Human Fighter wrote:
Flying magic man in the sky rains down fire death, while if I put up my shield as an action, I get a bonus to reflex saves.
FMM spends one action to concentrate on Fly so he doesn't plummet to the ground.
FMM now has a choice, spend 2 actions for a decent spell, or spend an action to move and 1 action for a single magic missile dart.
Also, Normal Fighter Dude, with Master Grade Athletics (so, lvl 7) has literally been said in a blog preview to be able to leap into the air and smash flying foes to the ground.
FMM needs to rethink his plan.
Idea: Call it Momentum. Not sure what to call the class, but basically, you have a bunch of powers that do low damage and effects. Pushes, pulls, slows, etc. And once you've built up a bunch of Momentum (And used your low dmg powers to move all the enemies into a clump) you spend it on a high damage power. Probably price extra damage to cost extra momentum like most of the Psy-point or Spell-point systems do...
I'd certainly play it.
What I've wanted ever since I first picked up the Advanced Class Guide is a Cleric Rogue Hybrid that specializes in hunting Undead and/or Evil Outsiders. Give them d4 sneak attack, but against Undead/Evil Outsiders it does d8 radiant/holy/whatever-good-energy-damage-is-called-i-forget.
We clearly are. Probably 99% of the picture at this point.
I know I'm niche here, but I want good solid rules for Improvised Weapons right out the door.
Here are some Damage values based on size or number of hands needed, etc.
I want PF2 to have an equivalent of Catch Off Guard, but I want it to SPECIFICALLY make you Trained with Improvised weapons. Not "remove the -2 untrained penalty" or whatever, but Actually Trained Proficient.
I want to be able to advance my skill with Improvised weapons or a small subset of items used as improvised weapons, just like I could with any regular weapon, even if it requires a feat tax.
But if a level 15 fighter specializing in the war hammer can do some sort of crazy area attacks with legendary Hammer Skill, I want to be able to do something similar using a Chair if I've paid the extra feats to make up for the fact that I'm using a Chair not a Warhammer.
(Yes, this is again all about my El Cabong based character)
Why do they have to leave half the party behind?
They've said proficiency applies to both armor and weapons, and implied that higher proficiency levels grant bonuses (IIRC an example in the proficiency thread implied that a master gets more AC from the same armor than someone just trained)
So, likely the theory craft here is wrong.
God I wish I was like the rest of you, able to form a fully nuanced, complete understanding of a system without having played it, or read it, or even seeing a preview of like 90% of it, or knowing how the system works at all yet.
What we know: There are 5 skill levels ranging from -2 to +3
But I mean by all means go off on your absolute lack of knowledge "OMG teh game iz ruined b-cauz untrained lvl 18 barbarian can UMD to cast miracle 18 times a day"
Let's stop and think.
Also, if you're playing a game where one character is a Level 1 Rogue Expert in a skill and another player is a Level 18 Barbarian Untrained in that skill, WHY ARE YOU IN A GAME WITH A LEVEL 1 AND A LEVEL 18 AT THE SAME TIME?!
Is this WoW? Are you power leveling your friend so he can join your raiding guild? [Seinfeld voice] What's the Deal? [/Seinfeld voice]
TLDR - Let's reserve judgement until we have the playtest document in hand so we HAVE SOME ACTUAL IDEA of how these things work.
Having observed the wild speculation in every thread, I now feel that, if the Paizo Staff posted a Blog Post that simply said "The Core book will include stats for Bears." and that was it word for word, within 12 hours we would have 600 posts discussing:
and 100 of those posts would be
- I just assumed Bars would be in
So it looks from the Proficiency blog post like Fighters will be able to up their weapons proficiency before other classes.
So, while 'BAB' seems to be the same for everyone, fighters will still spend most of the game with a better to hit roll, and presumably gain access to combat related feats faster than other classes.
I assume there will be feats that require Master and Legendary weapons proficiency.
I don't think the skill points per level is a thing any more.
I'm holding a baby typing one handed so forgive me not going into detail, but the stuff so far looks like all skills are basically class level + stat mod + [-1, 0, +1] depending on proficiency.
But we need minimum 4 skill proficiencies definitely assuming a similar number of skills.
Do, do Europeans think measuring feet aren't a fixed set size? Do you think we're using our actual lower leg appendages and not a fixed, regulated, government standardized measure?
Cause that's the vibe you're throwing off right there.
Patch Notes PF v 184.108.40.206.b
I've thought of one thing I'd really like in the new edition.
From day 1, decent rules for Improvised weapons.
Rules on improvised weapons such that, if you choose to build that way you aren't ALWAYS going to be WAY BEHIND a similar character using a short sword.
I Just Want To Be Able To Beat Monsters To Death With A Guitar Is That So Wrong?
So, the main reason people seek political power is the fringe benefits. Power equals Wealth which in turn guarantees good food, drink, the nicest living spaces, and all other desirable forms of comfort and ease.
Now, Actually BEING IN CHARGE of something large like a country, and trying to do even a halfway decent job of it is a LOT of work. Being a decent ruler and providing a decent life for your subjects is hard time consuming work. And that's assuming no one under you is betraying you with the intent to usurp you.
But what if you're a Wizard? With access to spells up to 9th level. Do you desire good food? A Lush well appointed Home? With many Servants to cater to your every whim? Mage's Magnificent Mansion, as soon as you can cast it, lasts 26 hours and has 26 staff.
So, if you can have all the benefits of high office without any responsibilities, WHY WOULD YOU CHOOSE TO TAKE ON THOSE RESPONSIBILITIES when you don't have to?
Assumption, I have to stick to one class list. I pick Wizard.
0. Prestidigitaion - As father of a newborn, if I could have ONE SPELL period, being able to clean the diaper by magic at will POOF done in under 6 seconds, I would take over anything...
1. Feather Fall
5. Overland Flight
6. Form of the Dragon I
7. Mordenkainen's Magnificent Mansion
8. Form of the Dragon III
9. Teleportation Circle
For me, Fun characters aren't determined by class, so much as by build. The more ludicrous sounding the build, the better.
Equipment Trick (Rope) Half-Orc Warpriest (alt-racials to have Whip and Spike Chain profs)
Anyone specializing in an odd weapon or non-weapon (beat them to death with a Guitar)
Finagle the rules to max out a special power pool. Swashbuckler with max panache and extra tricks.
Hey, yo, I went and read the monster entries for those oozes, and I got a little hung up on the Plasma Ooze.
Plasma Ooze Entry wrote:
... While their origin is not fully known, it is widely accepted that plasma oozes are not from this world. Some scholars believe they dwell in the sun, while others maintain they hail from the Plane of Fire. That plasma oozes have been encountered in both of these locations does little to help solve the debate.
Is, is there a module that take place ON THE SUN?!
What module is this and how much fire resist do I need to stack to survive...
This is why I like what Adventurer's League has done with 5e D&D, with the PHB+1 rule.
For Pathfinder, I'd probably go a bit more open (Core + 1 HB + 1 Floppy).
Keeps bloat down, and allows for players to much more easily own the books they need for their character without the need to own everything, and reduces the chances of catastrophic game breaking interactions. PHB +1 means that if two spells from different non-phb books cause endless loops or other game breaking effects, it doesn't matter, because no-one can HAVE both.
To be an Atheist is to Not Believe in God/The Gods.
But there are two definitions of "Believe".
Clearly, in a setting like Golarion, you cannot 'Not Believe' in the gods in the sense of "No, Desna Irori and Asmodeus Do not Exist" because they provably DO exist, and some of them might just suddenly appear and smack you if you say they don't.
However, you CAN 'Not Believe' in them in the same way that you can not believe in a sports team, or not believe in a politician. So, sort of a "These beings exist, but they are not SPECIAL, merely powerful, and to accept that they should make the rules simply because they are powerful is to accept that the strong have dominion over the weak. Gods are not special and not worthy of worship."
At least that'd be my take on it.
Feat wise, beyond the obvious Skill Focus, Prodigy from UM provides a similar but smaller bonus (+2/+4 @ 10 ranks) to two skills, and nothing says it DOESN'T stack with Skill Focus, so...
Also, Cooperative Crafting on an Ally might help, depending on how the class is written and how your DM interprets things.
I want your opinions, what would you rule in your own games.
Spell Warrior Skald's Enhance Weapon Song allows part of the bonus to be spent to add effects, as long as the weapon is either granted or already has at least a base +1.
This also allows you to add bonuses and effects to Improvised weapons.
So if I'm attacking someone with a Chair, and have the benefit of a Lvl 5 SpWarSk's song, I can have a +1 Flaming Chair.
Gloves of Improvised Might add magic bonuses to Improvised weapons. If I'm wearing a pair of +1 GoIM my improvised weapons function as +1 magic weapons.
Here's the question finally: If I'm wearing a pair of +1 GoIM, AND I have the benefit of a SpWarSk's 5th level Weapon Song, and I'm wielding a Broken Bottle, can I spend BOTH enhancement points from the Song on effects since the gloves make the bottle a +1 weapon?
I remember when Tome of Battle: Book of the Nine Swords came out for 3.5
Half of the WotC forums pooped themselves in rage.
I never actually got to PLAY any of the classes from it, because while all the other crazy classes from other books were ok (True namer, sure, Incarnum, not popular but ok, caster with unlimited spells, Nice), suddenly, if you give a "Fighter" the ability to have flaming sword attacks without a 8000gp magic item suddenly it's "Game Breaking" and "Really stupid" and "How does Fighter magicz Wut?"
So, Fighters don't have magic attacks by default because SACRED COW and people who don't like the fighter will WAH WAH WAH loudly and not allow the game to go on, unless the fighter takes some massive nerf/trade-off to have a minuscule amount of wizard spell casting.
If my small warpriest giant growths to size large and wields a size huge 1-handed weapon 2 handed, what damage die do I use.
How do I dex to damage?
Why I think Dex to Damage breaks the entire game.
"Help me with my PFS Build" - 10,000 responses involving suggestions of 3pp classes and specifically PFS banned archetypes.
Hey, is X legal? - 45 pages of semantic arguments about Weapon Proficiency feats not explicitly granting proficiency, just removing the non-proficiency penalty, and how that impacts an unrelated build.
Another Question: Vatican City is technically it's own independent country, with the Pope as head of state.
Does Vatican City come to Golarian with Italy?
If NO: Then Italy has a giant hole in Rome that either leads down to bed rock, or is filled with sea water.
If YES: Then assuming even 1 in 10,000 of the holy relics in the Vatican Vaults possesses true power in Golarian, the once they realize this they will become a super power. Indeed, several items will likely be artifact grade. Lance of Longinus for example. Probably at least of few of the literal ton of wood scraps purported to be fragments of the true cross. Other things.
My first question is, is this Italy from a version of our Earth where Paizo and Pathfinder don't exist, or is it the actual Italy from our actual world?
Because Italy has nerds and certainly some of them are familiar with/play Pathfinder.
The existence of ANY individuals within the transplanted nation who have knowledge of the setting, especially knowledge that would be hidden or uncommon to normal citizens of Golarian, would VASTLY change the dynamic, ESPECIALLY once they demonstrated that their knowledge was real and functional.
Also, regardless of whether the Judeo-Christian God and all attendant divine beings suddenly manifested in the Astral, Pathfinder allows (even if PFS doesn't) for Divine casters to worship/revere a creed/ideal/moral system instead of a discrete god, and still receive spells and divine powers. So, as long as the priests had REAL faith, and as long as they hold to their ideals, they SHOULD be able to pull at least first level spell casting as a cleric. Those with greater faith and devotion probably starting at a higher level.
What would be especially disruptive would be that, more than likely, under such a system many low ranking priests would exhibit strong magic, while many Archbishops and Cardinals who are essentially career politicians, would have none, having little to no ACTUAL faith, just a veneer and habit smeared over political aspirations.
Alright, this is my first pathfinder homebrew. Please critique honestly, but gently? :P
My basic idea was to create a Fighter Archetype that could use improvised weapons well, without loosing out on what is arguably the Fighter's BEST class feature, Weapon Training.
Improvised Weapon Fighter
IWF is proficient with only Simple Weapons.
This Modifies Weapon Proficiency.
Absurd Training Regimen
Shovel, Guitar, Chair, or Severed Limb are examples of the correct level of specificity. Farm Tool or String Insturment is to vague. Orc Arm or Wing-back Chair is overly specific.
When the first feat for a given item is taken (generally Weapon Focus) it should specify the Improvised Weapon's class (light, 1 hand, 2 hand) and Damage type (P/S/B) in the following manner: Weapon Focus (Shovel – 2h Bashing) or Weapon Focus (Broken Bottle – Light Piercing)
As a specific exception to the normal threat stacking rules (i.e. they don't) if you take Improved Crit with an improvised weapon and Improvised Weapon Mastery, your crit threat range becomes 18-20/x2
Additionally a related 'Advanced Weapon Training' option, that isn't tied to the archetype, but is thematically linked.
Advanced Weapon Training:
Advanced Weapon Training: Trained Improvisation: (This may be taken for any weapon group except the Improvised Weapon Groups)When you use a normal manufactured weapon from the selected weapon group as an improvised weapon (for example, using the butt of your long spear to hit an adjacent enemy, or clubbing an enemy with your crossbow) you still gain the benefits of Weapon Focus, Greater Weapon Focus, Weapon Specialization, Greater Weapon Specialization if you have them with the weapon.
Additionally, if the weapon is magical and has a +1 or better enhancement, it counts as a +1 magic weapon even when used in an improvised manner.
Normal (Per Core Rulebook FAQ): A normal weapon used as an improvised weapon (such as using a Long Spear's butt end as a club) does not benefit from any weapon specific feats (such as Weapon Focus (Long Spear)) and does not benefit from any magical enhancements.
Sol Bianca from Sol Bianca
Anything that falls into the category of "Remnant from an extinct or ascended race that still far surpasses our current tech level"
Any self aware Biotech ships.
So, random idea I started working on last night, looking for any suggestions to improve it.
Half-Orc Warpriest (w/ 1lvl dip into Brawler)
Alternate Racial Trait: Toothy (1d4 Bite)
Lvl 1: Brawler - Improved unarmed attacks, Power Attack
Lvl 16: Martial Mastery
Obviously there are some holes here, not sure what exactly to take for some feats, some feats like Iron will could probably be traded out for something better but I'm just not sure what...
I want to keep this PFS legal, so as far as I can tell, no Multiattack without taking a Ranger Dip for Natural Weapon Combat Style.
I chose to take the Disarm tree simply because if you disarm without a weapon you can automatically pick up the object the target drops. Not 100% sure how this works with armed-unarmed attacks (Do I get to grab the Sword if I use my Claws to disarm?) but it SEEMS like it should work.
The Brawler Dip lets me dump Int, because I still count as having int 13 for the purposes of taking combat feats.
So, any good PFS legal feats I'm missing?
If you're planning to go Whip Mastery tree, is it worth the Exotic Weapon Prof feat to have a Scorpion Whip?
As far as I can tell, once you have Whip Mastery, the benefits to Scorpion Whip are as follows:
And once you have Improved Whip Mastery, the only remaining benefit is the 1d4 v 1d3.
So, if I'm planning to go full Whip Mastery chain, is it ever worth while to spend a feat for Exotic Wep Prof (Scorpion Whip)?
(Thinking of Building a Whip UnRogue)
Side Question, if I DO go with a Scorpion Whip, used as a Whip do I need to assign weapon feats to Whip or Scorpion Whip? Do I need my UnRogue Finesse assigned to Whip or Scorpion Whip so that I get Dex to Damage when using my Scorion Whip as a Whip?
So, I have to get rid of the weapon and shield.
But, yes, having to either sunder or disarm two things is moderately annoying.
Specifically carry a pouch full of some sort of powder on my belt for use with Dirty Trick?
So, let's say I go some route with Sneak Attack.
With Catch Off Guard, any unarmed foe is considered flat footed, so I get my sneak attack.
Which Combat Maneuver is my best choice?
1> Disarm, make them drop their weapon
Fixed that for you. :Þ
So, Adventurer's Armory 2 added a lot of fun new stuff for Improvised Weapons that makes an Improvised Weapons build a LOT more viable.
Particularly the new gloves that are Amulets of Mighty Fists but for Improvised Weapons.
So other than Monk of the Empty Hand, What's the best class for an IW build?
Fighter is always nice for the Feats, but there's no way I know of to get your Weapon Training bonuses with your Improvised Weapon, so you're pretty much always better off with a "Real" Weapon.
I'm thinking Ranger or Slayer.
Roughly how often do they update the Additional resources guide? Or is it tied more to product releases than time?
Specifically, do we have any idea how soon we'll get a listing of what stuff from Adventurer's Armory 2 is PFS legal?
Also (sorry I'm still fairly new to PFS) what is the status of things like the player companion books before they get added to the Additional Resources Guide? Are they just not usable in PFS till then?
Garbage-Tier Waifu wrote:
What's this? Cause that would make one of my idiot builds a lot more effective.
I suppose another question would be, are Rogue talents, and Slayer talents that let you take rogue talents different? Because if we're going down this silly road of Sneak Attack is not Sneak Attack but Sneak Attack, so you can't stack them, it becomes a legitimate question.
I.E. You can normally only take the Rogue Talent Combat Trick and the Rogue Talent Weapon Training once each. But you can also take them as Slayer Talents.
Right, let's talk some theory then.
Say we've got a Rogue 8 / Slayer 12
Some say the SA damage would be 4d6 (because they don't stack) some say 8d6, because both apply.
Now, An Arcanist get's spells. If someone went Arcanist 5/ Sorcerer 5, nobody would argue that they don't get their socerer spells. We clearly understand they would get spells as an Arcanist 5, and seperate spells as a Sorcerer 5. It's the same class feature, but it doesn't stack, it's SEPARATE. OK?
A Bloodrager gets a bloodline. If you go Bloodrager/Sorcerer, you are required to take the same bloodline for both. If we look at the bloodlines, however, we see each class gets different stuff from them. An Abyssal Bloodline Bloodrager/Sorcerer gets separate spells, gets bonus spells from bloodline at different levels based on each class level, gets different bonus feats, and gets different bloodline powers from the same bloodline depending on which class is at what level. They are SEPARATE.
If you had a Swashbuckler 10/ Rogue 10, they could Precise Strike and Sneak attack +5d6 together. There is no rule preventing MULTIPLE SEPARATE precision damage sources to my knowledge. So, as long as both powers are valid, the attack does [Weapon + Stat] + 10 (swash precise strike0 + 5d6 (rogue sneak attack)
NOW. Each instance of increased sneak attack in each class is written as +1d6, +2d6, +3d6, etc. But a 5th level rogue doesn't get 6d6 (+1d6+2d6+3d6) we all understand that the powers are replaced, the TOTAL is listed. Therefore it is not + "3d6" sneak attack, it is "+3d6" Sneak attack. Your rogue sneak attack is +3d6 to your damage roll.
So, I would argue, by a strict logical reading of the rules, considering how stacking separate powers works in every other instance, a Rogue 8 Slayer 12 would have +4d6 (ROGUE Sneak Attack) AND +4d6 (SLAYER Sneak Attack) and that in any instance where both attacks are legal could apply both, for a total of 8d6 sneak attack damage. HOWEVER, for the purposes of qualifying for Feats, their highest sneak attack value is +4d6.
Likewise, certain class features or Archetype alterations would logically apply only to one or the other and therefore allow situations where both don't apply.
Although frankly, I feel that this is all RAW, and that RAI and any FAQ we get will say "Oops, add them together, a Rogue 8 Slayer 12 has 8d6 sneak attack".
Sometimes I'm just bad at reading :P
Okay, so MAC Warpriest get's weapon training 1-5, and chooses weapon groups, but only the weapons in those groups that you have weapon focus with or that are your deity's favored weapon get the benefit.
Bonus feat benefits ONLY on the every third level bonus feats.
MAC Warpriest qualifies for Advanced Weapon Training, EXCEPT is SPECIFICALLY precluded in PFS by the additional resources guide.
I think I can make this work.
All of the things said here, and also a decent helping of "My character is Lawful Good and therefore we have to do things THIS WAY ONLY" players railroading the rest of the group.
I.E. people playing LG badly.
I think the adage on the old WotC board was something like '90% of Paladins aren't Lawful Good, they're Lawful Stupid.' and often responded with 'And the other 10% are worse'.
Mostly it's bad Paladin fallout, both player and DM.
Also brings up a general Warpriest question. Does the "Treat your Warpriest level as your BAB, and Treat you Warpriest level as your Fighter level" only apply to feats you take with the every third level bonus feat, or does it apply to all combat feats even if you take them with your normal every odd character level feats?
I.E. if a feat is a combat feat and requires +1 BAB, can I take it at first level?