Since a few deities have the death of another in their backstory, why aren't they statted with combat abilities?
Asking this since IIRC Lamashtu's ascension was from causing the death of Desna's teacher, that means Demigods can harm gods... and (probably Mythic) PCs can slay demigods - and, with the right Mythic Path abilities PCs can basically become said demigods.
Have you considered Arcane Trickster?
Then take Shadow Grasp and Solid Shadows metamagic feats, and take the Image spells and Shadow [Conjuration/Enchantment/Evocation/Transmutation] line
EDIT: stats would be something like Str 14 / Dex 16+2 / Con 14-2 / Int 16+2 / Wis 10 / Cha 10, with racial having 2x +1, buff either dex or int by +2, and go to town.
EDIT 2: Actually, with Gestalt, you can qualify for Arcane Trickster at level 5, meaning Wizard 4 / Unchained Rogue 4 and 10 levels of Arcane Trickster with 10 more levels on the other side of the Gestalt.
with human, taking Dual Talent on a Silksworn Occultist with Transmutation for +Dex could allow for a passable finesse build. Spear Dancer or Spear Dancing Style (they don't work together sadly) would come online at level 5. Until then, if he had Conjuration or Necromancy, he could summon a meatshield to fight. Sort of pure caster, but also not. It's complicated.
EDIT: Though something else for level 5, I'm sure Slashing Grace has something in the simple weapons category it applies to.
Though you said after racial bonuses... If their chosen race is something else, that might affect the viability poorly.
I just need to know what happens if I give an ogre a battleaxe and chain mail instead of the club and hide it gets in the Bestiary. In 1e you had to guess.
I don't recall any guessing in PF1E to that effect. Swap damage dice, remove one armor value and apply the other instead.
Anyway, I sincerely hope there's a way to compare monsters reasonably to PCs.
Way I see it, the question of poison is just a matter of heirarchy.
the paladin blog wrote:
no evil: does not speak of poisons
no harming an innocent: Based on my reading of this, if poison would reasonably improve your chances of saving the innocent - knock out a serial killer, or more quickly stop some brigands who are raiding a caravan, just to name the first two options to come to mind, then it would be virtually REQUIRED not just allowed. If it wouldn't, then the code is silent in this tenet.
act with honor: well, as poison was specifically called out as being REMOVED from the list, it's not inherently a violation. Which means, it's no different from other weapon enhancements, and not dishonorable - unless it violates the rules of a contest, in which case it's cheating and thus forbidden. I'd like to note that open battle does not generally count as a contest, or the like.
Finally, the law: if it's illegal and not required by the second, then forbidden. If either it's legal or it's necessary to greatly improve the chances to save an innocent, then the exception to this tenet makes this part silent.
They get a new mechanic that lets them replicate not only a channeling (with Selective for free), but also an improved version of channeling (both living and dead).
I've had some time to think, and while I'll try the playtest, I'm virtually certain that if monsters go the way I think they're going, I'm out - back to PF1e for me.
(I wanted 2e to be good. I want to give it a chance. But what I've seen of monsters leaves just too sour and bitter of a taste. As a long-time homebrew GM, I cannot abide monsters so unfriendly to customization. Nor can my sense of fairness abide monsters that use such completely different design rules than players - I've long held that a GM has to abide by (mostly - see racial HD and a few related things) the same restrictions as players.)
This feels unpleasantly like (the thankfully optional) simple monster creation from PF1, or PF2 monsters entirely. Which is not fun to use or look at.
And how are TAC, AC, saves, and hp computed on monsters? Is there a formula? PLEASE don't let it be arbitrary! (I hate the arbitrariness of quick/simple monster creation; it's use as the main method)
Please, let it be possible to reverse-engineer monsters to better understand them (and modify them more precisely). What I see doesn't allow that.
Also, what's skills +1 or skills +5?
Mark Seifter wrote:
I'm sorry; I don't think I understand that entirely. Does that mean a 2nd level area heal would be 1d8+casting modifier?
Can an Occultist with the "Trappings of the Warrior" Panoply simply wear the shield on their back and use a 2-handed weapon and still get the benefits of the panoply?
It's interwoven into the Outer Planes, lots of aligned Outsiders, and the alignment detect/smite spells. Also, the Paladin (though making that any good would be fine with me), and Deities+Divine Casters.
So, I noticed that a lot of the builds have 16 wis, and suggest Mutated Shape with a headband of +2 wis, but don't ever increase wis anywhere else. However, the feat requires 19 wis, which means the shifter is still too low.
Also, the weretouched build recommends heavy armor proficiency at 1, but heavy armor is very expensive even before needing non-metal speial material versions - it should be moved to a little later to reflect that.
Ah, here's the text. Roughly, it says 3 Changeling witches can form a coven without a hag. The question I have is, RAW only witches or just shorthand for Coven Hex (without noting that others could take it), RAI same question, and would it be a reasonable houserule to allow it if neither RAI nor RAW support it?
Blood of the Coven wrote: