By RAW this is how it works
You weapon does say 2D6, vital strike add 2D6 so dice. So if you have +9 damage bonus it goes to +27. That is RAW but I'm quite sure it's not intent. I think they just did not consider weapons that roll two dice to being with when they said "by the number of damage dice you roll with that feat"
Why do people assume being a peasant makes them closed minded, hateful, bigots?
Peasants are closed minded, hateful and bigoted. There is a reason for that though. If you can keep you peasants uneducated they will be closed minded and less like to challenge your authority. Give those you rule something to hate and you have can control them. Use the fear to make your peasants bigoted so that they will not willing accept outsiders and will report that which is out of sorts. The reason those who rule encourage those traits in peasants as it makes it easier to maintain authority over said peasants.
You see happening today with the dumbing down of the school system, Socialism is evil and muslim's are out to kill you.
This is a case of the GM not being prepared for game that they really need to be prepared for. If you are not going to allow monstrous races to played you need to prepare even more than you would normally. So the frustration this GM feels is purely due to the lack of planning and preparation.
Slavery in the Pathfinder World and it's implications...(series of weird questions regarding a controversial topic)
What is slavery? Seems to me it would only be evil you had individuals trading in slave. If you have a government managing slaves even if said government called slavery by different name, you know like the work force. Then if that government dangled the carrot by saying you could work you way out of the workforce by letting your money do the work for you and some people manage to achieve that so we all believe it. Are we any not slaves? They just do really good job of distracting us so we don't think too long on that. Probably more close to serfdom but instead of working for Lords we work for corporations. Is that really evil to keep slaves if you run a business? Are you not a slave yourself to the government?
I have a character I'm considering wearing armor I'm not proficient in. I've got a Oracle of Metal and if I'm planning to take Mitheral Full plate even though I'm not proficient in heavy armor. With an ACP reduced to 0 being non proficient isn't an issue. I was considering taking heavy prof via a revelation till I noticed that.
First the problem doesn't appear to be the monk. The problem is the casters casting Mage Armor, Owls Wisdom and and Cats Grace on him for +8 to his AC every encounter. This normally wouldn't be a problem but in King Maker with exploration you typically only get 1 encounter per day. This means every encounter can have those buffs.
I ran into this problem in my King Maker game and I didn't even have a monk in the game. They buffed the crap out the Paladin and the Paladin was killing the monsters 1 a round. At the 7th level range all the encounters were trivial because the casters could nova on each encounter with having conserve spells due to 1 encounter a day.
To fix this problem I end up just stacking random encounters. I wouldn't roll I'd pick interesting combos. So as they party explored hex after hex I'd roll a random encounter and pick an intelligent creature that would attack right away but follow them. After 4 random encounters I'd have them all attack or if it 3 attack at set encounter. It would be all at once a the Hex is big area. I just had hex that 3-4 encounters. Only problem I found with this is their experience started going up faster than it should have and I had to limit the treasure. So I stopped awarding XP and level them up when appropriate. The change made the game much more enjoyable for the players. I still left some encounters 1 a day for the player to flex their muscle and feel all powerful though.
The incentive to play a Barbarian is the Barbarian is better at what it does. The Blood Rager class has flavor and is interesting but you give up a lot for spells in my opinion. It's a good class but does not shut out the Barbarian and that I think is good thing.
I don't think the War Priest by it's name should be overly combat oriented but more tactically oriented in arts of war. They should be controlling the battle field with spells and class features and they should be battle field healers. They should the experts in using terrain to their group advantage.
I've sundered tons of PCs equipment. I see nothing wrong with it. Lots of monsters destroy equipment. Oozes, rust monsters and the like.
Now magic items, that's get more difficult as magic items have more hardness and hit points making sundering difficult. Try sundering a +5 Adamantine Two Handed sword with 30 Hardness and 77 HP.
I like the Channel Ability with the bonus feats. There are tons of channel energy feats that I've always found tough to fit in with only 10 feats when one plays a Cleric or Paladin.
So on surface I found this class lacking till I built a character and that's when I found I could do nice channeling abilities that the Cleric could. Only problem was the class is too MAD. You want a good Str for combat, good Dex for defense, good Con for survivability, good Wis for spells and good Chr for Channeling.
For this class to work I think it just needs a few tweaks.
1) More skill points. Int is the only dump stat. It's not going to more that 10. I thin 4+Int makes more sense.
2) Access to fighter feats. I think War Priest Level -3 would work best. I think it should be better than the Magus in this aspect.
3) Sacred Weapon applies to any weapon the War Priest is proficient with. Focus Weapon can be the deity's favored weapon. It's just free weapon focus and you can decide to not use it with little impact to a build.
In our game the Rogue just could not hit. He eventually became frustrated and wanted to make a new character. I made a point of flanking enemies with my Fighter in every encounter to give him a chance but he would just miss. He seldom got to apply his Sneak Attack. We have suggested a few archetypes but he seems demoralized. We have since moved on to a different campaign in which he plays a Cavalier. Now he hits.
This is a problem I've noticed with the rogues in the game I GM. So created a house rule that adds Sneak Attack Precision that give +1 to hit on sneak attacks at level 3, 7, 11, 15, and 19 for total of +5. Fixes the the problem quite well.
I was making some builds with this class and I found the Focus Weapon a bit restrictive for a class feature that that scales up to level 20 (1,4,8,12,16,20). If it was just the Focus Weapon and Sacred worked with Focus weapon or any weapon the War Priest is proficient in that would make more sense. I just don't get the point of giving the War Priest all martial weapon then giving them a class feature that it is disadvantageous to use any weapon but you deities favored weapon. Basically any other weapon is back up weapon, that could have just left it with simple weapons for that.
Other that this issue I'm finding the class is quite interest. At glance it looks like a little weak but after a few builds I'm finding it's quite a solid class.
One thing I think should be added though is access to fighter feats the same as the Magus at 1/2 level and Level -3 for an archetype with diminished casting.
I think it would be hard to merge the fighter and Rogue. You can't really merge them with out them turning out to be exactly what you could already do by multiclassing.
I agree though my first thought was Fighter/Rogue class but every time I do it it comes out the same as multiclassing except the BAB is 20 instead of 18. What new hybrid class feature could you make that makes sense?
My first thougts on the Blood Rager is the too many touch spells using the Magus. But testing it out the magus spell works quite well for the blood rager though I pretty much ignored all the touch spells. I took list of known spells like this:
1 Enlarge Person, Expeditious Retreat, Feath Fall, Magic Missle, Shield, True Strike
Remember the Blood Rager is not really a caster. It's martial class with spell access like the Paladin and Ranger. Only real difference is the blood rager can cast fewer spells per day than the ranger and paladin at 20th level. Otherwise much the same. No need to focus to heavily on spell list if the Magus works fine. What other spell would you like?
I found the Blood Rage worked really well. I found the spell list of the Magus works quite well. I made 12 level Shoanti of the spire clan Celestial blood rager.
Stat 20 pt buy:
This class suffers the lack of AC that Barbarian but spells more than compensate for the that as does bloodline powers activated during a bloodrage. Extra Rage is required, you burn through rage faster I found that with a Barbarian but that was more due to requiring my wings of heaven.
As attributes. I went with 20 point build.
In the end I found this class about on par with ranger. It fills the Melee role very well but doesn't out shine the fighter. The fighter still dished out more and have a better over AC than I did. I could keep up and even exceed the fighter with the right buffs in place but was never able to get all those spell in place before the fight.
I really like this class, fun to play and lots of flavor.
I don't see the Arcanist being a big issue. The Sorcerer can swap out spell too, just a little more time consuming and comes with small GP cost with the rules on retraining in the Ultimate Campaign. So being able to do this on a daily basis is nice but I suspect the effect in the game will largely be much the same as sorcerer. An Arcanist will get their favored spell list the prepare each day and do it by default. When the time comes that they need swap out spell they will do it with more easily than the sorcerer could. This is nice but a huge difference and it comes at cost.
So you give up the following:
Eschew Materials feat (You get this as feat choice with the bonus feat starting at 8th)
In return you get to prepare your spells to spontaneously cast them, you get blood focus to access blood line powers at your Arcanist level activated as standard action. Blood focus can also be used to take once school to get +1 CL and DC. These are limited per day and leave you fatigued is you use all you points up in blood focus.
Seems balanced with the Sorcerer but weaker than the Wizard. Any class that delays you access to higher spell levels is weaker than the wizard in my opinion.
The favor class bonus doesn't apply here as the only applies to the sorcerer. Now it's possible that they might add similar favored class bonus when the book. The feat expanded arcana as written would work as the class explicitly states that it does.
At best you blow all your feats on expanded arcana and get 20 extra prepared spell slots at 19th level and use the ultimate campaign rules to retrain those slots to any spell level below 9th. That would be a waste though since can swap out the spells every day. I could see taking it once maybe twice but not all your feats.
In some cases the hybrids would stack with the original class and that would cause issues. These classes are kind of like watered down gestalt classes. The only way open multiclassing should be allowed is if it is explicitly stated that they don't stack with the original class. As an example the if a class gives you druid casting up to. 6th level spells and then you take levels in the actual druod class then have to track spell as if you were running two different casters.
I that is the case already. You can multiclass a sorcerer with a wizard, the spell casting levels don't add together. They are two separate progression even though the use the same spell list. A level 12 character who is Wizard 6/Sorcerer 6 has 3rd level spells in both class. The Level 12 wizard or sorcerer has level 6 spells.
I'm currently playing something very similar to the blood rager in game. I took barbarian with an Oracle of Metal using Eldrich Heritage. I would have gone Sorcerer but the BAB loss was too great. Basically the Blood Rager was the exact class I was trying build using multitasking. In the end 12 levels of Barbarian and 8 levels of Oracle for 18 BAB. Sorcerer would made it 16 BAB which was too far of 20 for what I was trying to do. I did consider going DD 7 level with 1 level but that is 17 BAB. When I saw this class it was exactly what I wanted to accomplish with multiclassing but couldn't. So with this class I get what I want, I quite like this class.
The Blood Rager actually seems just a bit weaker than a Ranger or Paladin to me.
The wizard with the arcanist is pretty bad, but a Blood rager dipping barbarian could get pretty nasty (double your rage rounds, double your fun...)
Bloodrage with Barbarian Rage would leave you exhausted after using them together. Seems like pretty big draw back to me. Exhausted for 1 hour before you are back to normal. You wouldn't be fatigued as that would have wore off but two doses of fatigue make you exhausted.
Another draw back would rage powers. Most if not all the good rage powers require a Barbarian level of 8 or 10. So you would severely delay access to those powers. Then you would delay you bloodrage powers as well. I think you'd be at disadvantage multiclassing these two classes. I'd have to playtest to be sure though.
Also both rages won't stack as they are both moral bonus so kind of waste there.
Green of Skin, Round of Buttock wrote:
I guess I should emphasize that my banning of specific books usually is about 49% anti-optimization, 51% I-don't-want-to-figure-out-how-this-fits-into-the-campaign-world sentiment on my part. I should have added that we don't play on Golarion. Our world is scratchbuilt by me and, as I said, I tend to want everything that gets used to have an 'ecology' behind it--a specific and plausible-sounding way it fits into the world.
We only use Pathfinder books. If Paizo put's it out we use. Contents can be restricted but that's on game by game basis. I as the GM try not to restrict anyone if they can come up with a background supporting their choices. I like my players also to give me a direction for their characters. That way I can put in game stuff that makes sense for the Character. I tend not to ban things but encourage players to use stuff from all the books to fit the game I want to run.
Seeing that at 15th level it is trivial to shutdown archery with spells I don't consider that large amount of damage all that over powered. If you are rolling through encounters with archery then the GM is letting you do that. I know when I was running a game and I had a player with a Ranger that was dishing out 200 damage a round at 16th level. I had to let the ranger have his fun. At the same time some encounter I shut down archery using casters and creative terrain.
All that line in the feat addresses is that a Barbarian at 17th level ending his rage does not make him fatigued. This feat ends the rage but still makes him Fatigued even though normally ending a rage would not.
Immunity to fatigue means you are immune. Fatigue still effects when dictated by the rules but you are immune to it so has no effect on you.
With this cord you still are affected by fatigue but fatigue is converted to 1D6 non lethal damage instead. The fatigue is still applied just the effects are different with the belt. So you could use that belt to avoid being fatigued.
I'm planning to check my GM who is running RotRL right now to see if I can playtest one of these classes. That all assumes the playtest comes out next week as my next gaming session is on 23rd.
Winter is December, January, February, and March. Spring is April, May and June. Summer is July and August. Autumn is September, October, November. That's because I live in Canada and we get snow anywhere from late September to mid June thought the snow only stays from December to March. The other times it snows and melts in hours to few days.
I think officially winter depends where you live. Where I live there is no way I'd wait till mid December to get my winter tires put on. They go on the beginning of September a off in May.
Ched Greyfell wrote:
Yes, sneak attack is the rogue's main source of damage. However, the damage being predicated on flanking and flat-footedness is what balances out the damage. Because it's a LOT of damage. If a rogue got that all the time, every time, it would be insane. It requires him to strategize, optimize feats, think, and work with his teammates. The rogue in Pathfinder is far & above what it was in previous editions of the game. Any problems stem from player-imposed roles or conceptions/misconceptions. The game isn't the rules. The game is a player-driven story, the rules are just a facilitator. I love rogues. They are great. Don't need "fixing". They already were fixed when they carried over from 3.5 to now.
The rogue is fine and a great class for the lower levels. After level 12 a couple things happen.
1) The rogue to hit suffers. In PF the AC of higher CR encounter is anywhere from 0-5 AC greater depending on the encounter. So the AC went up but the rogue has no way to increase their to hit bonus and other ways to reduce it like TWF which makes this problem even worse.
2) Skills is the next thing. By level 12 the rest of the party can cover skills with their own skills, class feature and spells. The skill monkey class in no longer needed. All that is left for the rogue is traps and I find by high level traps tend to be become trivial and therefore are not used.
5) It's around level 12 that you max out you AC for the most part. No shield and light armor only. That only gets you so far. So in combat you are once maybe twice with sneak attack but you are taking hits when the enemy misses only a 1. Having less hit points you take beating. The fix for this is to get a cloak of displacement, minor then major when you can afford it. So steal lots to get that ASAP.
4) Saves start to really hurt at the high level. The main reason for this is the feats on give you +2. You don't have cloak of resistance because you got the cloak of displacement. You can compensate for this with UMD which should be high enough to make use of scrolls and wands. The downside is gp to pull this off. If you can steal a lot of scrolls go for it, it should impact WBL as they are consumables you will be consuming a lot of.
Now you aren't useless as rogue but it get a lot tougher where other classes are not struggling as much. If you multiclass from 12+ you do a lot better. I find taking 9 levels of fighter is quite effective. The base fighter give you 5 feats, Armor training 2 which is great for the high dex build, Weapon training 2 and access to 8th level fighter only feats. Your BAB will also be 2 higher.
I'd say their justification makes it an evil act. Giving in to the wrath and slaughtering though who have surrendered is evil. Not something that would shift the alignment, not yet a least. Too much of this type of behavior could shift them from good To neutral over a period of time.
I've never found optimization to be a problem.
Bigger problems I find are too high of stats from rolling and when wealth by level gets too far from the guidelines in the positive. I find this problem when item crafting get abused. Optimization on when these occur makes for a tough job as GM and a party that is unbalanced.
I always optimize my character for a role first, the work backwards to get the things I want keeping in mind I need to good enough at my role.
If you want to play evil you don't have to play some psycho. You could honestly be a nice guy that most people like. Of course those you step on won't like you but even a few of them might like you if you toss them a bone.
To play evil you need to find a focus. What is it you want to accomplish. This doesn't need to be anything fantastic. Maybe you crave power and want to climb the ladder of Nobility. You can easily play the hero while blackmailing people. Use the your heroics to make contacts and build a base of power you control. Make sure to use people, trick them into doing you bidding. Wait for them create the opening, jump in and let them take the heat.
I played a NE Inquisitor of Mask in FR game that did exactly the above. Not only was I there expose priest of Cyric but I was there to take over the entire guild. I didn't stop there though. I controlled all the bandits too in area surrounding the city. Ended up in a guild war between a neighboring cities thieves guild. I was good the people, even hero but my motivation was not heroic. I needed these productive people to keep me making gold. Enemies feared me. Those that opposed me disappeared only to be found latter floating in the moat.
I don't see the issue. This is just fluff description of combat. I'd much rather describe combat loss of hit points as a combo of doges, luck, skill in use of armor, destiny or what ever. In the end hit point loss is minor injury of scratches, bruising and sore muscles. 30 Damage is not cleaving you in two with no effect to your fighting ability.
So the scratch allows poison to affect you. A CDG survivor was lucky. The attacker just missed the vitals.
I've always described hit points as a near misses due extreme exertion, eventually you run out of energy and the blows strike home. The killing blow is the blow that cuts deep causing you to drop to zero or less hit points. All the rest are minor bruises, scrapes and scratches as you avoid the death dealing blow exerting you energy measured in hit points.
So for example the moves into position swinging his great sword in wild arc to maximize the blow, game mechanics it's hit for 35 damage but not enough to get you to below zero, leaving you with 1 hit point. So the you deflect most of the blow letting the sword glances off your armor with a thud that sends you staggering a few steps to regain your balance. The second attack from a the rogues stiletto comes from behind, a hit for 19 damage dropping you to -18 which is 2 past you con stat. The stiletto slip in under you arm pit driving deep puncturing the lunge and piercing the heart.
Vital strike isn't worth it. The Vital Strike chain takes 3 feats for something you mostly likely will rarely ever use. I've taken the feat and found I just rarely ever used it. There were the odd time that I did but it rare. Most times I was either charging into to get the +2 to attack or maneuvering so the enemy had to move and attack leaving me to full attack.
Now mabye if the feat just scaled instead costing 3 feats it might be worth it. But at cost of 3 feats it there were just better feats to take.
What class are you, if you are Martial Artist Monk the go for the Stalwart. After that grab the Bolster Resistance feat to double your DR. So you could have 16 DR/- at 11th and as Martial Artist Monk you are immune to fatigue. You can use this once per round as an immediate action at it last till you get hit then your DR drop to 8/-. Since you are immune to fatigue you can use this again next round.
Seems the core rules say otherwise.
"A character can take more than one archetype and garner additional alternate class features, but none of the alternate class features can replace or alter the same class feature from the core class as another alternate class feature"
Are Sorcerers a exception to the rule now?
Also the example use to justify the FAQ makes no sense. I don't think you can take the same bloodline twice. Technically it would work. But is even allowed?
Personally I much prefer the wizard or summoner ending the fight. Fights are find but I prefer the story. After a fight we get back to the story.
That's one reason I really disliked 4E. The fights took too long even for minor encounters. That's just my preference though. I know people who like long drawn out tactical combat sessions.
One simple reason is most people don't play high level 16+ characters as much a they play level 4-. So an adventure for lower levels has a much bigger market. Now I'm all for high level but high level takes commitment and time. Sure I could run a game starting with high level characters, I've even done it once but compared to the games that started at 1st it's a rare occurrence.
My house rules are:
1) Rogues get +1 to hit on sneak attacks only at every even sneak attack die.
I also like that Dal Selpher's cure spell house rule, going to use that one.
I think the the reason you find fewer and fewer people playing 4E, is how to put it, kind of once you've played it the next game feels exactly the same. So this meant you need new books constantly. PF is similar except you get more mileage out the books before you hit that same point. Not saying that point prevents play it just means you aren't spending as much buying books with Paizo and you are 4E D&D. At least that's my experience. As well with 5E you probably have people holding off in starting a game of 4E.
You can not have class balance if you want appeal to wide audience of players. Some people want play classes that are high fantasy like wizards while others prefer low fantasy light fighter. If the classes were balanced you can only appeal to one or the other.
4E did this in an attempt balance the classes. It appealed some and not to others. All fine and good in you want cut your customer base in half. From a customer point of view I find a game that includes more rather than less is more appealing.
Iterative attacks are not a penalty as they are set in the class level chart. Just because the attack is 5 less does make it a penalty. The second attack is just 5 BAB less, 3rd is 10 less and so on. So shield master does not raise your base attack.
I personally like dangerous medium size monsters. It make designing a dungeon easier that try to explain how hugs size creature got into that room in first place. I still like large monsters too, don't get wrong there but in the main bestiary the smallest creature is huge at CR 15 for example.
I've never had a problem with Leadership. The Cohort is powerful but their own person. I let the player customize and play the cohort but I role play them. If they are abused the cohort will leave and the player can't get a new one as they just have useless cohort now. They are free to kill their cohort and get new one though suffering the -2 penalty or they can try to make amends at get the cohort back.
This is what happens when you run a game with really high stats. Wil save alway get this way. The thing is Dex and Con are important to all classes. Everyone wants a good AC and Hit points. Wisdom does nothing for you except save and the odd skill (perception and sense motive) unless you are caster who's stat is Wisdom based.
I mean say I'm rogue and my low stat is 12, it's going on Wisdom as all the other stats are more important. That's a +3 will save. Sure there's a trait for +1 and feat for +2 and I could get cloak for +1 for +7. That's 50/50 on D20. A roll of 2 still fails. Now with 20,000 which is 3500 less the recommended WBL but regardless I still wouldn't buy a cloak as rogue, I'd be saving for Cloak of Displacement. A headband of Wisdom for 4000 GP isn't really worth it. I'd want one to boost CHR and INT frist and all 3 is too expensive till really high level. So from a system mastery point of view I'm stuck with low will save, nothing I can do about it because everything I do raise my will save weakens the rogue elsewhere and the rogue can't afford that.
Dexter Morgan seems the perfect fit for LE.
What makes Dexter Evil though? Adventures of all alignments do exactly the same thing. They track down and kill the bad guy but usually do it for loot and can lawful good doing so.