I realize that I'm a little late to the party, but has anyone been able to get a firm answer from the developers on the Human Sorc favored class bonus. It appears that they can use the FC bonus to grab an extra word, but I want to make sure because while an extra 'real spell' is powerful, every word you know exponentially increases your options - in a perfect world, at least.
For what it's worth, I allow my players (by default) to add their CHA mod +1 per 4 levels to channel energy.
chopswil wrote:
Then I guess that is a 'no' :) Us poor Linux users will just have to wait for Mono to implement WPF, and with 1800+ methods to go, I don't expect it anytime soon.Sad Panda...
Moebius wrote: I think this looks great, but I'm running Ubuntu 10.10/Linux. Anyone got this working with Linux yet? Yeah, not working yet because Mono doesn't support the .Net 4.0 framework. You will need to wait until they release Mono 3.0 (Release TBD), or see if the developer would be kind enough to try compiling the app using just .Net 2.0 (3.5 might work, but 2.0 for sure) :)
I can't speak for the adventure path contents, but looking at your build, you may want to consider Combat Casting to fill that feat slot. You will most likely eventually want it, and you may as well take it now before you get to where you meet the prerequisites for the good combat feats and start having to make the hard choices
While you do need a specific enhancement to sunder, ALL weapons are just one 'Allfood' spell away from being sundered. I realize that it would require a bit of coordination with Dispel Magic, and a somewhat flexible DM, but every time someone mentions sunder, this scene plays out in my head: Ranger: "I cast 'Allfood', give me a will save, Mr. Fighter"
FWIW, I see preparing spells (Arcane spells, at least) as being like reading a really big number from a book (your spellbook). All that is left is for you to memorize the last 15-20 digits of the number, and say them out loud (you can alternately substitute words for numbers in this example) when you cast the spell. All prepared casters get used to the concept of reading large numbers or long strings of words (this is your base number of spells per day) based on how much experience that have doing it, some of them become known by rote (as defined by the Spell Mastery feat - I know I can't be the only one who has his credit card number(s) memorized), and a high intelligence allows you to remember more of the 15-20 digit sequences (bonus spells), and extra sequences (known Spell Mastery spells).
Immediately, off the top of my head, I could see an argument for following the standard initiative order, but doing it in 2 parts. First, in initiative order, everyone makes their move action (or move action equivalent, including 5' step), provoking and making AOOs appropriately. Then, after everyone has done their move actions (or not, in the case of full round actions, full attacks, etc), you go through the initiative order and do standard actions/full attack actions/etc. If you were to use this method, however, I would remove the DELAY option for initiative, as you would just end up with an endless series of delay actions because noone wanted to go first. Not sure how well this would play with HOLD ACTION, READY ACTION, or BEGIN FULL ROUND ACTION, but it could be a place to start.
One of my DMs tried running this for our group. It didn't go over well, but mostly because our group doesn't like dungeon crawls. That being said, most of the enemies faced in the dungeon were pretty lacking compared to our characters (4 PCs, 20 pt. buy). I would suggest that either you rebuild the encounters using the new versions of the critters from the Bestiary/Bestiary 2, or, as a simpler option, apply the Simple Advanced template to each critter, then make sure you jot down their CMB/CMD totals
Human Barbarian (Invulnerable Rager Archetype)
This could be played as a somewhat ignorant/antisocial beefy fighter type. Higher WIS helps with a lot of your class skills and will saves. 5 skill points/level is not bad (not great, but not bad). Favored class bonus to HP along with d12s, 15 CON, and Archetype DR really helps with survivability, and offsets some of the DEX 8 issues you are going to have. You're not going to be the hardest hitting guy in the world, but a slight focus on maneuvers can go a long way towards making sure you aren't ignored in melee (though a raging 18 STR at 1st level will make sure you aren't too far behind in the damage department). And, as always with Barbarians, toughness is handy. Your first stat buff into CON would put you at d12+5 / level HP (d12+7 in rage), with DR equal to half your level (more with feats/rage powers), and a bit of cold/fire resistance. Seems survivable to me :)
Cwylric wrote:
I theorized a while ago in a different post that the Save DC curve could be corrected a bit by using 5 + 1/2 caster level + Spell Level + Ability Mod. Not sure if that would help or not though. I didn't get too many responses to my request to make a broken character with that method.
'Rixx wrote:
Even in the case of TWF, there are options. I know that I, at least, have suffered the agony of indecision over the TWF archetype and the Weapon Master archetype when looking at a dual kukri or dual light pick build.
Evil Lincoln wrote:
Thank you :) Eric The Pipe wrote:
Also, thank you for the feedback on this. The higher saves for low level spells is more or less what I was after, along with some way for melee focused characters to have a few caster levels that actually amount to something, and I am glad that it has not been proven broken. I guess my ultimate concern is that there is some unforeseen Arcane Archer, Arcane Trickster, Fighter/Sorcerer/Oracle/Bard, etc., combo that would absolutely break this using the 1/2 total HD portion of the calculation.
I've been rolling this around in my head for some time now, and I want to see how bad this can get. I don't immediately see any enormous issues, but seeing some posts here make me think that there are some things I just can't predict. Assume, for a moment, that spell DCs are not calculated in the normal manner of 10 + Spell Level + Ability Mod, but are instead calculated as follows: 5 + 1/2 HD + Spell Level + Ability Mod
Now, with that assumption, show me your worst. Make me tremble in fear of the unthinkable brokenness of your single/multi class spellcasters that use this method. Show me that this is the worst idea I have ever had, ever. I am not trying to inflame anyone here, or start a caster vs. non-caster war. I just want to know what the possible abuses or failures of this modification could be. All classes / levels / critters are welcome as examples. Thank you in advance! :)
On the topic of Dervish Dance and broken builds, the wording of dervish dance is (emphasis is mine): PFSRD wrote:
I can see the argument that your off hand is a weapon and therefore does not qualify you to use that feat if you use spell combat in the same round. I would say at the very least that using touch spells in this way might cause your off hand to be considered a weapon (you are considered to be armed while "holding the charge") and render this feat inoperable, at least for that round. Thoughts?
Yesterday was my first game session since the playtest was released, and my GM was gracious enough to allow me to try the whole thing out.
Our characters being at level 2 did cause some option deficiency from a multiple effect standpoint, but I would imagine that this is to be expected from a game balance standpoint. That being said, it is still fun to be able to hit an opponent with a little bit of (crit possible) damage along with a small de-buff. Looking at the list of words as presented, it seems that Weapon Focus (Ray) would be an enormous benefit, as would Improved Critical (Ray). One of my criticisms is that the Mass target word seems a little overpowered for just a +1. While it was enormously useful at this low level, and is probably less so at higher levels, it seems that +1 is just not quite costly enough. Unfortunately, I don't think overall that it is worth +2 either. It should be fine, but in my mind it is something that should be considered carefully when designing new words, as there could be some abuse there. A second issue that I had with the whole system was the CL requirement on Word Burning. If this is a game balance issue, then so be it, but I found in a few cases that I was wishing I had one or two more points for something truly specific to the situation at hand. Given that you can only burn one slot per day to fuel this, my opinion is that it would not be gamebreaking to offer it with no CL requirement. Finally, to end on a positive note, this does not seem like it will be as complicated and weird as some people think. As a 2nd level Sorc, I had 5 known 0 level words and 2 known 1st level words. All I needed to keep track of all my options was a simple text document that had my Words known, the cost of each Word, the cost of each Target Word, and the cost limits for each level. I had a spreadsheet containing all of the Word information (hopefully, at some point, this will be used as part of an application to help with cost/effect calculations) that I used to look up specifics, but I didn't find that remembering the Effect Word effects to be any more difficult than remembering straight spell effects (the same being for saves/SR/duration/etc.) Due to the bi-monthly nature of our game, mandatory overtime for some of our players, and the holidays coming up, I will probably not have a chance to work with the system again until after the new year, but nonetheless, I had a good experience with it from a low-level standpoint and look forward to the final release.
This may have been answered elsewhere, but this raises a question I have had for a while. The text of the feat states that you:
Quote:
Does this include the weapon's flat +X enhancement? It isn't specifically called out in the description, and it (in my mind) isn't necessarily a weapon ability. I can see an argument for either case, so an official clarification would be appreciated, if one is available.
This site has been a source of great inspiration, wisdom, and more than a few laughs for me. With that in mind, I submit the following as contributions to the community. Hopefully, there are folks who will find these helpful: Contents are:
All of these items will be periodically updated, when time allows.
Hexcaliber wrote:
Consider this stolen, twice! Though I would probably allow for an initiative check against each threatening foe to escape the Coup de Grace.
I can see a reasoning for denying this as well, however. The 'pure' wizard would, it seems, spend a vast majority of his time researching magic. As his primary class feature, that is where the focus would lie. With a prestige class, you are branching out into other areas of study, which takes time away from your ability to independently research new applications of magic. With Sorcs and Bards, magic is innate, not requiring research. Practice, certainly, but not the actual process of digging up 'forgotten' arcane secrets from dusty old tomes. Also, from a mechanical standpoint, spontaneous casters would have NO way of getting new spells if they didn't get them automatically. At least a wizard can always buy a scroll.
If nothing else, APG Page 17 has this line in the Arcane Training substitution feature for Half-Elves: Quote:
Since a PC under normal circumstances is always at least 1st level, this would seem to imply that yes, that is allowed.
Another aspect to consider is that, depending on character level, most devils have plenty of souls. What makes this one so special? As was stated earlier, the fact that a contract with an agent of evil is even being considered means that the character's sould is probably already lost. Infernal powers have pretty much any physical object (souls included) that they could ever need. The bargain, IMHO, should be for something more undefinable. I like the idea of a 'favor to be named later', but it almost has too much of a goodfellas feel. More appropriate, I feel, would be to have the character engaged in a long term indentured servitude arrangement. Perhaps something along the lines of: '...and the receiving party (hereafter referred to as the Agent) shall, on no more than two occasions per lunar cycle, be called upon by the bestowing party (hereafter referred to as the Bestower) to perform a single act that does not violate the ethical or moral tenets of the Agent...'. In this case, a clever devil understands that the character is neutral (bordering on evil) and twice a month, can be 'called upon' (which may mean a message, a vision, or an outright teleportation effect) to perform something that would not immediately cause an alignment shift. That isn't to say that repeated acts would not cause the shift, only that any one act must not cause it. Perhaps it could be worded better (any ideas on that?), but you get the idea. Additional side effects may include RP/pseudo-RP effects (inquisitor domain changes to an Asmodeus domain, bonuses become Profane bonuses, all animals are 1 step more hostile towards the character, all social interactions are at a -1 penalty, etc...). Also, remember to be specific on what is promised, but vague as to how it will be implemented (what? you said you wanted immortality, but you never specified that eating the carrion of sentient creatures was off limits. I'm just doing what I was promised, its not my fault you are too weak-willed to take advantage of it)
In my experience, witches seem to do well at most everything out of the box except for direct damage.
You can also 'tank' by ensuring that the bad guy pays dearly for every attempt to get by you. Combat reflexes is good, as additional AOOs are always a plus, but don't overlook the value of combat maneuvers. Disarm, Sunder, and Trip are good ways to make sure that the other guy pays attention to you, and not your casters, even when you only get one AOO per round.
StabbittyDoom wrote:
And more than that, undead using racial hit dice now get medium BAB instead of slow BAB like they did in 3.5. In many cases, this is a considerable improvement.
I would suggest these. They may not be the 10 best for each class, but they are definitely good choices for learning. Sorcerer/Wizard:
Cleric:
Druid:
There is some overlap here, but my opinion is that there should be some overlap to keep the idea that magic is somewhat constant, no matter the source. Of course, as with everything, YMMV
If you're going to go with 3.x material, you may want to give Sand Shaper (Sandstorm: p. 76) a look. You will loose 2 levels of casting, but in return, as a sorcerer, you get 43 extra spells known over 9 levels (and they're themed, too). Some are of questionable usefulness, but it almost doubles your base spells known. |