My question involves how fervor works along side of channel. I understand they are in the same pool now, but does that mean a war-priest can't take the extra channel feat? Or how about selective channel?
What I am getting at is, does fervor function as channel for the purpose of feats? If not, are there plans for fervor feats to be introduced in the advanced class guide?
I might have miscounted but it also looks like a 32 point build. So it should be extremely powerful.
looks closer to 27 to me, still strong.
str 14 - 5 points
Now to say dropping the int to 8 or the wis to 10 brings it in line with a 25 point buy. I think the biggest thing is signature deed can only be taken once, no where was it stated that you can take grit feats for the swashbuckler (i could be wrong on this one), and even if you could take the feat there is a level 11 min required.
now to be a OP hitting machine, replace those 3 feats with unarmed strike, dodge, and crane style and drop imp initiative for crane wing and you got a party right there.
Matthew Downie wrote:
If a former-GM player says "I wouldn't have run it that way" try constantly saying "I wouldn't have run your character that way..."
lol I agree. As a GM currently playing in my first game in forever, I consistently find myself thinking about how i would run something different, or what I would do next, yadda yadda. But then I remember how enjoyable it is to just relax and play.
The biggest thing I like watching is my former players pull their crap with the new GM. It gives perspective.
There is really no reason for that.
OT: Yes I believe the previous comments are correct.
Though unless this is a one on one fight, I don't find slumber as powerful as everyone claims. All it takes is a standard action, or any form of damage to wake the person.
My last group that I gamed with over 10 years ended up breaking up over stuff like you have stated, so at least you have the comfort that this kind of thing can happen to anyone, not just new players.
A possible work around to the "sell everything at 100% cost" would be to cut the loot they receive in half. I know "sticking it to them" kind of sucks, but it sounds like you've tried talking to the player in question already so if you wish to continue playing this is an option. It will suck because overall they will get less loot, because with the sell at 50% rule any gear you find and actually use doubles its worth. So since you cut in half to avoid over inflation of loot, they get the same amount as they would if they sold everything, and less if they use everything.
Having a marathon session as your second session as new players is very taxing, as you have experienced. Also remember, you're the GM. So you could have the government show up and close down his shop for not following the specific laws, or have it burnt down. Also if he really wants to get into it over the rules, pull out the city rules. Sandpoint can only sell so much in a given period of time. Let him sell the loot for 100% but tell him it could take months or even years until he finds a buyer for stuff. Just because it's up for sale doesn't mean anyone with the means to buy it will come along any time soon, if ever.
I feel your pain, but the tl;dr is talk to the player in question and see if you can work it out. Talk to him about game balance and what you'll have to do to make sure it all works out, since it is a pre-written campaign.
It does happen, I had to quit my most recent group because of it. It was a long time group that slowly degraded over time. So yes it does happen, but my new group is more like you in that they have never had such a situation.
It is so much better to GM for a group that isn't so entitled, and are just there to have fun.
outside of smiting, the spirit build seems to be extremely low on the damage side. And while that 1 level of cleric is crucial for guided hand, it just seems to set you back pretty harshly. Divine favor for damage a few times a day will be nice, pick up ability focus(stunning fist) and mantis Style and boom, you have a really nasty stunning fist.
Overall I love the guide, but I would like to see a build for each style just as kind of a guideline and a preview of what each can do.
Name: Brother Phiroz of Caliphas
The party engaged the headsman's with great confidence, they had just got done dealing with the terrible rat swarm in the western guard tower. They rushed to the prison early to get a peek at it before the Town Council meeting they had been invited to, as that was the next day. They immediately recognized their folly in engaging the haunted scythe with strong heads as Phiroz with his weak constitution(8 con) was the first to deal real damage to the scythe. He also found himself in a melee with it. Shale the towering man was unable to stand in the way to protect the godly man. The scythe scored a lucky hit under the priest's armor (scored a crit) and tore him open. Shale struck the scythe down with a mighty blow one round later, but it was too late. The damage had been done and the Priest was no more.
At 3 and 6th lvl and so on you'll gain a passive +1 str and dex so by the time you hit level 7 and grow large, it will have a passive +2 dex (and str). So if you put another point into it it will have 15 dex so after it grows large it will still have 13 dex and you will be good.
I don't believe Drow actually get a bonus to Int, I think their mental bonus is that of Cha. Unless it is houseruled to be different in your home game.
So from a straight stat stand point Elf is better. They also have a racial replacement that gives you a +2 to concentration checks, which is always handy for a magus.
Per the strictest reading of the rules, the GM as a cohort is an NPC that follows you and is essentially your assistant. The player really doesn't get a whole lot of choice when it comes to what their cohort can do.
But alot of GM's just hand the sheet over to the player as that is less complicated than having another aspect to manage as a GM. And then it's like you're playing 2 characters at once and that is why the feat ends up in the too over powered to consider letting a player have mindset.
my 2 cents, hope it helps.
Hey guys, looking for some feedback.
So I find this class extremely interesting and want to figure out a build for it. I'm going back an forth on whether or not it would just be better to play a straight inquisitor or not. Right now I'm looking at Cavalier(Gendarme)2/Rouge(thug)1/Cleric3/Grey Gardener X. Not particularly in that order.
Build level 8:
Human with focused Study replacement.
Stats(20 point by per PFS)
Abilities and Feats
lvl 2 Cleric 1
lvl 3 Cav 2
lvl 4 Rouge 1
lvl 5 Cleric 2
lvl 6 Cleric 3
lvl 7 Grey G 1
lvl 8 Grey G 2
The plan would be to pick up shatter defenses at 9 and enforcer at 10 as a bonus feat. Have a merciful weapon so I can intimidate people every time I swing, therefore making them flat footed to the rest of my attacks and get sneak attack all while debuffing them. It sounds like a solid build in my head, but I can't help but to feel like I'm missing something or making this too complicated. I effectively get almost all skills as class skills, though I don't have a solid amount of skills to back it up. My AC wouldn't be great but I would have some healing, and the ability to use a CLW wand. Thanks to Cavalier I could dazzling display as a standard action instead of a full round action, pile that on top of the rouge's frightening ability and I can frighten a number of people depending on my roll.
It obviously would come up short against undead/constructs since I couldn't use non-lethal on them, and anything immune to intimidate.
I guess let me know if this sounds fun, or if I'm being silly and should just play an inquisitor. And with it's somewhat awkward start up, would this be fun to play in PFS?
Afterthought question, would the rouges frightening ability work with the enforcer feat?
Guided helps alot but it is also 3.5 material. Without it you would not be nearly as effective. +27 to hit still seems low for level 17.
Lets see, a barbarian would have +17 bab, +13 str (assuming 36 str while raging), +5 weapon, +2 furious enchant, + 1 haste. so +38, or +33 while power attacking(or +38 on first swing if he has furious focus). He would be swinging for 2d4 + 41 and critting on a 15-20. All while having pounce, DR 11/-, great saves vs spells, Much higher HP, etc etc.
so +38/+33/+28/+23/+18 +5 furious keen Falchion(2d4 +41, 15-20/x2).
AC 37-41 (depending on dex)= 10 + 11 Armor (+5 breastplate) + 2 shield(force ring) + 5 defelection + 10 Natural (amulet and beast totem) + 1-4 dex + 1 luck - 2 rage
or with reckless abandon
+43/+38/+33/+28/+23 for attack and an AC of 32-36.
Lower AC but DR 11/- more than makes up for it.
A fighter would be a little bit better but with less or no DR and a much higher AC, but you get the point. This was all just off the top of my head but if you want a full build i'm sure I would whip it up without much effort.
TL;DR Guided is the only reason monk is competitive and even with it they are still behind. Full martial characters should still be quite a bit above you.
I'm going to suggest outflank and precise strike as the teamwork feats. You might also want to look into cavalier. It has the ability to give teamwork feats to allies as a short term buff.
A rouge or ninja as one of yours would match up great if you can be flanking buddies with say the cavalier or a fighter/barbarian/ranger.
I would also recommend the feat butterfly sting.
Butterfly’s Sting (Critical)
You can forgo a critical hit in order to pass it on to an ally.
Prerequisite: Combat Expertise.
Benefit: When you confirm a critical hit against a creature, you can choose to forgo the effect of the critical hit and grant a critical hit to the next ally who hits the creature with a melee attack before the start of your next turn. Your attack only deals normal damage, and the next ally automatically confirms the hit as a critical.
Have one of you use a 18-20 weapon and the other use a great axe or scythe. Have the guy with the 18-20 (or 15-20 with keen) set up the high crit mod guy for an auto crit.
I am just not a fan of this spell as a whole. It is overall better than shocking grasp in every way. Same damage, at a range, no spell resistance, and has a save or be staggered.
I saw this spell yesterday with devastating effect by a cross blooded sorcerer.
It puts me at ease to see it can't be used with spellstrike though. =D.
I have a follow player that is using it the second way, and is using the body in rounds per day that can be separated up.
I believe it is the other way around so its once per day for X rounds and one person per round. But I'm not gonna get anywhere on that because its up to the GM to change that, and as the GM is his GF that's not going to happen. -.-
Oh well what can you do.
I disagree, every other ability that says you can split up the rounds per days says so specifically. I believe it is only usable once per day and it lasts X number of rounds, or less if you choose.
My question is can it be used to heal multiple people in one round?
energybody excerpt wrote:
So does that mean you can only heal one person per round or if everyone stood in a line = move speed and you walked through them, you could heal each of them for that amount in a single round?
I would say Druids and Paladins absolutely can't as they existed in core. Oracles I would say would be able to if they were 12th level.
And Since witches are arcane technechly I wouldn't allow it. Samsaran clerics/oracles yes, anything else no because it would be borrowing the remove disease spell from witches spell list.
Just my opinion though.
So I am looking at making a water specialist wizard. This means my "opposed school" would be fire. My question is, what if a spell is on both lists? (eg on my water list as well as the fire list, such as the summon monsters?)
I could see the justification that it would cost 2 spells slots if I wanted to summon a fire elemental but that doesn't quite fit with the rest of the rules.
Thanks ahead of time for the help.
Yes you can. If you use the race Samsarans, with the racial ability
Mystic Past Life (Su) You can add spells from another spellcasting class to the spell list of your current spellcasting class. You add a number of spells equal to 1 + your spellcasting class's key ability score bonus (Wisdom for clerics, and so on). The spells must be the same type (arcane or divine) as the spellcasting class you're adding them to. For example, you could add divine power to your druid class spell list, but not to your wizard class spell list because divine power is a divine spell. These spells do not have to be spells you can cast as a 1st-level character. The number of spells granted by this ability is set at 1st level. Changes to your ability score do not change the number of spells gained. This racial trait replaces shards of the past.
Since witch is an arcane caster and has the cure spells on it's list so you can pick up a few of them. Also the Razmiran Priest archtype gives you some options but no actual cure spells on you list.
Edit: Ninja'd by Serisan, and yes bard is an option too over witch.
As a DM I am excited for this material as a different avenue to making bigger and better encounters. As you have stated Players are already borderline superheroes. These rules will lead to some truly epic super villains.
I'm tossing around giving my players access to some tier 1 abilities, but for the playtest at least I am going to assign abilities and flaws to them as opposed to this being another avenue to min/max something ridiculous.
I'm looking for some help here. I want one of my last big fights of my current homebrew campaign to be against an avatar/aspect of Szuriel, the Horsemen of war.
I was hoping I could get some help for designing such a creature that so that it would be a memorable fight. I'm hoping to land in the CR19-20 range.
I'm ok with the PC's acting first against non-mythic's but the extra turn seems to be way too much. An extra turn is what I would give a solo encounter BBEG to keep up with action economy of the party. I also believe this will bog down combat with everyone taking 2 turns. Its just a bit too much to give to everyone baseline, and so early in the tiers.
Awesome undead and paladin don't really go together in my book but to each their own.
While yes technically an atonement would fix you for a short while ultimately I as a GM would rule that the act of becoming a grave knight so heinous that atonement would not fix it. Have you read up on grave knights at all? The acts that must be done to become one are some of the worst things a person could do, let alone a paladin. Not to forget that the act of raising an undead is an evil act (up for debate i guess) and you are raising yourself.
Also the graveknights armor is inherently evil and as that is where you soul lives, I'm not sure how you could argue being good.
Here just read more about them and them me in a compelling argument how they could ever be good, let alone a paladin. It'd be like having have lich paladin, or cleric of a LG deity.
I see. So since it is worded slightly different it does make sense by RAW that it increases. The question arises that since it is a bonus and not a base natural armor does that mean you get to keep the bonus when you poly say when using form of the dragon?
I am not sure on this one as I assume the DD class feature natural armor you get to keep but the base from the draconic blood line you don't.
One thing to remember is that the natural armor from Draconic resistances and snakeskin do not stack.
Snakeskin (Ex): At 9th level, you gain a +1 bonus to natural armor, a +2 racial bonus on saves against poison, and a +2 bonus on Escape Artist checks. At 13th level and 17th level, these bonuses increase by +1.
Dragon Resistances (Ex): At 3rd level, you gain resist 5 against your energy type and a +1 natural armor bonus. At 9th level, your energy resistance increases to 10 and natural armor bonus increases to +2. At 15th level, your natural armor bonus increases to +4.
This is due to the fact that they give you a natural armor, they are not increasing your existing natural armor, like DD does.
Natural Armor Increase (Ex)
As his skin thickens, a dragon disciple takes on more and more of his progenitor's physical aspect. At 1st, 4th, and 7th level, a dragon disciple gains an increase to the character's existing natural armor (if any), as indicated on Table: Dragon Disciple. These armor bonuses stack.
The same would apply if you had a race that started with natural armor, you take the highest natural armor you have, not all of them added together unless it specially says so. Also the reason an amulet of natural armor would stack with everything above is because it is an enhancement bonus.
Hey guys, looking for some pointers. I have a build I want to play in an upcoming game. A dwarf barbarian/inquisitor of Gorum. The key point I want is a decent raging inquisitor, picking up 2 levels in Barbarian for fast movement, and a healthy amount of rounds of rage. So far here's what I'm looking at.
stats(20 point buy)
plan to take Barb 2 then Inquisitor onward. I am considering at 7, 9, and 13 picking up extra rage power 3 more times and get the beast totem line for pounce and some extra AC, also considering spending one of the feats on Extra Bane to make up for missing a few levels of inquisitor. I plan to use a Dwarven Waraxe so I can switch between two handing and having a shield.
Are there any other rage powers worth looking into? I'm not sure I'm sold on the beast totem line just because I'll get claws I won't end up using (unless I have to fight naked, which has happened to me in the past when I had a character with claws funny enough).
With my Anger Inquisition on top of my levels in barbarian, that means I should get con + 6 rounds(barb levels) + wis + inquisitor lvl-3 + 6 from extra rage feat. I want to say using most of my feats for rage powers is a cool idea, but I want to make sure I'm not missing anything obvious.
My reflex save is going to be kinda cruddy, but my other saves should be good - and they will be great against spells. I will put stat level ups in str looking at the stats right now.