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Millech the Hump

rainzax's page

Pathfinder Roleplaying Game Subscriber. 1,557 posts. No reviews. No lists. 1 wishlist.


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Felyndiira,
In your "3.5 Acts" proposal, what role do Reactions play? How about Immediate actions? For example, can I take my 3 Acts, take a 0.5 (swift) action, make an attack of opportunity, and then use an Immediate action (knocking my next round down to 3.0 actions)?

Because that is 6 actions!

Curious to see your proposal more spelled out.


Pathfinder Roleplaying Game Subscriber
kestral287 wrote:

Compensating for that wealth is that as a result of this system, Big Six items are not valuable items for shopkeepers. After all, 90% of the shopkeeper's customers are going to be in the level 1-5 range, where such items are +2 at best. Even if you bring back a weapon that the BBEG used as a +10, hand it to the shopkeeper and it drops back to a measly +1-- which means that's what he'll pay you for. Excess wealth solved.

Makes it easier to make weapons unique too. Just tack on a property that can't be added normally, or a 'bonus' property that exists outside the normal scaling (i.e., a sword that gets the standard +1s based on its owner's levels, but also always has the Flaming Burst property). A player isn't inclined to sell or ignore it because it's not disadvantaged compared to their normal weapons.

I am more inclined to use the Scaling Magic Items variant, but want to evaluate the repercussions more closely. Both for the character's wealth and the health of the general economy.

Does this drop the price of nearly all Scalers (let's call them) while maintaining the price of more wonderous and ability/spell granting items?

I'd like to unchain character wealth from mathematical bonus a bit, to free my players up to spend their money more frivolously (and less selfishly), and am wondering if this system will enable that.

Also, how would you price the sword given in the example (A Flaming Burst Scaler weapon)?

Good discussion.


Pathfinder Roleplaying Game Subscriber

Rogue is an intuitive class like Barbarian and Sorcerer


Pathfinder Roleplaying Game Subscriber
Earl Grey wrote:
Maybe the proficiencies should differ between the archetypes?

That would have been clever.

Honestly, the fact that the Unchained Rogue gets free Finesse Training bothers me because it limits what kind of (conceptual) "rogues" are possible. The class should be way more open in this sense. But that's a different topic altogether.

Quicklist:

Spoiler:

Acrobat
Bandit
Burglar
Carnivalist
Chameleon
Charlatan
Counterfeit Mage
Cutpurse
Driver
Investigator
Knife Master
Liberator
Makeshift Scrapper
Pirate
Poisoner
Rake
River Rat
Roof Runner
Sanctified Rogue
Sapper
Scavenger
Scout
Scroll Scoundrel
Smuggler
Sniper
Spy
Survivalist
Swahbuckler
Swindler
Thug
Trapsmith
Underground Chemist
Vexing Dodger


Pathfinder Roleplaying Game Subscriber

(Actual) simple weapons aside, shortsword and shortbow are like halfway bewtween simple and martial weapons, the sap is a thuggish weapon, and the hand crossbow and rapier are swashbuckler weapons.

To me, simple weapons is a given, plus a splash of archetypical weapons (bootblade for spy, bolas for bounty hunter, garrote for assassin, longbow for scout, swordcane for investigator, etc) goes a decent way towards satisfying a lot of "rogue" tropes (within class).


Pathfinder Roleplaying Game Subscriber

Earl Grey,
I agree that "rogue" should be a broader class able to mechanically replicate a wider range of concepts, as expressed by the weapon proficiencies. How about:

Rogue Proficiencies:
The rogue is proficient in all simple weapons, shortsword, shortbow, and light armor. She may additionally choose 3 weapon or shield proficiencies to add to her list at 1st level.

this trades out hand x-bow, rapier, and sap, for 3 other choices... the 1E rogue had a battleaxe afterall...


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Pathfinder Roleplaying Game Subscriber

What I do is allow the feat to grant one of three options:

*A Flat +2 bonus
*A substitution ability score (ST/CON, DX/INT, WIS/CHA)
*A daily re-roll of confirmed-failed save

Whereas the greater version grants all three benefits.


Pathfinder Roleplaying Game Subscriber

Instead of giving "best of two" for free, you can bake them into Great Fortitude, Iron Will, and Lightning Reflexes, where they can either take flat +2 or the appropriate substitution.


Pathfinder Roleplaying Game Subscriber

To reduce MAD, I suggest allowing Wisdom-to-hit for monk weapons only. That way, the monk may choose between High Damage (ST), High Skills (DX), and High Tech (WIS), without sacrificing his ability to hit his foes on combat.


Pathfinder Roleplaying Game Subscriber

I give everybody a free version of Leadership (caveat: NPCs must be recruited from the world though), and so, CHA determines how powerful or extensive your network can be. Which includes a cohort you can drag into combat situations. Especially the more cohorts that die.


Pathfinder Roleplaying Game Subscriber
rainzax wrote:
ryric wrote:
Petty Alchemy wrote:

I had no problem abstracting minions.

It's like James Bond ducking behind cover and taking each goon out with a single shot, but still needing to respect that they could very well shoot him back and it would hurt (unlike say, the damage a lvl 1 archer would do to a level 10 archer).

You've got the guys the heroes can stab through the heart or behead in one hit without it feeling like beating up harmless kittens.

The damage had no roll because it presumably there were a bunch of minions to roll for. I think you could easily fix it, ie if the minion hits with a longsword for 11 damage, that's essentially 1d8+7.

But if James Bond threw a grenade into the middle of a group of 4e minions, some would be dead while others would be perfectly unscathed. Or, if the GM was like mine, James would make one attack roll and apply it to all the minions so the entire group would be perfectly unscathed or dead. Also all the minions made one attack roll for the whole group so six minions either hit James six times or not at all. I've said before that I had 4e GMs that really emphasized the "gaminess."

Really the immunity to all "half damage" things bugs me a lot. It creates a guy that can potentially walk unscathed through a warzone with explosions everywhere and cascading lava and fire, where repeated instances of half damage would eventually wear down the actual "tough" monster but the minion is just fine because reasons.

Heck, it would solve a lot of problems for me if you just gave minions 2 hp. Making a Reflex save or the like would do 1 hp damage, so you can guarantee taking out the group with 2 AoE attacks. 2hp is still low enough that they die in one actual hit as well.

Edit: Also there was the exploit of find a level 27 minion, use an effect that did 1 point of guaranteed damage, and catapult from 1st to 9th level from the xp. Silly but it illustrates a problem with the minion system.

You could give minions 1 HP per level and rule that...

speaking of minions, I have scoured the site for a 3pp book I remember that had a threshold mechanic for minions... anybody know the math or have the book and can confirm they like it? (Something like HP = X, so Y wounds, and 2Y or Z fells)...


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I think +X to damage/resistance is underwhelming, especially when parceled out by domain.

more ideas:

Whole Faith:
Each morning, the priest selects a domain from among those granted by his god and gains access to the spells and granted powers associated with that domain for 24 hours. He may choose a new domain each day after a full nights rest and a short prayer (15 minutes).

Philosophical Flexibility:
With a prayer (a move action), the priest may gain temporary access to another of his diety's domains, gaining all spells and granted powers associated with that domain. This lasts for 1 minute, and the priest may use this ability 1/day at 1st level, +1/day for every four total priest levels he has attained. This is a supernatural ability.

Broadening Horizons:
Upon reaching 2nd level, the priest chooses a new domain or subdomain that shares a general theme with the domains and subdomains of his deity, hereafter gaining access to that domain using his whole faith and philosophical flexibility class abilities. He chooses another new (but related) domain or subdomain at 6th level and every fourth priest level afterwards.


Pathfinder Roleplaying Game Subscriber

Honestly I wanted to charge stunning fist attempts rather than ki, because of the whole body-energy-flow around stunning fist, but decided to keep it standard (ki).

I figure the monk being able to freely in-class use lesser restoration on itself is fair - the cleric still gets restoration and greater restoration exclusively, and is able to use it on others without additional investment.


Pathfinder Roleplaying Game Subscriber
ryric wrote:
Petty Alchemy wrote:

I had no problem abstracting minions.

It's like James Bond ducking behind cover and taking each goon out with a single shot, but still needing to respect that they could very well shoot him back and it would hurt (unlike say, the damage a lvl 1 archer would do to a level 10 archer).

You've got the guys the heroes can stab through the heart or behead in one hit without it feeling like beating up harmless kittens.

The damage had no roll because it presumably there were a bunch of minions to roll for. I think you could easily fix it, ie if the minion hits with a longsword for 11 damage, that's essentially 1d8+7.

But if James Bond threw a grenade into the middle of a group of 4e minions, some would be dead while others would be perfectly unscathed. Or, if the GM was like mine, James would make one attack roll and apply it to all the minions so the entire group would be perfectly unscathed or dead. Also all the minions made one attack roll for the whole group so six minions either hit James six times or not at all. I've said before that I had 4e GMs that really emphasized the "gaminess."

Really the immunity to all "half damage" things bugs me a lot. It creates a guy that can potentially walk unscathed through a warzone with explosions everywhere and cascading lava and fire, where repeated instances of half damage would eventually wear down the actual "tough" monster but the minion is just fine because reasons.

Heck, it would solve a lot of problems for me if you just gave minions 2 hp. Making a Reflex save or the like would do 1 hp damage, so you can guarantee taking out the group with 2 AoE attacks. 2hp is still low enough that they die in one actual hit as well.

Edit: Also there was the exploit of find a level 27 minion, use an effect that did 1 point of guaranteed damage, and catapult from 1st to 9th level from the xp. Silly but it illustrates a problem with the minion system.

You could give minions 1 HP per level and rule that AoE deal 1 damage per die. And, instead of 1d20x5 you could roll fistful 1d20-1d20-1d20-1d20-1d20. It's flexible enough to minimize/remove the worst-offending gaminess.


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thegreenteagamer wrote:
I never will understand people's need to house rule and homebrew stuff that essentially already exists.

I will never understand people's need to post in the house rule and hombrew section with no other contribution than "that is a stupid idea"...

I agree with posters that this is an opportunity to create new class abilities. And to that, I would challenge you to create differentiated options in terms of both class skills and abilities by God.

To get it kickstarted:

Spoiler:

Erastil - Handle Animal, Nature
Iomedae - Perception, Ride
Torag - Heavy Armor Proficiency
Sarenrae - Selective Channel feat
Shelyn - Artistry, Disguise
Desna - Fly, Survival
Cayden Cailean - Bluff, Escape Artist
Abadar - Bluff, Geography
Irori - Acrobatics, Perception
Gozreh - Survival, Swim
Pharasma - Versatile Channeler feat
Nethys - Lore, Use Magic Device
Gorum - Martial Weapon Proficiency
Calistra - Bluff, Stealth
Asmodeus - Bluff, Intimidate
Zon-Kuthon - Darkvision ability (or double range)
Urgathoa - Command Undead feat
Norgorber - Poison Use class feature
Lamashtu - Augment Summoning feat
Rovagug - Intimidate, Survival

Also, you could just grant permanent selected abilities from domains already existing per God something like 1/4/8/12/16/20 or 1/2/6/10/14/18...

OR you could allow them to cast similar to Arcanist: prepared/spontaneous hybrid!


Pathfinder Roleplaying Game Subscriber

Version 5: Unchained!

Spoiler:

suggested that the unchained monk gains this ability "for free" at 7th

Wholeness of Body (Su):
At 7th level a monk may repair damage to his body as a standard action. By expending 2 ki points from his ki pool he heals 1d8 points of damage per two monk levels and gains the benefit of a lesser restoration spell. A monk who takes the ki power of the same name may perform this ability on others by touch.


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Wiggz wrote:

This is the build for the 'tank' I run in PFS, customized to suit your criteria...

Tiefling (Pitborn)

Question: Where is the info for alternate Tiefling types? I have Bastards of Erebus, but the rolling for random traits seems off. Has this been changed somehow? Cheers.


Pathfinder Roleplaying Game Subscriber
The Pale King wrote:
I don't give XP at all. Players level up when I deem appropriate. Usually all at the same time, and if not all at the same time within the same session.

What is the reasoning for this (the "within session" part)?


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BigNorseWolf wrote:
Now, giving the rogue ranks + rogue levels for the effective number of ranks for the skills on the other hand, mightbe a real class feature.

So at 3rd, 5th, 8th, and 10th?


Pathfinder Roleplaying Game Subscriber

...until now!


Pathfinder Roleplaying Game Subscriber
Demiurge 1138 wrote:
If you have Mummy's Mask, the third installment of the AP has Research checks, which treats gathering information a bit like combat. Each library has a maximum amount of relevant information it can yield, and multiple Knowledge checks reveal this information piecemeal, drawing connections between ideas until the entirety of the info you want to convey is discovered.

This sounds super interesting. Care to elaborate on the exact mechanics just a little more?


Pathfinder Roleplaying Game Subscriber
Epic Meepo wrote:
rainzax wrote:
Shisumo wrote:
Dragon Style allows monks to both charge through difficult terrain and to charge through allies.
Thinking I'm going to just let (modified) Flying Kick allow the monk to initiate a (mini) charge in the middle of a flurry. Meaning a Flying Dragon Kick would be permitted through difficult terrain and allies.
A flying kick is not a charge attack, so you can move through difficult terrain and allies while using flying kick even if you aren't using Dragon Style.

Epic Meepo,

I've been house-ruling that Fast Movement already lets the monk move the listed bonus speed as part of a full-flurry, including interspersing attacks. With the advent of the Unchained Monk, suddenly this becomes possible using Flying Kick, and consequently Flying Kick becomes redundant (for me). So I have been searching for a new "function" for it, and have asked people here for ideas. Shisumo reminded me of Dragon Style when I suggested minimizing terrain and ally obstacles for a charge. Posting here amounts to thinking aloud in the wrong forum gardening for cross-pollination.

Imagine being able to gain the benefits from a mini charge (+2 attack) mid-flurry so long as you remain in your flurry-restricted area (10-60 feet, depending on level) would be worth taking competitively side-by-side other Style Strikes.


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Shisumo wrote:
Dragon Style allows monks to both charge through difficult terrain and to charge through allies.

Thinking I'm going to just let (modified) Flying Kick allow the monk to initiate a (mini) charge in the middle of a flurry. Meaning a Flying Dragon Kick would be permitted through difficult terrain and allies.

Cheers.


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I don't know if a person can "assist" a ST check per the rules. For a portcullis, I'd probably allow it (because six heads is better than one - assuming they can all get simultaneous access).

But, as DM, another question you might want to ask yourself is whether or not you want the players to get past the portcullis. Because this doesn't require any math or system knowledge (but you might want to roll a few dice behind the DM screen anyway...).


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Imagine, OilHorse, if we instead had three primary defenses: AC, touch AC, and distracted AC.

It could be said that the unchained monk's Spin Kick style strike "targets your opponent's distracted AC" or that feinting made your opponent "distracted relative to your next attack."

Then, we could draw a clear line in the sand, and qualify "flat-footed" as a condition that is an escalation of "distracted," which includes the additional prohibition of being unable to use immediate actions or make attacks of opportunity (ex. a surprised combatant).

In short, there could have been a chapter on Unchaining Conditions which could have not only created entirely new conditions (such as Bewildered, Disoriented, Hampered), but organized them into general categories (Fear, Nausea, Shock), consequently setting universal provisions for their relative escalation and relaxation.


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Also a reconciliation with Ninja would've been nice. Like, a Chaos Monk whose Ki (and other class abilities) was keyed to Charisma.

Making perfect thematic sense for a poor Will save.


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Unchained could have worked out a better way to categorize the difference between "flat-footed" and "as if flat-footed" by giving the latter 'condition' a new name. Maybe a blogpost like the new one on light vs darkness. Dunno if that helps.


Pathfinder Roleplaying Game Subscriber

Maybe the monk can use Flying Kick to get a full-flurry attack in midair? Like, so long as they can make the requisite jump check for height?

Or make it the "Pummeling Style" but for charging kicks?

I cannot find the explicit rules for combining a charge with a jump check...


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graystone wrote:
rainzax wrote:
Wait how does Flank Foil ruin Sap Master? Somebody please explain that to me again.
The feat prevents sneak attack damage. Sap master affects sneak attack damage.

How again?


Pathfinder Roleplaying Game Subscriber
Shisumo wrote:
Dragon Style allows monks to both charge through difficult terrain and to charge through allies.

Ah yes, I forgot about that one. I surely don't want to have the Flying Dragon Kick to be anything other than a direct upgrade to both components styles.


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Wait how does Flank Foil ruin Sap Master? Somebody please explain that to me again.

And now that we've remembered that not only do you have to get the drop on your foe for him to be flat-footed (not just "as if"), to bring the thread back on topic, the Unchained Rogue using the updated Stealth rules (in the back of the book in it's own special chapter just kidding) can simply Bewilder the Barbarian/Brawler whose bread and butter was supposed to be better - that's anywhere from a -4 to a -8 making the Unchained Rogue "broken" in the sense of the word that means un-un-chained.

Right?


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Agreed about the weapon attack in general. But for now I want to modify the "Flying Kick" style strike, before I branch out.

For option #3, I was thinking allowing the monk to declare a "special charge" in which they could not only charge through their own allies, but through other enemies (rolling Acrobatics to avoid AoOs at reduced speed), or through difficult terrain (at reduced speed), all so long as they do so in a straight line moving at least 10 actual feet prior to the attack.


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I agree with Hubaris and posters about the Will save. Unfortunately we can complain all we want and Paizo is going to stick to their guns. Unfortunately instead of dropping HD to d8, they dropped Will to poor, in upgrading BAB and flurry. Unfortunately, it's unlikely they will print a strong Will archetype anytime soon if at all. Fortunately, we can houserule.

...

Again, I know this question belongs on homebrew more than likely, but I wanted to ask the traffic of people coming through here (selfish of me I know):

I already grant the benefits of Flying Kick (the style strike) as an inherent benefit of Fast Movement. That is, without needing to use a special ability, a 3rd level monk can full-flurry and move 10 feet, a 6th level monk can do so and move 20 feet, a 9th level monk 30 feet, and so on, interspersing attacks as he pleases.

Now! I need a cool ability to replace Flying Kick (as printed) that builds further upon the mobility concept, short of going full-pounce. Which do you like:

1) FK lets the monk ignore difficult terrain prior to making a kick attack.
2) FK lets the monk ignore movement-based AoOs prior to making a kick attack.
3) FK lets the monk charge through occupied spaces prior to making a kick attack.

I am partial to #3 because the first two can be accomplished with feat investment. What do you guys think?


Pathfinder Roleplaying Game Subscriber

As BigNorseWolf said, except:

DX-damage with 2 weapons of choice.

Sneak Attack now penalizes his foe's AC by 2 ("Bewilder"), his attack rolls by 2 ("Disorient"), or his speed by half ("Hamper"), for 1 round per landed strike (rogue's choice - no overlap). Penalties increase to 4 when involving the rogue directly. DM Note: healing of any kind (including DC 15 Heal check) immediately ends these effects.

He gets two Edges also. If he uses both of those for Intimidate, then if he beats his foe's DC by 10+, the foe is panicked(!) for 1 round, frightened for 1d4, and shaken for remaining duration.


Pathfinder Roleplaying Game Subscriber

In suggestion/homebrew, properly. (click on "Path Moon Monk" above)

Also, added caveat that replaces all Summon Monster with Summon Nature's Ally, because that makes more sense.

You keep changing your avatar!


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Additional musings on the monk. I wanted to fuse the classes, the "original" and the "unchained" monk, in a way that used the new monk's more modular structure to further expand on the customization the class could offer the player, without simply dumping all good saves onto full BAB onto expanded ki pool, etc. Here is what I have come up with:

Mystic Monk

Spoiler:

Mystic Monk
HD: d8
BAB: 3/4
Saves: Fortitude, Reflex
Skills: unchanged except add Diplomacy
Proficiency: Simple and Monk weapons, plus shortsword and shortbow

1- Bonus Feats, Flurry, Stunning Fist, Mystic Warrior
2- Bonus Feat, Evasion
3- Ki Pool, Ki Strike
4- Ki Power, Still Mind
5- Style Strikes, Purity of Body
6- Bonus Feat, Ki Power
7- Wholeness of Body (with personal touches)
8- Ki Power
9- Style Strike, Improved Evasion
10- Bonus Feat, Ki Power
11- Diamond Body, Improved Flurry
12- Ki Power
13- Style Strike, Tongue of the Sun and Moon
14- Bonus Feat, Ki Power
15- Quivering Palm (original)
16- Ki Power
17- Style Strike, Timeless Body
18- Bonus Feat, Ki Power
19- Flawless Mind
20- Perfect Self, Ki Power

Mystic Warrior (Ex):
A mystic monk may always use his Wisdom modifier in place of his Strength or Dexterity modifier on attack rolls made using unarmed strikes or monk weapons. At 1st level, the monk must also choose a path to follow, which determines his base statistics and alters future class features.

Path Sun
The monk chooses to focus on the warrior aspects of his ki. A path sun monk improves to d10 hit dice and full base attack bonus, but his saving throws remain unaltered. When selecting a bonus feat, he may ignore all requirements for style feats so long as he takes them sequentially. Upon gaining a ki pool, he enjoys an enhancement bonus to his unarmed strikes as the greater magic fang spell so long as he retains 1 or more points in his ki pool. Finally, upon gaining style strikes, he initially learns a number of them equal to his Wisdom bonus (minimum 1), in addition to those gained through advancement.

Path Moon
The monk chooses to focus on the mystic aspects of his ki. A path moon monk improves his Will saving throw to strong, but his hit dice and base attack remain unaltered. Upon gaining a ki pool, he learns an additional number of ki powers equal to his Wisdom bonus (minimum 1), and his maximum pool capacity is instead equal to his full monk level plus his Wisdom bonus. At his option, instead of choosing a style strike at the appropriate levels (5th, 9th, 13th, 17th), he may choose another ki power in it’s place.

The following ki powers may be taken by a path moon monk (only):

Inner Goddess Root (Sp)*:
Choose an Orison from the Cleric's spell list. So long as that spell doesn't have the good or evil descriptor, you may cast it as a spell-like ability so long as you retain one or more points in your ki pool. Use your full monk level as your caster level, and set the DC (if any) using your Wisdom modifier. You must have a Wisdom of at least 10 to take this ki power.

Inner Goddess Sacrum (Sp)*:
Choose a 1st-level spell from the Cleric's spell list. So long as that spell doesn't have the good or evil descriptor, you may cast it as a spell-like ability by expending 1 point from your ki pool. Use your full monk level as your caster level, and set the DC (if any) using your Wisdom modifier. You must have a Wisdom of at least 11 and know the inner goddess root power to take this ki power.

Inner Goddess Solar Plexus (Sp)*:
Choose a 2nd-level spell from the Cleric's spell list. So long as that spell doesn't have the good or evil descriptor, you may cast it as a spell-like ability by expending 2 points from your ki pool. Use your full monk level as your caster level, and set the DC (if any) using your Wisdom modifier. You must be at least a 4th level monk, have a Wisdom of at least 12, and know the inner goddess sacrum power to take this ki power.

Inner Goddess Heart (Sp)*:
Choose a 3rd-level spell from the Cleric's spell list. So long as that spell doesn't have the good or evil descriptor, you may cast it as a spell-like ability by expending 3 points from your ki pool. Use your full monk level as your caster level, and set the DC (if any) using your Wisdom modifier. You must be at least a 7th level monk, have a Wisdom of at least 13, and know the inner goddess solar plexus power to take this ki power.

Inner Goddess Throat (Sp)*:
Choose a 4th-level spell from the Cleric's spell list. So long as that spell doesn't have the good or evil descriptor, you may cast it as a spell-like ability by expending 4 points from your ki pool. Use your full monk level as your caster level, and set the DC (if any) using your Wisdom modifier. You must be at least a 10th level monk, have a Wisdom of at least 14, and know the inner goddess heart power to take this ki power.

Inner Goddess Third Eye (Sp)*:
Choose a 5th-level spell from the Cleric's spell list. So long as that spell doesn't have the good or evil descriptor, you may cast it as a spell-like ability by expending 5 points from your ki pool. Use your full monk level as your caster level, and set the DC (if any) using your Wisdom modifier. You must be at least a 13th level monk, have a Wisdom of at least 15, and know the inner goddess throat power to take this ki power.

Inner Goddess Crown (Sp)*:
Choose a 6th-level spell from the Cleric's spell list. So long as that spell doesn't have the good or evil descriptor, you may cast it as a spell-like ability by expending 6 points from your ki pool. Use your full monk level as your caster level, and set the DC (if any) using your Wisdom modifier. You must be at least a 16th level monk, have a Wisdom of at least 16, and know the inner goddess third eye power to take this ki power.

*In all cases above, the Summon Monster is replaced with the Summon Nature's Ally series.


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Pathfinder Roleplaying Game Subscriber
LoreKeeper wrote:

@rainzax:

I applaud the idea, but the moon path monk's 3/4 BAB severely limits their combat potential (unless you grant some sort of virtual BAB bonus when flurrying like the core monk). And the ki powers, while cool, are not sufficient to pick up the slack from the poor combat presence. The ki powers simply don't have enough impact; and even with the expanded ki pool in moon path do not have enough staying power.

You'd need to double the ki pool again (similar to rage rounds in quantity) and have additional ki powers that allow at least a temporary nova of the monk.

New Ki Powers For Path Moon Monk:

Spoiler:

Inner Goddess Root (Sp):
Choose an Orison from the Cleric's spell list. So long as that spell doesn't have the good or evil descriptor, you may cast it as a spell-like ability so long as you retain one or more points in your ki pool. Use your full monk level as your caster level, and set the DC (if any) using your Wisdom modifier. You must have a Wisdom of at least 10 to take this ki power.

Inner Goddess Sacrum (Sp):
Choose a 1st-level spell from the Cleric's spell list. So long as that spell doesn't have the good or evil descriptor, you may cast it as a spell-like ability by expending 1 point from your ki pool. Use your full monk level as your caster level, and set the DC (if any) using your Wisdom modifier. You must have a Wisdom of at least 11 and know the inner goddess root power to take this ki power.

Inner Goddess Solar Plexus (Sp):
Choose a 2nd-level spell from the Cleric's spell list. So long as that spell doesn't have the good or evil descriptor, you may cast it as a spell-like ability by expending 2 points from your ki pool. Use your full monk level as your caster level, and set the DC (if any) using your Wisdom modifier. You must be at least a 4th level monk, have a Wisdom of at least 12, and know the inner goddess sacrum power to take this ki power.

Inner Goddess Heart (Sp):
Choose a 3rd-level spell from the Cleric's spell list. So long as that spell doesn't have the good or evil descriptor, you may cast it as a spell-like ability by expending 3 points from your ki pool. Use your full monk level as your caster level, and set the DC (if any) using your Wisdom modifier. You must be at least a 7th level monk, have a Wisdom of at least 13, and know the inner goddess solar plexus power to take this ki power.

Inner Goddess Throat (Sp):
Choose a 4th-level spell from the Cleric's spell list. So long as that spell doesn't have the good or evil descriptor, you may cast it as a spell-like ability by expending 4 points from your ki pool. Use your full monk level as your caster level, and set the DC (if any) using your Wisdom modifier. You must be at least a 10th level monk, have a Wisdom of at least 14, and know the inner goddess heart power to take this ki power.

Inner Goddess Third Eye (Sp):
Choose a 5th-level spell from the Cleric's spell list. So long as that spell doesn't have the good or evil descriptor, you may cast it as a spell-like ability by expending 5 points from your ki pool. Use your full monk level as your caster level, and set the DC (if any) using your Wisdom modifier. You must be at least a 13th level monk, have a Wisdom of at least 15, and know the inner goddess throat power to take this ki power.

Inner Goddess Crown (Sp):
Choose a 6th-level spell from the Cleric's spell list. So long as that spell doesn't have the good or evil descriptor, you may cast it as a spell-like ability by expending 6 points from your ki pool. Use your full monk level as your caster level, and set the DC (if any) using your Wisdom modifier. You must be at least a 16th level monk, have a Wisdom of at least 16, and know the inner goddess third eye power to take this ki power.


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Chassis:

Spoiler:

MYSTIC MONK

HD: d8
BAB: 3/4
Saves: Fortitude, Reflex
Skills: unchanged except add Diplomacy
Proficiency: Simple and Monk weapons, plus shortsword and shortbow

1- Bonus Feats, Flurry, Stunning Fist, Mystic Warrior
2- Bonus Feat, Evasion
3- Ki Pool, Ki Strike
4- Ki Power, Still Mind
5- Style Strikes, Purity of Body
6- Bonus Feat, Ki Power
7- Wholeness of Body (with personal touches)
8- Ki Power
9- Style Strike, Improved Evasion
10- Bonus Feat, Ki Power
11- Diamond Body, Improved Flurry
12- Ki Power
13- Style Strike, Tongue of the Sun and Moon
14- Bonus Feat, Ki Power
15- Quivering Palm (original)
16- Ki Power
17- Style Strike, Timeless Body
18- Bonus Feat, Ki Power
19- Flawless Mind
20- Perfect Self, Ki Power


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Pathfinder Roleplaying Game Subscriber

Thinking of fusing the two monks like this:

Spoiler:

Mystic Warrior (Ex):
A mystic monk may always use his Wisdom modifier in place of his Strength or Dexterity modifier on attack rolls made using unarmed strikes or monk weapons. At 1st level, the monk must also choose a path to follow, which determines his base statistics and alters future class features.

Path Sun
The monk chooses to focus on the warrior aspects of his ki. A path sun monk improves to d10 hit dice and full base attack bonus, but his saving throws remain unaltered. When selecting a bonus feat, he may ignore all requirements for style feats so long as he takes them sequentially. Upon gaining a ki pool, he enjoys an enhancement bonus to his unarmed strikes as the greater magic fang spell so long as he retains 1 or more points in his ki pool. Finally, upon gaining style strikes, he initially learns a number of them equal to his Wisdom bonus (minimum 1), in addition to those gained through advancement.

Path Moon
The monk chooses to focus on the mystic aspects of his ki. A path moon monk improves his Will saving throw to strong, but his hit dice and base attack remain unaltered. Upon gaining a ki pool, he learns an additional number of ki powers equal to his Wisdom bonus (minimum 1), and his maximum pool capacity is instead equal to his full monk level plus his Wisdom bonus. At his option, instead of choosing a style strike at the appropriate levels (5th, 9th, 13th, 17th), he may choose another ki power in it’s place.


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Everybody get the torches and pitchforks!

It's high time we take Morzadian-stein out!

>>marches<<


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This is brilliant Puna'chong. Bravo!


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Is Defensive Roll a non-action?


Pathfinder Roleplaying Game Subscriber
Puna'chong wrote:
Other ranged weapons don't need it. I expanded it out to crossbows because now an "action" is a bit more mutable, and because crossbows get the short end of the stick far too often for how much investment has to be placed in them.

You could just allow X-bows that are fired two-handed to get the -1/+3 ration of Deadly Aim. Because loading multiple quarrels is kind of silly. Yes, even sillier that multiple arrows.

Interested to see your Swift Action Revisal thread when you make it.


Pathfinder Roleplaying Game Subscriber

How about making this a simple archetype of Rogue?

Keep rogue chassis (3/4 BAB, d8 HD, 8 Skills, Good Reflex)
Modify Proficiencies: Simple weapons plus shortbow and longbow. Light Armor.
Modify Sneak Attack: Same progression (odd levels), only works for ranged weapons, but works against foes whom your allies are flanking, and/or at a range of 60 feet (choose one: these are both significant upgrades).
Modify Rogue Talents: Allow "Archery Ranger Combat Style" a la Slayer to be options.

This might be easier to get the DM stamp of approval for.


Pathfinder Roleplaying Game Subscriber

Would any bloodline be acceptable?


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(baleful) save or duck


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I say Trapfinding + Trap Spotter means any sort of "trigger" (physical and nonphysical) means the otherwise unsuspecting rogue gets a DM-rolled Perception check, and corresponding information based on the success or failure of that roll, which can be as definitive yet vague as "your next step will trigger a magical sensor to a nearby trap."

What the rogue does with that info is up to them.


Pathfinder Roleplaying Game Subscriber
Mark Hoover wrote:
Is Trap Spotter that the rogue has to be w/in 10' of the TRAP, or 10' of the trigger?

Fixed that for you.

But the question is "Does the triggering device count as part of the trap?"


Pathfinder Roleplaying Game Subscriber

For earlier access.

My earlier post I'm granting Rogue auto-scaling unlocks at 4/7/10/13/16/19.

For example, the AP I'm running goes to level 13, and I want the rogue to have at least one 'capstone' unlock by then.


Pathfinder Roleplaying Game Subscriber

I have been reading the new action economy system on the BART and'd like to echo Kudaku's enthusiasm generally.

With one caveat. If I were to implement this system into my game, I would first need to decide which formerly-swift-now-simple actions ought to be free actions - and that with or without further investment.

An idea could be: Any action that progresses from one action type to another (example Bardic Performance going from standard>move>swift at 1st>7th>13th) ought to have a parallel progression under the new classifications.

Where is the middle ground between "simple" and "free"? I can think of three:

1) Combined (with X): free action when combined with an X action (think moving and drawing a weapon).
2) Flexible: as a simple action or a reaction (character's choice).
3) Borrowed: use an extra simple action now, next turn you are -1 act.

Examples:

1) Rage could be a Combined (with movement) action.
2) Studied Target could be a Flexible action.
3) Lay on Hands could be a Borrowed action.

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