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This does not disprove the thread thesis that Combat Expertise is the worst.
There it does not exist.
Silver Surfer wrote:
The point where Pathfinder began its downwards spiral was the CRB.
*Cue canned studio laughter*
Murderous rage was mentioned as a possibility for this character's action.
Here's an idea. What if "A" decides that they want the Paladin to be happy in a way that only an unstable person can; A decides to kill all of X's family. Not X (that would make the Paladin unhappy, after all), just X's father, siblings, the whole family tree.
Obviously, X might appeal to the Paladin for help with the sudden murders of several of their family members.
If an opponent is too big to Vicious Stomp, then the feat is wasted in that combat.
Having a niche feat when you need it and only then is a pretty neat schtick.
Charon's Little Helper wrote:
I thought the big advantage that Brawlers had when it comes to Combat Maneuvers is that they only need to have the feats for said maneuvers when they need them.
For example, if the party encounters a bunch of spiders, a monk or fighter specializing in tripping or disarming foes have basically wasted their feats. But if the party later encounters an enemy who relies on a flaming sword to do damage, the Brawler can quickly slot in some disarming feats and pinch the sword right out of the enemy's hands with little fuss the same as the monk or fighter could.
What flavor do assassins have that slayers lack?
Chess Pwn wrote:
Well if you take the archetype that lets you add metamagic feats and use highten spell then I guess you could opt to get a +6 on the DC. The biggest thing to me is I don't know what spells a bloodrager has that you'd be making sure the DC wasn't beaten.
Detonate, maybe? Exploding yourself to hurt your foes sounds like a pretty Bloodragery thing to do.
Durngrun Stonebreaker wrote:
Was your blackstaff character's name Ebenezar McCoy?
Since the Drow were originally elves, they should probably mirror them in some way. What if you had elves favor "elegant" magic such as enchantments and illusions, while Drow favor more "brutish" ways of using magic such as evocation and transmutation. Since they've settled next to dwarven territory, they've probably also picked up some dwarven culture too.
Perhaps drow in you setting are just beginning to experiment with magitech? Since they're uniquely caught between elvish magic and dwarven engineering, that could be a direction to go in.
525.) The Art of War
Written by a Tianien strategist named Sun Tzu, referencing this book gives its reader a +2 to any Knowledge Checks dealing with warfare.
526.) A Knife's Guide to Knives
This book details how to create and maintain daggers, including tips on how to sharpen, clean, and polish them. The book itself also radiates moderate transmutation magic, and if the proper command word is said, will transform into a +2 Dagger. Saying the word again reverts it back into book form.
3.) The God's Gravestone: This immense mountain has a large fissure running down its North side. Local legend says that the fissure spontaneously opened at the exact moment Aroden died. This made the mountain a congregation spot for some of Aroden's worshippers after his death, but these pilgrimages have all but disappeared as Aroden's church shrank.
Charon's Little Helper wrote:
Brawlers don't get their in-class AC bonus if they use a shield. And that bonus applies to Touch AC, which is pretty good.
So, the Kapenia Dancer is a Magus Archetype that was released in the Varisia Player Companion. It's an archetype that specializes in using the Bladed Scarf, and it allows the Magus to wield a bladed scarf as a one-handed weapon and gives them weapon focus with it for free.
Add in that Bladed Scarves work with weapon finesse, and deal slashing damage, and finally the Slashing Grace feat from the Advanced Class Guide. A Human Kapenia Dancer could be using Dexterity as their damage ability from level 1. And you know what? It makes total sense.
Anyway, just thought I'd point that out.
160a. "Hello my baby, hello my honey, hello my ragtime gal..."
162.) You have spent quite a while honing your sorcerous powers, inherited from some dragon ancestor. Then, one night, you receive a magical message. It seems that your draconic great-something-grandparent has finally passed away of old age. He decided to pass his vast hoard of treasure to the first of his descendants who can discover where he hid it. Of course, this is a dragon who has lived a VERY long time. As such, there are hundreds of claimants to the hoard now.
17.) One day, years after he had died, your best friend appeared to you in chains. He told you that you had to change your ways, or else you'd end up with his fate. Fortunately, he can change his fate by altering yours. So now the both of you have to redeem yourselves with acts of heroics.
18.) A mother's love can transcend all things. Even death.
20.) You REALLY should not have opened that box.
21.) You are a reincarnation of a great orcish warchief. And the greatest harpist of all time. And a dread pirate king. And who knows how many others? The point is, many of the worlds great people have reincarnated into you. At the exact same time. It can be kind of confusing.
12.) There is an order of Spiritualists devoted to Sarenrae called the Dark Before. Their mission in life is to find spirits who have evaded being sucked into the abyss or sent down the styx, and do the impossible; redeem them. These are the souls, after all, of murderers and monsters. Is it truly possible to have them repent for what they've done?
Unfortunately, taking on that burn requires 500 Full-Round Actions. :p
7.) The spirits that you channel are all ghosts with unfinished business. You help them fulfill the goals that they couldn't finish in life. Said ghosts depart for the afterlife once these goals are fulfilled. However, the next day another spirit seems to pop into your life; your reputation as a ghost-helper grows with each spirit you aid. There are a lot of ghosts who need your aid, after all.
5.) It doesn't happen often, but sometimes an Eidolon DOES die. But death isn't always then end. Those Eidolons who had an especially strong bond with their Summoner will sometimes claw their way out of the realm of the dead to join the Summoner again. Things aren't the same, since the dead nature of the Eidolon alters the way that the Summoner can use magic. But it's worth it; that separation would be more painful than anything.