James Jacobs wrote:
Not really. If you go by this then a Ninja 20 with 25 Dex (+7 Mod) and maxed stealth (+3 class skill) has a DC 30 to be noticed standing naked less then 10 ft. away from you. You know since he has a +30 stealth bonus. Also wouldn't the DC to even notice an invisible creature be stealth bonuses +20 since your stealth bonus sets the perception DC to begin with by this interpretation?
If said ninja then uses vanishing trick is the DC 50 to notice him then (DC 70 to pin point)? What if he has a cloak of elven kind (+5 to stealth) does that also make him harder to notice just by wearing it? Even if he isn't using stealth? I'm pretty confused how a stealth bonus is being used when stealth is not.
How about an example if the above ninja has skill focus (stealth), stealthy, and the cloak of elven kind and then uses vanishing trick what is the DC to notice/pin point him while he is standing still not using stealth? I get a DC 20 to notice and DC 40 to pin point. Or should it be +20 (invisibility) +20 (standing still) +23 (stealth ranks plus class skill) +6 (skill focus) +4 (stealthy) +5 (cloak of elven kind) = DC 78 because a stealth bonus applies whether you used stealth or not?
Pg. 51 Pistolero - Up Close and Deadly.
The first line of the deed implies that you get to choose to spend your grit when you hit, but the third line says you must spend the grit before the attack roll. I believe this needs to be clarified.
Up Close and Deadly:
Up Close and Deadly wrote:
Up Close and Deadly (Ex): At 1st level, when the pistolero hits a target with a one-handed firearm that is not making a scatter shot, she can spend 1 grit point to deal 1d6 points of extra damage on a hit. If she misses with the attack, she grazes the target, dealing half the extra damage anyway. She must choose to spend the grit point before she makes the attack roll. This is precision damage and is not multiplied if the attack is a critical hit. This precision damage increases to 2d6 at 5th level, to 3d6 at 10th level, to 4d6 at 15th level, and to 5d6 at 20th level. This precision damage stacks with sneak attack and other forms of precision damage. This deed replaces the deadeye deed.
Also on the same page under the Mysterious Stranger the Clipping Shot deed lets you do half the damage of an attack that missed for 1 grit, but the last line says; The cost of using this deed cannot be reduced with the Signature Deed feat, the true grit class feature, or any similar effect. I think that Up Close and Deadly should have this line as well. Even though it is only doing half of the precision damage this is still a little to good in my opinion. My apologies if either of these were brought up already I didn't read the whole thread.
About the whole TWF and order of attacks, I dug up an old post (2008) from Jason Bulmahn about this.
Jason Bulmahn wrote:
Full-Round Actions still seems to support this interpretation.
Personally I would probably go all Monk using the Ki Mystic and Weapon Adept archetypes. Then pick up Spider Step and Cloud Step which combined with a monks High Jump should simulate the wuxia style of running up walls and gliding through the air with no problems. The Crane Style line I think shows how in the movie Li Mu Bai was never really the aggressor in the fights and offers some more AC eventually. Use an adamantine Jian* as your weapon and you should be golden.
Luven Lightfingers Gear & Treasure Shop pg.8 and 12
Jian Cost 17gp Dmg(S) 1d6 DMG(M) 1d8 Critical 19-20x2 Range - Weight 4lbs. Type S Special monk
Jian: A specially balanced longsword with a sleek hilt, sans-cross guard and a similarly styled pommel. The pommel often has a swivel for attaching a ribbon, cord, or horsehair plume, the movements of which emphasize the fluid motions of the blade or are used to distract the opponent. Anyone proficient with a longsword can also use a jian.
Sounds like what you want is this ability
ARG pg.235 wrote:
Frenzy (2 RP): Prerequisites: None; Benefit: Once per day, whenever a member of this race takes damage, it flies into a frenzy for 1 minute, gaining a +2 racial bonus to Constitution and Strength, but a –2 penalty to AC.
it is and advanced trait. Your race sounds like angry Tanuki to me.
Actually the only thing he should lose from the armor would be Resilience (Evasion for Fort saves). Tough as Nails replaces Fast Movement so no worries there. I don't see any thing in flurry of blows that says you lose it in armor, am I missing something?
Flurry of Blows:
EDIT: Added the bit about Tough as Nails.
Patrick McGrath wrote:
EDIT: Also I am really liking the Ironskin Monk Archetype for Hobgoblins (and that picture of the hobgoblin is sweet). Take a level in fighter and you have a monk in plate mail!
Well it's your game and if that it's what works for you then do it (as long as you're the GM otherwise get permission first). Just realize that the system might not balance out so well with the higher level spells. Its not like James Jacobs and all the other designers are going to come to your house and make you do it "the right way" whatever that is.
Well first off the rules only support giving up to a 4th level spell as a spell-like ability with the advanced trait (Spell-Like Ability, Greater pg. 231). So unless you bend the rules a bit you couldn't do a 9th level spell, but if you do then yes a 9th level spell 3/day would be 27RP. As for the drow noble I have them listed as:
spell-like ability, lesser 1RP (Divine Favor)
spell-like ability, greater 6RP (Dispel Magic, Suggestion)
spell-like ability, constant 3RP (Detect Magic)
spell-like ability, at will 16RP (Dancing Lights, Deeper Darkness, Faerie Fire, Feather Fall, and Levitate)
Those all seem to add up right to me and can be found on pg. 242. Fast healing is under Defense Racial Traits pg. 224 and costs 6RP and can be taken multiple times but increases by 1RP each time. Hope that helps.
Archetypes and Sample Races:
Dwarf - Exarch (Inquisitor), Foehammer(Fighter), Forgemaster (Cleric), Stonelord (Paladin).
Elves - Ancient Lorekeeper (Oracle), Spell Dancer (Magus), Spellbinder (Wizard), Treesinger (Druid).
Gnomes - Experimental Gunsmith (Gunslinger), Prankster (Bard), Saboteur (Alchemist).
Half-Elves - Bramble Brewer (Alchemist), Bonded Witch (Witch), Wild Caller (Summoner), Wild Shadow (Ranger).
Half-Orcs - Blood God Disciple (Summoner), Hateful Rager (Barbarian), Redeemer (Paladin), Skulking Slayer (Rogue).
Halflings - Community Guardian (Oracle), Filcher (Rogue), Order of the Paw (Cavalier), Underfoot Adept (Monk).
Human - Buccaneer (Gunslinger), Feral Child (Druid), Imperious Bloodline (Sorcerer), Wanderer (Monk).
Aasimars - Purifier (Oracle), Tranquil Guardian (Paladin).
Changlings - Dreamweaver (Witch).
Chapter 4 Sample Races
Edit: Added Foehammer it is missing from the list at the beginning of the chapter that i was going off of. Thanks Foghammer!
The Magic Tail feat is indeed from a list but you must take them in order, sorry about any confusion with that. Catfolk get Cat Burglar (Rogue) and Nimble Guardian (Monk). Kolbolds get Bushwhacker (Gunslinger) and Kolbold Sorcerer Bloodline.
Mandra the Shredder wrote:
Ok first off I'm not used to posting from my phone at work so that is why all my answers have been short.
You gain a new spell 2/day each time you take it no doubling up on them. So if you take it 8 times you get all the spells (disguise self, charm person, invisibility, etc.).
I have only briefly looked over the race creation rules but dragon, construct, undead, half-construct, half-undead and more are all in there. Everything seems pretty neat but like I said I'm at work and haven't really read it all yet.
Mandra the Shredder wrote:
There are 8 spells to choose from and you get them 2/day each.
For any of those who have already: what kind of nlikeew Kitsune feats are there?
They get 2 new feats;Magical Tail - gain a spell-like ability and grow a tail, you can take it 8 times.
Realistic Likeness - look like someone you have encountered when you use your change shape ability +10 on disguise check.
Umm, while channel is deadly under this system it isn't quite that deadly.
Negative Energy Damage: When a creature deals negative energy damage to a creature with a spell or effect, it can choose to deal wound point or vigor point damage (but not both) with the spell or effect. If that creature chooses to deal vigor point damage, the spell or effect deals negative energy damage normally, and that damage reduces vigor points only, even if it deals more damage than the target has vigor points. If the spell or effect deals negative energy damage to wound points directly, it deals an amount of wound point damage equal to the number of dice the creature would roll for that effect; if the effect deals a number of points per caster level (such as the harm spell), it deals a number of wound points equal to the caster level of the spell.
Also even though I like some of these variant systems (Wounds and Vigor and Words of Power from Ultimate Magic) I haven't used any of them as they kinda feel unfinished to me.