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They are not monk feats. I don't see why a monk should be allowed to use it four times as much as a Brawler (or any other class for that matter). Sure it would help the monk, but why make feats exclusively better for a monk?
Well the brawler in particular counts as a monk for purposes such as these (martial training).
If it had the special monk language it would also draw from the uses of Stunning Fist per day.
The uses would not cannibalize on each other, they're entirely separate pools of abilities.
Nitpick: Gandalf really didn't cast any high level spells. His most impressive display was in his dealings with Saruman where you could argue that is at tops telekinesis. Saruman, however, at least has like control weather which is a 7th level spells compared to Gandalf's 5th.
On a more serious note: Here's the thing about pulling out those scribing numbers. In many ways they do not matter. This doesn't affect the sorcerer, oracle, cleric, Druid, bard, summoner, and inquisitors. The wizard simply does it with the most flashiness. Also the wizard can circumvent this in many ways. Starting at level 5, the wizard has a safe haven from which to scribe their spells. Also with good forethought on spell selection, the wizard really only needs like 1/4 of the spells, tops, in order to do everything they need to do between spells like shadow X, polymorph X, summon monster X, and illusion X. You would be surprised how far a well played wizard can take their 40 odd spells, after all sorcerers had to live with about that many until the APG gave them the human option.
Prerequisites: Str 13, Int 3; Naga, Serpentfolk, or creature with constrict special attack; BAB +3
Ok, so who all can take this feat? If the semicolons mean "or", then any level 3 fighter can take it, which makes this feat a touch too strong IMO. If the semicolons mean "and" then it is immensely difficult to qualify for and doesn't do much.
As a side note: how does constrict interact with Swallow Whole?
Actually the claim that they put a maximum life limit is patently false as indicated by reading all entries in the comprehensive rules containing the word "life".
Must haves for arcana IMO are arcane accuracy, ghost blade, and bane blade. Arcane accuracy is a very big boost to your attack, ghost blade allows you to deal with very annoying thing and bane blade is pure numbers goodness since you declare the bane on use. I think Dex builds are better for the Kensai because they are already not wearing armor. If you go Aldori Dueling blades, then be sure to get the Agile weapon ability to give Dex to damage at cost of a +1. Even for a Dex build, you will still want 13 Str for power attack.
I think that if you just spent your money on quadratically increasing items with the max bonus = 1/3 level, then you will actually have a pile of money because the WBL grows faster than quadratic I think. I haven't done the math.
I really like Ashiel's adjustment to staves that was posted last time staves got brought up (like a week ago). She suggested that staves get changed to X times per day where things that used multiple charges used up multiple uses of the staff and that the standard staff pricing scheme is based off of a 5/day.
Since people are complaining about the most powerful spells, it has formed a complete circle with no explicit reason to stop since all the reasoning was relative.
Simple. Take magical lineage (through additional traits at level 3 if GM is nitpicky) on scorching ray. Heighten Scorching Ray. It is now a third level spell. Magical Lineage will reduce the spell's adjusted spell level by 1, so you may cast it from a second level spell slot. You are able to cast more than one of these. Therefore you are able to cast third level arcane spells.
RAW it is legal.
@callarek: it merely says that you have to meet the prerequisites for the class and the classes do not have the indicated stat scores as prerequisites. Also it does not make mention of any differentiation between having the feat and being able to use the feat.
Dennis Baker wrote:
And sadly, they're the ones that need it the most to get off those full attacks.
@callarek: nope, the dimensional feats are not combat feats.
Well if you take a level 5 guy, you will likely have a +2 int, so total craft bonus is +10. Average result is a 20 and assuming that it takes a DC 20 to make. Then it will take 2.5 weeks to make. So quite a well indeed.
Those BAB requirements are still relevant to Eldritch Knight, particularly if you allow Magical Lineage + Heighten Spell for early entry.
Sean K Reynolds wrote:
Yes, and your ruling allows characters to maneuver around this as I have demonstrated with the monk.
That is because you choose to take split major hex at 17 and then pick extra hex at 19.
While it isn't early entry, it is still a bypass of prerequisites. You no longer need int 15 to take cypher mage (inner sea magic), no longer need Str 13 for liberator from Pathfinder Companion: Second Darkness Player's Guide, no longer need Dex 15 for red mantis assassin from Inner Sea World Guide (this not trivial as it allows Str builds instead only Dex builds), and no longer need Dex 13 for Student of War from Pathfinder Chronicles: Seeker of Secrets (allows you to dump Dex without sucking up AC).
moon glum wrote:
It is good to see professional quality non-answers.
I'm not following you erik. The monk won't be able to dervish any sooner than usual. And for those levels he can't use the feat, he's missing the feat slots he's spent and not getting any benefit from any of the other feats he could have taken.
Using standard rules, the monk cannot dervish until level 17. He gets abundant step at 12, dimensional agility at 13, dimensional assault at 15, and dimensional dervish at 17. Using SKR's rules he can pick up ability at 7, assault at 9 and dervish at 11. At level 12, he meets the prerequisites for all three feats and thus can dervish 5 levels sooner. A more realistic build does agility at 9, assault at 11, and dervish at 13 to cut down on the dead feats while still getting dervish a whopping 4 levels early. A number of monk builds don't have much crucial going on around that time either IIRC. But my point about split major hex stands. Take split major hex at 17, you have one feat that's dead for one level and then use additional hex for another major hex. Normally that's impossible Pre-epic.
Because the item says so.
moon glum wrote:
Why would Asmodeus answer differently to one cleric than to another? Doing it for the evilulz doesn't make much sense for a LE deity.
Sean K Reynolds wrote:
I vehemently disagree. What this does is that it removes the gating of feats. A good example would be the dimensional dervish feat tree. Under your interpretation, a monk could simply take the dimensional feats early. Thus once they reach level 12, the monk is suddenly able to dervish with his abundant step. Sure you got a dead feat or two, but getting the ability to do something 5 levels faster can very easily cause balance issues. Consider the feats split major hex and using additional hex to get an additional major hex. You have to chose between the two normally, but now you can do both. This also affects prestige classes pre-reqs.
Well the issue is the 24 hours clause. Good luck on those forced march checks because you'll only get the bonus after making 16 of them.
Also it is vague on what word is to be spoken. It doesn't say a single command word is spoken, just any old word will do.
Actually that is plainly false. What you did was to perform an inductive step. There logically must exist some spells that we would not complain about. If your statement was true, then we would bump up the next most powerful spells and complain about the next next most powerful spells. This line of logic is independent of the number of spells. Therefore we repeat this until we run out of third level spells. This logic is also independent of spell level. Therefore, in order for your reasoning to be valid, we must excise all spells from all spell lists.
moon glum wrote:
You could be devoted to Asmodeus, but your idea of who/what Asmodeus is and what it means to worship him could be different from the cultural norm. For example, you could believe that Asmodeus is about the light of fire and the pain of truth correcting the wickedness and corruption of the world. You could sneer at and disdain the decedent and power hungry orthodox church as being ripe targets for the light bringer.
That doesn't really work in a world where you can literally just ask the big man yourself once you reach level 9. If the high priests have a disagreement over some issue, they are just a simple Commune away from the answer.
I wrote it using MATLAB. It used fairly simplistic assumptions. I assumed that people would fight other people randomly. I greatly simplified combat down to a single die roll. If your opponent was higher level, the chance of winning was 2^(-(N+1)) where N = their level - your level. Basically assumed that leveling up made you twice as strong. In retrospect I should run it assuming two levels made you twice as strong given the XP tables in both 3.5 and PF. Also winning a fight caused you to automatically level up while losing fight effectively reset you back to level 1 (in real terms, death rate = birth rate). Not too in depth, but enough to get the general structure of the population; also short enough for me to write in a few hours. I had a population of 20000 and ran it over 2.5 million fights. While the random fighting seems unreasonable at face value, it is a good compromise between people avoiding higher opponents and higher level opponents seeking out easy prey. Also one can justify the fast leveling by balancing the effect of resurrection; this essentially assumes that resurrection occurs about 93% of the time.
Interesting note: there is a minor spike in population near the level cap because I made it so that people do not get more powerful at level 20.
The effects of adjustments to this model:
Blue Star wrote:
No, he's right. Sorcerers already have that, and he'd like for Oracles and Wizards to have something similar.
If you run a population dynamics simulation assuming that people fight regularly, then you will find that it will be accurate that 90% of the world is level 5 or less (I gave exponential odds for overcoming level difference). Because of the exponential difficulty overcoming the level difference, the graph of population vs level was an exponential decay (assuming death was the result of a fight and a new level 1 guy would take his place).
The point of the categorization is to serve as a reference material. This way when you hit level 7 and find yourself lacking in the debuff category, you can quickly compare all the debuff spells against each other. It is less of matter of being a way to judge spells, and more of a way to catalog spells that have been independently judged.
Chubbs McGee wrote:
I usually feel a bit disappointed with dragons. This could come down to me not GMing encounters with them very well, but I always like them to be bigger and tougher. The last time I threw a green dragon at my group, the paladin almost ended the encounter in one round.
Big thing to remember is that they have a good int score and they are old. Therefore between being smart and experienced, you can justify the use of almost any advanced tactic. One of my favorites is from OOTS actually. Dragon casts anti magic field on itself. They have a fly speed of like 100. If they need buff time, they can simply fly up to get it. The only thing I don't get is why they don't have flyby attack. Don't let the PC's dictate the terms engagement against a dragon. If it is old enough to have that mythic feel to it, it knows better. Also don't stick it in a cave.
Douglas Muir 406 wrote:
Mirage Arcana? Really? You've obviously never been single handedly beaten by Mirage Arcana. This is the real secret of how Aboleths beat people. There are a few things that make it really bad news (when used effectively). First is that it automatically gives you surprise round. Second, you really don't get a save until it's too late. Third it lasts all day (it's concentration + 1 hour per level).