. However, at 9th level, when they would normally get weapon training 2, the rules for archetype replacements state that they get weapon training 1 instead.
So, they get strong swing at 5th. Then, at 9th, strong swing increases to +2/+2, and they also get weapon training 1, so if they choose heavy blades, they have +3/+3 with the sword, and +2/2 with the buckler.
If they then bought gloves of Dueling, they would be at +5/+5 for the sword, but still at +2/2 for the buckler. at 13th, they could pick the close weapon group for weapon training 3 (which for them is weapon training 2). At this point, they are at +7/+7 sword and +6/+6 Buckler. (strong swing 3, gloves of dueling 2, 2 heavy blades, 1 close weapons)
It makes up for two weapon fighting and having to invest in 2 enchanted weapons instead of 1.
We need something simple, but still useful, and I want to add a couple lines to Wordstrike, so we also need to drop some wordcount.
Need: less dice rolls, less tracking, easier flow, less extra stacking of buffs.
Cut the attack roll so people stop trying to stack buffs, make it sonic damage to get rid of the DR tracking, give 1 fort save per target instead of per word, regardless of 1 word or 10, drop the words to 1per 2 levels, capped at 10. 1d8/2 levels is a fairly standard damage progression, Fort save (most common good save in the beastiary) balances out the Cha on each word, as well as the cost of 1 performance round/word.
So, at 6th level when you get it you would have:
4-6 dice rolled, no complex math needed, standard fort/half, no DR concerns, the extra Charisma bonus damage paid for by the extra performance rounds. If you wanna cut to Cha once per target, then don't charge extra rounds for the extra words.
At 20th level when it caps, you have 10d8+10xcha, costs 10 rounds, (easily a quarter of your daily total unless you really burned resources to increase it), Fort half.
If you drop the focused fire option, the ability goes into the "fun concept terrible execution" pile, since the high cost would make it useless to spend your standard action on.
Short and sweet:
Weird Words (Su): At 6th level, a sound striker can start a performance as a standard action, lashing out with up to 1 potent word per 2 bard levels (maximum 10).
Now that we've cut around 20 words from the proposed changes(not counting the note lines), we can also add a couple to Wordstrike.
Wordstrike as written is also useless, 1d4+3(when you get it) is 4-7, after hardness of anything but rope is no damage. Especially since wood has hardness 5, and 5 hp, so it will take 3 rounds minimum to break a hafted weapon with it. A steel sword, at hardness 10 and 5 hps, takes 5 rounds to break at max damage rolls at level 7. Heaven forbid it is magic, you'll never break anything enchanted.
It needs to specify that it bypasses hardness, so it can actually do something, it also needs a range, i feel that since it's objects only a longer range is fair.
Wordstrike (Su): At 3rd level, the sound striker bard can spend 1 round of bardic performance as a standard action to direct a burst of sonically charged words at a creature or object within 60ft. This performance deals 1d4 points of damage plus the bard's level to an object (bypassing hardness), or half this damage to a living creature. This performance replaces inspire competence.
What level is the party that its going against?
Take the stats for a normal Winter wolf, so far as saves/BAB and such, then add +1 to hit and +1-2 damage for every two wolves as they pack attack. Also add +1 to saves for every two wolves, as they provide cover/morale support for each other in a pack.
Triple/quadruple the HP of a single wolf, but when they do damage describe it as being killing "x" number of wolves in that group, and for each 10% take away those adds to hit/damage/saves from the first mod.
I'm thinking that 150-200 hp troops, with a +15 attack doing 1d8+17+5d6 cold, plus a trip at +17, with saves of F 14/R 11/W 8 and an 11d6 breath weapon usable every 1d4+1 rounds (not all of them will recharge at the same time) should be about fair. For every 20% of hp damage the troop takes, -1 attack, -2 flat / -1d6 cold damage, -1 saves, -1d6 breath weapon.
Have no idea how that will be balanced against the party but it should be a good compromise for stats.
2) Same as Above, they wouldn't normally apply to non-weaponlike spells/abilites, this would also keep a lot of people from screaming ZOMG Weird words is Borked!! But with the specification of physical damage types, it's up in the air for intent. Once again, sonic damage with a fort save stops those shenanigans, and brings the ability in line with similar damage caps at the levels discussed.
My Str rogue is a half-orc skulking slayer scout. Started with a 18 Str, boosted by a +4 belt and 2 level points, so 24. +2 Dueling(AA not UE property) gives +4 more to trips with the weapon.
To be fair, mine is a lore warden 5/rogue 5, but I had dropped the Gloves of Dueling and the bonuses from lore warden off the stats, since we were comparing rogues only.
7 Str + 7 BAB + 2 Charging +2 Weapon +2 Headband of ninjitsu to sneak attacks -2 PA (slippers of spiderclimb, so can usually be on the ceiling to get a clear charge lane).
Heavy Flail 1d10 damage + 6 PA + 10Str + 2Weapon +5d8 sneak attack on a charge with a 2 handed weapon.
Felling Smash, as a swift after a successful Power attack, you can trip.
A dex based Rogue has more hit problems, needs agile on weapons so probably needs some extra magic to get that hit up, but you don't charge you take thug type to get the debuffs instead.
It's referring to all the ways in which a rogue will not fight fair, in order to make up for their lower hit bonuses.
They stealth, they go invisible, they blind, they intimidate, they have befuddling strike, or the other debuff rogue tricks, they can use wands/scrolls with a UMD check, and have extra magic on them the fighter has to work harder for.
Stealth/invis/Feint deny dex, making the enemy easier (usually) to hit. Flanking gives a +2. Dirty Trick(blind) gives -2 and denies dex as well. Intimidate gives a -2 to attacks. Several rogue talents also give attack penalties, or prevent AoOs to allow mobility around the enemy.
Lower HP, Attack Bonus, and AC(normally) mean you don't stand toe to toe, even when you do with a full attack.
My Str Based rogue charges, does a sneak attack power attack hit, gets a free trip, another free hit, and when they stand up he blinds them to boot. at 10th level its 1d10+3d8+20, then a trip at +26, if they fall he gets another swing (or he blinds them with Quick Dirty Trick if they look truly dangerous or have reach).
My 11th level Dex based Halfling Rogue tumbles through their square on a take 10(giving him around a 40) then uses sleight of hand to disarm any humanoid (another take 10 gets him around 40 as well), or take a free sneak attack instead. Now, they're unarmed, and unless they have unarmed strike, or a backup weapon (usually far less enchanted/focused on) they provoke for attacks.
You need to be able to get to your target to flank it. So, Featherstep slippers for terrain, or slippers of spiderclimbing to be on the ceiling, leading into boots of flying. (you use this instead of the 15k the fighter spent on his gloves)
You have 2 weapons of 1 bonus lower than the fighter. He has a +2 sword, you have a couple +1s. He has a +4, you have a couple +3s.
You buy Celestial Chain, +9 AC +8 Dex cap. He buys +x Fullplate (which is why his AC is higher)
You need a handy haversack, since your STR is around a 10. You also need wands/scrolls/oils/potions/random magic items he doesn't need.
Rogues have a ton of tricks, the fighter has a sword, some armor, and a couple rings/belt/gloves/boots.
It doesn't actually say you can't, but some people will argue it as was shown above.
However, you can hit the first one, then 5ft step back to hit the second one with the polearm, and be completely legal so long as you didn't move to begin with.
Note: Also, check the cover rules, you take a -4 for attacking the farthest one if he's directly in line behind the other enemy, reach weapons use the ranged attack penalties regarding cover.
Hmm... and where is said rogue getting the 4200g at 1st level to have a mithral breastplate?
But, there are several ways to build a decent rogue.
The problem on the boards is that since a rogue requires tactics other than ragelancepouncesmite to get his combat on, and many players don't have a decent grasp of tactics, that they are seen as "weak".
I have both a Dex and a Str based rogue. Both of them do comparable damage to a normal fighter, albeit I have had to tweak the gear selection.
But, that's normal. Your Sorc/Wiz/Druid/Ranger/Magus/Bard/anything not a fighter or barbarian has to use a different selection of gear to be most effective.
Rogues have more skills, more options, and a larger bag of tricks to pull out than other classes. You won't do as much damage if you just try to zerg it, but if you are a competent player with a competent party, and employ tactics in the slightest, you do damage just fine.
You will have a lower AC, HP, and pure attack bonus. For that, you need to be flanking, feinting, blinding(dirty trick), stealthing, and ambushing to get the damage out.
Reasonable fighter damage at level 5, (20-22 Str, +1-2 weapon) +12-14 to hit, 2d6+(18-21)damage... ~25-30 per swing 50-60hp. AC 20-22.
Reasonable Fighter damage at level 10, (24-26 Str, +3-4 weapon, gloves of dueling) +21/16 - 23/18 to hit, 2d6+(30-33)damage per swing. 100-115 hp, AC 27-30.
They really should just make the wildblooded abilities like subdomains instead of archetypes.
With the same caveat that the Quingong monk has, if one is replaced, then it has already been "chosen" once and swapped out, so is not available to be gotten a 2nd time as an alternate Crossblooded option.
Interesting, if I assign my Kitsune boon chronicle to a human character, then take racial heritage with that character, since the Kitsune race is now an allowed source for that character can I now access the feats?
Mainly because I can't find a character concept I want to play with a Kitsune.
If they would just make it sonic damage, and not a ranged attack, and keep the fortitude save, you would see a lot less complaints even with focused fire on a single target. No arcane strike, no good hope, no extra addon damages, even the Cha to each word is weak with the normal 75% success rate of the fort save on them.
even 10d8+10xCha, fort half, assuming someone who built for this explicitly with a 24 Cha at level 10, is around 65-75 points of damage at 10th level.
Not really all that much damage compared to other classes.
Fighter/barbarian/paladin/ranger can do more than that a round, (some in a single attack) all day.
Sorc/Wiz/Magus can do this easily for as many fights as the bard can, because of all the other uses of performance that should be burned.
That's why I made it sonic damage and not an attack, so it doesn't have the crazy adds that a focused bard could drop (arcane strike, PBS, good hope, Virtuoso Perf for +Inspire Courage on top to hit/damage, Discordant Voice).
People are screaming about it being broken now for 2 reasons, the number of dice rolled being excessive (30 rolls for 10 words is pretty excessive), and they have bad experiences with letting people get away with weapon bonuses to it when they shouldn't apply to start with.
If the damage scales, and DR isn't an issue, the not adding Cha to damage more than once per target is still decent. If there aren't 10 hit rolls, and 10 damage rolls, and 10 saves, then you don't have a single turn taking 15 minutes. If it is moved away from the "weaponlike" effect, then you don't have the crazy stacking that people misperceive as overpowered. (The only people who argue that even the original version is ZOMG damage!@! are people who haven't seen a rage/pounce barbarian with a oversized greatsword anyways)
1 word per 2 levels, targeting one enemy or multiple enemies.
Not counting all the ways to boost your rounds, (i consider those already balanced because you give up other things) you should have 22+cha rounds at level 10. With a normal point buy that means 5-6 nova shots if you don't plan to do anything else with them that day, or a reasonable contribution to mook killing other than buff/Inspire Courage, watch my friends kill everything.
At 10th level, you fire 5/standard action, doing 2d8+cha each to multiple targets, or 10d8+cha to a single. Fort save for half. It costs 5 rounds/use, and you have to spend extra to put Inspire courage back up. Sonic damage, which fits with the "Sound Striker" description, and simplifies the DR issue.
Balanced against similar abilities gotten by other classes at that level, still scales well when you get to higher levels, but doesn't overwhelm at lower levels.
Problems that have been pointed out:
At 1 round of performance per word, it's too expensive.
Proposals to balance:
Get less words, with better scaling damage, if you want to still apply DR, and want to limit the words to one hit per use of the ability.
So, bringing it in line with most other abilities would be something like: (italics are things in the proposed rewrite, bolds are my suggestions)
Weird Words (Su): At 6th level, a sound striker can start a performance as a standard action, lashing out with up to 1 potent sound per two bard levels (maximum 10), each sound affecting one target within 30 feet. Note: "Up to" means you can choose to fire fewer than the maximum number.
Now, you have a scaling damage (1d8+Cha) at 6th, +1d8 at 10th, 14th, and 18th. Total only adds Charisma once. Costs multiple rounds to make multiple hits, can be used single target but without the massive 10xCharisma bonus, scales slower at 1 word/2 levels, saves on bookkeeping by only making a fort save, and still has the balance between useless at high levels, and overkill at level 10.
Even at level 20, 10 rounds per use, at maximum will be 4 nova strikes a day, which is on par for other characters at that level.(ignoring favored class options and feats, if that's what you spend your bonuses on it means you don't have other things, so still balanced.)
Dusty Rose Ioun Stone slotted in a wayfinder gets another flat +2 CMB/CMD. (5250g including the Wayfinder)
Dueling enchant (not the one in UE, the +1 enhancement one) gives a bonus to CMB when you use the weapon equal to double the weapons base enhancement plus. I.e., a +1 Dueling whip gives a total of +3 (1 for the normal bonus of the weapon, and an additional +2 Luck bonus. A +2 Dueling whip would be +6, etc.)
Gloves of Dueling will work, since they increase your attacks, (provided you didn't trade weapon training). They are 15000g.
Gauntlets of the Skilled Maneuver are 4000g, but only work on a single maneuver, and can be used until you can afford the Gloves of Dueling.
The Felling Smash feat lets you get a free trip after a power attack hit.
Also, remember that anything that gives an AC penalty to the enemy lowers CMD as well, so possibly you can get things that add status effects to your normal attacks so that the CMD is lower. I'm a fan of debuffs though. Spell storing weapon FTW.
Fortunate Road wrote:
: At 1st level, a Varisian pilgrim must select the Chaos, Community, Liberation, Luck, Travel, or Weather domain (or the Exploration, Fate, Freedom, Trade, or Seasons subdomains from the Advanced Player’s Guide, if available in the campaign) as one of her domains.
If your deity grants one or more of the listed domains, then you follow normal rules for domain selection, with the restriction that one of the domains chosen be on the Varisian Pilgrim list.
If the cleric worships a deity that doesn’t normally grant one of these domains, she gains access to this domain but can only pick this one domain—she effectively loses the option to pick a second domain. As a result, very few clerics who worship deities who don’t grant access to one of the domains or subdomains listed above opt to become Varisian pilgrims. In all other respects, this works like and replaces the standard cleric’s domain ability.
If your deity doesn't grant -any- of the Varisian Pilgrim domains, then you get to pick one of those domains anyways, but then you only get one domain instead of two. Since Shelyn does, this portion of the text does not apply to clerics of Shelyn.
In the case of Shelyn, since she has one of the choices on the VP list, you must pick that one, and then choose your other domain from her normal list as well.
The only way to legally get the Travel domain from the VP archetype would be to pick a deity that has it already and choose it, or to pick a deity who has none of the VP domains listed and take it as your only domain.
You could also be the separatist archetype as well if they don't have any other conflicting trades.
Look at Serpent's Lash and Greater Serpents Lash (I think are the feats) Cleave and Great Cleave for trip/disarms, but anywhere within reach with a whip.
The old abilities are kinda similar to a Dazzling Display (give debuff, shaken, in whip radius), so maybe a standard action version but only within the whip reach?
Ignore the people who tell you the Medium Armor Prof feat wasn't worth it.
At level 4, you should be able to afford Elven Chain (5150g, counts as light even for proficiency), and also retrain that feat into something with BAB 4 required.
Totally worth it.
+2 Str/Wis, with the option of -2 Cha and alter self SLA, or -2 Int and blur SLA are both great choices.
Probably the Separatist Cleric/Fighter or Oracle/Barbarian combo.
Possibly also an Inquisitor, more of a Zealous warrior. Tiefling racial of 1/2 intimidate and all knowledges to identify creatures is pretty sweet.
Growth Subdomain as an Inquisitor would get around the outsider enlarge not working. Alter self would give you the Str bonus and not change your size.
Str 17 Dex 14 Con 14 Int 10 Wis 15 Cha 8.
If it's for PFS, Hamatulatsu Strike isn't legal.
Playing a pure fighter, you don't want a will save penalty at all, and you definitely don't want to trade a -2 to it for 13 int. Unless you plan on taking maneuvers (none in your build) Take the human and favored class bonus as skillpoints, and keep that +2 to will saves by making int and wis both 10.
Since he's human, and you are taking skill focus anyways as a feat, rearrange your feats a little and take the human alt that gets you a Skill focus at 1st and 8th. Use the other for perception or some such. It's a free feat with the build you have in mind.
Also, buy an Alchemical Silver(or mithril later) and Cold Iron Gauntlet, so you can bypass both damage types.
That crit range will hurt a lot in the end, along with the base damage die. Possibly pick up a couple Rogue levels, the +2 damage from Greater Weapon Spec vs the free intimidate on any strike that sneaks, and the addons from the Thug or the like, combined with rogue talents that would free up real feats could make it better in the end, while still doing the same or better damage.