Matrix Dragon wrote:
If it was only for that they could move it to level 2.
How would you build an aberrant bloodrager if you wanted to take the most advantage of staggering strike?
If you confirm a critical hit your target has to make a fort save (10+half level + con mod I think it was) or be staggered for 1 round
Clearly you need a weapon with a high crit range. But would a big twohanded weapon be better or TWF with two high crit weapons? Going the second way would score more crits but you'd me even more MAD and you'd need lots of feats.
For two-handed I guess the falchion would be good as it doesn't require EWP and has 18-20/x2
Before you can afford keen or fulfil the requirements for improved critical, is there anything you can do to get more crits?
More attacks might help. That could be done by getting a bite attack for example. But at a meagre 20 crit range.
How can you up the DC? Would staggering strike work with ability focus (I know that SOME people think this is a GM only feat)?
Is there anything else I might be missing for low to mid levels?
What I didn't get is how you get an additional round of damage through a flask of acid when you use the ray of frost. Doesn't that only work with acid splash?
I hope fast movement is not one of the things they rip out. That would severely devaluate it for me.Before you have the money to buy mithral medium armor the fast movement is all that makes wearing medium worthwhile.
Uncanny dodge - can go
I liked the Sherlock fistfight in the movie but as I see it, it will either be too strong or loose its cool when turned into a class ability.
But I'm ready to be surprised.
Did I understand that race and class are chosen randomly? If so it's hard to suggest something.
Or you do the same as a scarred witchdoctor, then you are less MAD and can, most likely cast even higher level spell when you need them. And you will have hexes, that work in melee and with armor, too.
The viability of this depend on the level you will be playing. At level 6 and 7 you will be 3 behind on BAB but still 2-4 points of strength ahead.
The problem with this is that you don't know why someo0ne likes a class as BBEG. If player 1 chooses the warpriest as favourite BBEG because the class is nicely weak and another chooses the arcanist because he likes challenging fights but you don't know why they did choose as they did it serves you little.
@dancingweasle: Of the classes I took a good look at, to me the shaman looked the strongest. Those classes being: Bloodrager, warpriest, brawler, inquisitor and shaman.
What's so important about him being able to kill enemies with spells? That's what he has his full BAB for. I'm glad we finally have a full BAB arcane caster and as long as they keep the full CL I don't mind using my spells mainly for buffs or emergencies (like vanish for example).
I hope they keep the full CL for the bloodrager.
I would like them to add cantrips, one for each of the first 3 levels. That way you would be a spellcaster from level 1 but with only one cantrip. At level 4 you gain level 1 spells instead of a cantrip giving you 3 cantrips. That would not be too strong, justify the full CL and give you even more out of combat utility.
I could even see the cantrips be fixed for each bloodline.
For example arcane getting arcane mark at level 1, mage hand at level 2 and detect magic at level 3.
@craft cheese: You have some points but I don't think it's as bad as you make it.
I play an arcane bloodrager in our playtest game (only one session yet) and here is what I think:
-Spells: Sure, most combat spells aren't the best for you but even on the magus list there are some good spells for you. I've chosen swift girding (good even with medium armor, better if you gat heavy armor wearers around), keep watch and vanish. I could already use two of those to good effect.
-Bloodline feats: I didn't look at all feat selections but I will be taking disruptive at 6th and am quite happy about it. There are others I was too feat starved until now. Improved initiative for example.
-bloodline powers: they are very different. Perhaps you just took the wrong bloodline. I could see myself playing at least 2 more bloodragers with powers I like. The reason I took arcane is that I always wanted to play a pc using moonlight stalker and when taking blur for my 4th level power I can.
The bloodrager may be a little behind the barb in combat but he has spells in addition, which allow you to do stuff the barbarian can't. Even if most are only good out of combat or in special situations.
What might even be better than life as the wandering spirit might be flame with cinder dance as wandering hex. But flame's main spirit benefit only comes into play at level 11 (flaming for every melee weapon).
Any opinion on how this guy compares to the warpriest in the latter's role?
The warpriest's intended role, as I understood it, is to be the holy warrior of the faith. Killing enemies and healing followers.
The Shaman is 3/4, by taking the battle spirit and the Battle Master hex he gets a couple of neat feats including weapon specialization.
Via wandering spirit and wandering hex he is very versatile.
Level 10 human Shaman
Point buy 20
Str: 20 (+2 racial, +2 level increase)
Wandering Spirit: Life
I did not spend the standard feats or the gold because every pc would have them. One drawback of the shaman is that he has only simple weapon proficiency and only medium armor proficiency.
As I understoof it the brawler will, most likely, become proficient in all weapons in the close weapon group.
Fighter close weapon group wrote:
Close: bayonet, brass knuckles, cestus, dan bong, emei piercer, fighting fan, gauntlet, heavy shield, iron brush, katar, light shield, madu, mere club, punching dagger, rope gauntlet, sap, scizore, spiked armor, spiked gauntlet, spiked shield, tekko-kagi, tonfa, unarmed strike, wooden stake, and wushu dart.
and there is the spiked armor. Which, I guess, means armor with armor spikes on it.
Edit: Just to be sure: This is meant as a serious answer, too. I sometimes seem to "sound" offensive without wanting to. non-native language problem I guess.
It's not that I want this to be. I'd rather have a balanced playable class. But right now all the Warpriest is good for is a dip. Because:
- It gives too much at first level
If you reduce the front load, you make dipping less attractive. But it doesn't change the fact that other classes are better at what the warpriest wants to do. (or at least they are good at warpriest stuff while giving the better packet overall.)
Besides the inquisitor, the base cleric and the paladin even the new shaman (with the battle spirit) is stepping on the warpriest's toes.
With the Battle Master hex he gets an additional AoO without needing a high dex, weapon specialization and eventually greater feapon focus. This can be done with any one weapon.
The fact that he can change his wandering spirit makes him very versatile.
So in the end the battle shaman is a better warpriest than the warpriest.
But if building one I'd probably dip a level into warpriest to benefit from his mighty front load.
Jason Buhlmahn wrote:
I am looking forward to seeing how they manage to make a warpriest of Kurgess work. That will be some task they sat for themselves. A thrown weapon that can't really be used in melee...Good Luck.
Right, that you can't end a survey with questions unanswered is strange/unhelpful.
That would not save those poor deities who have unusable favored weapons like Kurgess.
This somehow reminds me of the thread in the WotR board about the weapon that turns into a paladin's favored weapon, where, after a while, a def came in and told us that this wasn't wat they meant when they wrote it. Instead they wanted it to turn into the player's favored weapon. More or less.
Somehow I still miss why I should play this class over a pure cleric or a cleric with some fighter levels.
As is I would always choose a fighter 1/3 cleric 2/3 over this. At level 19 (6 fighter 13 cleric) he casts better, channels better, has higher BAB, more HP. Granted he has less feats and different special abilities. But all in all I think the old way in just stronger.
For comparison of special abilities:
For the warpriest: 2 blassing with two powers each, sacred weapon, sacred armor
Only if you really play to level 20 and the level 20 power comes into play the warpriest gets perhaps a little ahead or just less behind.
BTW: The warpriest doesn't have spontanous casting on his table but in the text. Should be added to the table (if this has been noticed already please ignore)
Kairos Dawnfury wrote:
The fighter/cleric concept is nice but right now I cnt see anyone take a warpriest over a pure cleric. In my opinion the WP is just bad and if it can't go away it needs to change. Much.
The cleric already can fight well after wasting rounds for buffing. Someone specialized in it should be able to without wasting time.
And all those gods with crappy favored weapons will never see warpriests.
To sum it up: I would prefer the warpriest over a priest but what we see now is no functional warpriest.
In the book humans of golarion are stated as speaking Common and Tian. In Tian Xia however Tian IS Common. Does that mean that Tian people venturing to Garund speak two languages but those staying at home only speak Tian?
Has anyone an answer to this?
Which, again, would cost me an action to buff which I already dismissed.
What's the use in buffing for one round when most combats only last 3 rounds? I will surely not do 50% more damage by selfbuffing so in the end this one round is a wasted round.
Magda Luckbender wrote:
I'm not yet sure if I will take a reach weapon. But apart from that you got my idea/my point.I hate buff rounds because if you build right you can start the fun at round one and end up doing more than with wasting onbe round on buffing.
On the bloodrager: I already thought about it. But as I'll be playing a bloodrager in another game (special playtest game) with another gm I'm not sure I want another one.
The bloodrager I'll be playing has the arcane bloodline and will be using blur while raging to get concealment to activate his moonlight stalker feat. Might not be the strongest build but I wanted to muse moonlight stalker for a long time now.
on the living monolith: I see the special requirement to become this as a big drawback. Why should a sphinx be in the area where kingmaker taked place? My gm for this game will be a first time PF gm and I don't want to make him do the work nessesary to make this reasonable.
But thanks for the advice non the less.
As a bloodrager has few spells per day and (as I understand him) can only cast while raging I felt that an item storing spells would be good.
I could use it for a spell I can cast myself and use often, I could buy a wand and use that to charge the ioun stone or I could or I could hope to find some nice arcane caster that fills the stone for me. But again, with what spells?
My first idea was to ask another caster to charge it up with detect magic and another cantrip so I can use those when I need them. But is this worth it?
So apart from using it to take an unused spell slot from one day to the next, what can I do with it that's worth it?
We will start our playtest game at level 5, if that's relevant to the topic at hand.
Would a Bloodrager using a wand with a magus cantrip on it have to use UMD to do it?