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christos gurd wrote:
Instead of substituting an attack, id rather have them get early access to the critical feats and have vital strike count as a critical hit for the purposes of it. it lends itself to something more than just higher damage. or you could bypass the critical feats and just let them inflict many of the conditions from the antipaladin's cruelties.
+1 I think that would lend itself to an awesome debuffing fighter style instead of the usual DPR rat race.
If the fighter should be batman, then I would say that your going to have to throw some GM fiat powers onto their chassis so beating the superman equivalent makes some sort of sense.
Yes. Basically, a high level fighter will be running around with a whole series of bonuses without suffering any penalties whatsoever. They would then be the king of feats.
Here is a thought for "rebalancing" wizards.
Occult Training(Ex): At first level, and every level thereafter, the wizard may choose two spell schools(or two plus the specialized school if the wizard is a specialist, ) from which he may learn spells. Each time this choice is made, the wizard gains access to a higher spell level of the school chosen, up to level 9. A specialist wizard may choose to learn a spell level of a barred school, but must spend two of his school choices to access that spell level.
I'm not sure if the wording is crystal clear, but the intent is to push wizards(and other full casters) to either focus their attention on a handful of schools of magic, or have access to all of them up to a lower level. If your choose the second route, you would have to heighten spells to use your higher level slots.
+1 totally on point Jiggy!
If you want a vampire, then you may want to consider the undead anatomy 2 polymorph spell and restrict the form to vampire only. It will grant some of the benefits of being a vampire without getting out of hand.
Im not a huge fan of cursed items to be honest. Well, that's not entirely true, they can be interesting plot points, but I wouldn't say that a magic crafter should be forced to craft cursed items.
While your right in that batman seems to play in the big kid pool with no issue, it does not invalidate the fact that batman cannot, in fact, fall from orbit or take a lava bath or wrestle an eight tonne animal into submission. I would have to argue, then, that batman is not a level twenty character because those qualities are true of twentieth level characters.
I think the only way to approach it is through the polymorph rules. If the effects are limited to one shape, then I could see the cost being consistent with the crafting rules for custom items. It won't be as awesome as the spell, but will give some of the special abilities that the player covets without having to sell their soul.
The problem is that I can't imagine anyone taking wings of the gargoyle to use. Its effects are not proportional to the cost. Its the same price as a +6 weapon. The effects that it grants aren't even that hard to get and it prevents you from increasing your saves, which matter far more at the levels that this kind of item become feasible to pay for.
In effect, its cost makes it vender loot.
See if you can use the racial to drop into Eldritch knight at level three and then pick up arcane archer levels afterward. This route leads to fewer caster levels, but does seem to suit your character.
That will net you the most prestige class for your hd. Also, take the magical knack trait to boost your caster level.
If you do go the sorcerer route, you would certainly benefit from paladin levels, but keep in mind that it codifies your alignment, which can either be great or terrible depending on the player/gm dynamic.
EDIT: Sorry, just to clarify, drop into eldritch knight at level three and then and then pick arcane archer levels at your convenience after that point(depending on when you would like to see those archery tricks come online.).
Yeah, if you intend to use a custom race that is fluffed as a fey race, then loosing some of the racial bonuses to acquire a third level illusion spell like ability would make sense.
It would allow your character to head into eldritch knight without having as many sorcerer levels up front, and make your character concept come alive a little earlier on.
Just an fyi, as you stated that your new to the game system, eldritch knight characters tend to work out better if you build them as casters first and melee second. This may simply have to do with the inherent advantages of being a near full caster though.
Why on earth would you compare a near full wizard? If this is because of the noted concern about your character being targeted due to some GM's personal issues, then you may as well not bother with a build at all because you can't control how others are going to react to pretty much anything.
Just play the plain jane Oracle, its simpler.
I don't know if this helps, but I think that EK's make great use of polymorph spells because they have access to the best polymorph spells and the base attack bonus to benefit from them.
If I were to make an EK who focused on using polymorph for melee, I would focus my build toward casting and use my first round the way a straight wizard would and then polymorph into something vicious to help with clean up.
Heres a stat line for such a build
Note: You can largely focus on improving your intelligence as you level and rely on the regular magic items combined with polymorph spells to bring your strength very close to par for a full fighter type.
You won't be the king of dpr, but you will bring pretty close to the total package to most encounters.
Personally, I tend to evaluate things based on how mutable they are. A feat is far less mutable than a spell of any level, so it makes sense to me when someone suggests that a feat should grow to be as strong as a spell that accomplishes similar effects. I don't think it makes sense from level one, but it does if feats are representative of an organic progression in one area that you focus on.
To me, spells represent the easy way. You get results, but you are not really interested or focused in the way that someone who invests static class features is.
I'm not sure if that is clear, but that is how I see it.
I think the point is that a second level spell isn't really a scarce resource at mid to high level. I also can't imagine a prepared caster running around without a few low level pearls of power.
I suppose the only thing to really ask yourself is how scarce of a resource do you think a spell slot is by comparison to a feat? I would just point out that of the two, only spell slots can be gained through money.
I feel like this only highlights how limited feats are. Just to be capable of using a shield and throwing it requires an absolutely obscene amount of them for results that are really not that amazing.
Agree to disagree. The mundane need not apply in any universe that is fundamentally tied to magic. Magic exists, therefore those species who evolve in an environment steeped in magic will, by necessity, have to harness or at least shut down magic.
I would be okay with the fighter being the equivalent of a blank though. (Blank being a term referencing anyone who's not only resistant to magic, but actively reduces the effects of the arcane substrate of the universe around him.)
I would recommend taking out weapon training and replacing it with an ability that modifies feats like power attack.
I find the idea of fighters getting more and more specialized at one kind of combat as the absolute antithesis of the fighter as a concept though, so your mileage may vary on that front.
Meager Rolmug wrote:
Sooo...has something been done to officially fix weird words or not??? I don't see a FAQ on it. It is so unwieldy, complicated and overpowered(compared to what it replaces) i have voluntarily quit taking the archetype when i play bards(which is near always). This is quite unfortunate since the idea behind a sound striker is excellent. Why not just replace wordstrike and weird words with performances that buff your other attacks?? Something like a scaling bonus to the fort saves of sonic spells(replacing wordstrike) a second performance that adds scaling sonic damage to weapons and ammo the bard uses within 30'(replacing wordstrike). Confusion eliminated, rolls reduced, problems(all of them) solved!! Just decide the appropriate numbers.
I suggested something similar ages ago, but I don't think it was a popular idea.
For C. I vote for both :). I think that when you get your first sla it should be 1/day. 4 levels later, the shaman gets a second sla 1/day and the first becomes 3/day, after three the sla becomes unlimited. That way you end up with a couple unlimited, a 3/day and a 1/day higher level sla.
D. I think that the original chassis was 3/4, but luckily theres a handy dandy half dragon template that you acquire to catch up on to hit chance, or at least something like the shaman gets full bab with natural weapons granted from levels or something.
E. I am sort of tempted to suggest that instead of adding more die, the shaman instead gets to add his con modifier to damage. It is appropriate I think within the context of the dragons breath.
Additionally, you could add different ways to modify breath attacks into the class chassis. I am thinking along the lines of the chromatic dragons having secondary breath attacks like steam or stunning roars with reduced sonic damage.... that would be pretty awesome... "THUM!"
Granting the class some spell likes for each color type would be a great addition to the class in general actually. Very flavorful. If you keep it at 3/4 bab you might grant it the half dragon template over the class level progression. There is actually a lot of options if you think about dragons and dragon related features that already exist within the system.
I thought the problem with the dragon shaman was that the breath weapon was both too weak, in that it wasn't impressive to do unmodified fireball damage at level twenty, and too strong if you allowed metabreath feats to modify a breath attack multiple times because they only increased the recharge interval. If I were to do a conversion, I would alter that class feature. In fact, I would probably remove it all together and give the dragon shaman a polymorph spell like that functioned similarly to the summoner summon class feature.
I would also increase skills by two... I may think of more, but the above would certainly change.
Lincoln Hills wrote:
+1Though I prefer removing weapon training with an ability that modifies the penalties from feats like power attack. The fighter is all about being the best with feats, so let the fighter use feats like combat expertise without sacrificing his chance to hit (if that is the feat chosen to train up).
Yeah, that was what I was trying to allude to when I was referring to changing the core skill assumptions at tier two. Basically, at this tier, casters get access to things like wish and simulacrum (or whatever broken ass spell you feel like naming) but as a direct consequence, all of the non characters can do things like charm people with diplomacy with high skill ranks and no one has two bad saves.
I kind of agree with Pan to be honest. I feel as though the system could very easily become a gritty game as a core assumption by removing or altering a lot of the truly obnoxious spell options for casters and leaving most of the martial options as is.
You could then have a system of rules similar in style to mythic rules called "Ultimate Fantasy" or something that basically give back a lot of the power to casters, but as a consequence, makes high level skill use a part of the core assumptions and makes martial or non magic characters less reliant on magic items by giving some of those goodies as class features. Basically, you give casters in this paradigm the big ugly save or loose spells, but martials are getting better save progressions and uses of skills that emulate spells to a degree. Obviously less diverse, but just as strong in those specific areas.
Mythic rules Could be the supplement for the special cases. The first two tiers amount to different styles of play and mythic makes each character uniquely heroic, I'm thinking this might function like gestalt rules, where you have your standard class, but get to progress another class in addition to the base class. The mythic class would be beyond the scope of normal play in either of the two previous tiers.