Tels |
Tels wrote:Ashanderai wrote:Can we get a brief summary of what these all do? I'm especially interested in Coordinated Shot and Pack Flanking.Tels wrote:What are the new Teamwork feats?Coordinated Shot
Distracting Charge
Improved Duck and Cover
Improved Spell Sharing
Improved Swap Places
Intercept Charge
Pack Flanking
Share Healing
Wounded Paw GambitCoordinated Shot: When an ally with this feat threatens a foe, gain a +1 bonus on ranged attack rolls, or +2 if that ally is flanking the foe
Distracting Charge: When an ally with this feat charges, you gain a +2 bonus on attack rolls against the creature charged
Improved Duck and Cover: When you use Duck and Cover, an ally with evasion or improved evasion takes some of the damage
Improved Spell Sharing: Divide spell duration with the companion creature
Improved Swap Places: When you use Swap Places, your ally can be smaller or larger and your movement does not provoke attacks of opportunity
Intercept Charge: Move up to your speed to intercept charging foe as an immediate action
Pack Flanking: You and your companion creature flank regardless of position
Share Healing: Share healing with your companion creature
Wounded Paw Gambit: When you use Broken Wing Gambit, nearby allies can attempt a ranged attack against the attacker
Thanks a lot! Those are some really good feats and I'm already seeing some really good synergies in there!
Like a Cavalier with his mount would always be flanking, so Outflank would be really good on them with Pack Flanking!
Or Enfilading Fire, Wounded Paw Gambit and Coordinated Shot.
I wonder, if your mount has Distracting Charge, do you, as the rider, get the +2 bonus on attack rolls when the mount charges?
Gisher |
Gisher wrote:Your ideas are intriguing to me and I wish to subscribe to your newsletter.Thanks for clearing that up. I think you could make a decent Investigator archer build.
I'm going to test out a Dex based TWF/thrown weapon dagger build. Lots of attacks to get the most out of studied combat. Weapon focus will help with both melee and ranged attacks, so it is not that steep a feat tax. I'll eventually need quickdraw, but the quick-drawing detective is kind of iconic anyway. Nice flavor. And a blinkback...
Thank you! You made my day. :)
redward |
redward wrote:Thank you! You made my day. :)Gisher wrote:Your ideas are intriguing to me and I wish to subscribe to your newsletter.Thanks for clearing that up. I think you could make a decent Investigator archer build.
I'm going to test out a Dex based TWF/thrown weapon dagger build. Lots of attacks to get the most out of studied combat. Weapon focus will help with both melee and ranged attacks, so it is not that steep a feat tax. I'll eventually need quickdraw, but the quick-drawing detective is kind of iconic anyway. Nice flavor. And a blinkback...
Seriously though, I'd be interested in seeing this build.
Ashanderai |
Anyone with the book want to illuminate how the Barbarian Rage Powers to take Bloodrager Bloodlines work? Can you get all the powers of a bloodline or can you only get the 1st level one? Is it a totem line or just a non-exclusive power chain?
It isn't what you are thinking. That is not how they work. In fact, they aren't even the same powers. They are just new totem-like rage powers named after the bloodlines. For example, there is Abyssal Blood, Lesser Abyssal Blood, and Greater Abyssal Blood and they are not even the same powers as the ones in the Bloodrager's or the Sorcerer's bloodlines. One enlarges you by 1 size, the other gives you claws, and the last gives you resistances.
QuidEst |
Lukas Stariha wrote:Anyone with the book want to illuminate how the Barbarian Rage Powers to take Bloodrager Bloodlines work? Can you get all the powers of a bloodline or can you only get the 1st level one? Is it a totem line or just a non-exclusive power chain?It isn't what you are thinking. That is not how they work. In fact, they aren't even the same powers. They are just new totem-like rage powers named after the bloodlines. For example, there is Abyssal Blood, Lesser Abyssal Blood, and Greater Abyssal Blood and they are not even the same powers as the ones in the Bloodrager's or the Sorcerer's bloodlines. One enlarges you by 1 size, the other gives you claws, and the last gives you resistances.
Ooh… sounds cool! Especially if you're using Primalist to grab stuff. If you've got a bloodline step you don't care for, you can grab the lesser and normal version from Barbarian. Plus, having chains that aren't totems are nice, since we all know what totem Barbarians grab.
Ashanderai |
Has anyone taken a look at the cutthroat slayer?
He looks very Jack-the-Rippery to me. If there were ever an archetype for a serial killer, I would say that this is it. His abilities even sound like it with names like "Street Stalker", "Opportune Target", and "Stab and Grab".
What are the spiritualist and mastermind investigators like?
The Spiritualist gives up using alchemy to learn secrets from the spirits of the dead in his investigations. He gains appropriately flavored spell-like abilities such as comprehend languages, augury, speak with dead, and others through the use of a new pool use ability called "Commune with Spirits". As he levels, he can spend more uses of this ability to gain bonuses against death effects, re-roll saving throws, and to AC, as well as a couple other little things. He will also need a good Wisdom for all this.
The Mastermind is really good with Diplomacy, Intimidate, or Knowledge skill checks and, with preparation, can assist allies with making their next Diplomacy and Intimidate checks within 24 hours. This can expand to other skills at 12th level, depending on the inspiration abilities he has. He can use inspiration with a defensive ability he gains at 4th level and gains an aptly named ability called "Impregnable Mind" at 9th level.
Thanks again to everyone dropping spoilers for those of us who still have to wait!
You're welcome. I understand the feeling.
Ashanderai |
Sorry to ask this again, but anyone care to shed some light on the Eldritch Scrapper, also is there an investigator archetype that gives more martial weapon access and heavier armor?
The Steel Hound is the only Investigator archetype I see that grants a little bit more in weapon proficiencies, but he also gives up shields.
The Eldritch Scrapper basically gains the Brawler's Martial Flexibility at the expense of his 1st, 9th, and 15th level bloodline powers. However, if his 1st level bloodline power would have normally given him a natural attack he can select that in place of his 3rd level bloodline power. Also, he can treat Arcane Strike and Combat Casting as combat feats for the purposes of Martial Flexibility.
Ashanderai |
2 people marked this as a favorite. |
What are the Monk archetypes like?
What does the Mutagenic Brawler trade for Mutagens?
Both monk archetypes are more or less about losing some of their mystical abilities for the more martial abilities of the swashbuckler and brawler.
The Kata Master is a very showy, look-at-me monk that gains swashbuckler's panache ability and even gets some swashbuckler deeds that he can use unarmed strike or monk weapons with. Also, he can use ki points as panache points. Apparently, this guy is the movie star of the monk archetypes; hello Kung Fu Theater.
The Wildcat is the monk archetype that tries to turn the monk into the brawler. He gets rid of pretty much all his mystical toys to get the brawlers stuff like maneuver training and knockout, but also gains improvised weapon mastery and a couple other little tidbits.
The Mutagenic Mauler trades martial flexibility for mutagens, but also loses his bonus to AC in exchange for his Beastmorph ability. Beastmorph grants additional abilities while under the effects of a mutagen. These abilities are little bit varied as the mauler levels, but he seems to always gain a boost to base movement speed.
That's all I can do for tonight. Time for beddy-bye; I am falling asleep here and the keyboard is not as comfy as it looks.
I'm sorry Axial, but I have only skimmed the Bloodrager so far and I have not really read the Warpriest at all. Those are two of the largest class descriptions in the book and in my current condition I won't be making it through them tonight.
Dennis Baker RPG Superstar 2010 Top 16, Contributor |
Wolfgang Rolf wrote:Sorry to ask this again, but anyone care to shed some light on the Eldritch Scrapper, also is there an investigator archetype that gives more martial weapon access and heavier armor?The Steel Hound is the only Investigator archetype I see that grants a little bit more in weapon proficiencies, but he also gives up shields.
Does the Steel Hound get anything aside from a firearm?
Ashanderai |
Ashanderai wrote:Wolfgang Rolf wrote:Sorry to ask this again, but anyone care to shed some light on the Eldritch Scrapper, also is there an investigator archetype that gives more martial weapon access and heavier armor?The Steel Hound is the only Investigator archetype I see that grants a little bit more in weapon proficiencies, but he also gives up shields.Does the Steel Hound get anything aside from a firearm?
Yes; simple weapons, rapier, sap, and one type of firearm.
Okay, really going to sleep now... ZZZZZZzzzzzZZZZZzzzz
SiegeEngine |
I hate asking again seeing as it was technically already answered, but is the Flying Blade capable of going ranged only, or is it more of an off throwing build. As I said, throwing has gotten no love so far so I just wanted to know.
EDIT:HOLY GOD, does Slashing Grace by RAW work with thrown weapons?!?
Gisher |
Wolfgang Rolf wrote:Sorry to ask this again, but anyone care to shed some light on the Eldritch Scrapper, also is there an investigator archetype that gives more martial weapon access and heavier armor?The Steel Hound is the only Investigator archetype I see that grants a little bit more in weapon proficiencies, but he also gives up shields.
So Investigators get shield proficiency now? In the playtest they didn't.
Dennis Baker RPG Superstar 2010 Top 16, Contributor |
I hate asking again seeing as it was technically already answered, but is the Flying Blade capable of going ranged only, or is it more of an off throwing build. As I said, throwing has gotten no love so far so I just wanted to know.
Unfortunately, I don't have the final print version in front of me. It was built on the throwing dagger and star knife so it would work with both ranged and melee attacks. You could certainly just throw or mix and match. Lots of limits around thrown weapons so it's tough to be as good at ranged combat as an archer, but it should be decent.
Not sure about Slashing Grace.
London Duke |
Tels wrote:Ashanderai wrote:Can we get a brief summary of what these all do? I'm especially interested in Coordinated Shot and Pack Flanking.Tels wrote:What are the new Teamwork feats?Coordinated Shot
Distracting Charge
Improved Duck and Cover
Improved Spell Sharing
Improved Swap Places
Intercept Charge
Pack Flanking
Share Healing
Wounded Paw GambitCoordinated Shot: When an ally with this feat threatens a foe, gain a +1 bonus on ranged attack rolls, or +2 if that ally is flanking the foe
Distracting Charge: When an ally with this feat charges, you gain a +2 bonus on attack rolls against the creature charged
Improved Duck and Cover: When you use Duck and Cover, an ally with evasion or improved evasion takes some of the damage
Improved Spell Sharing: Divide spell duration with the companion creature
Improved Swap Places: When you use Swap Places, your ally can be smaller or larger and your movement does not provoke attacks of opportunity
Intercept Charge: Move up to your speed to intercept charging foe as an immediate action
Pack Flanking: You and your companion creature flank regardless of position
Share Healing: Share healing with your companion creature
Wounded Paw Gambit: When you use Broken Wing Gambit, nearby allies can attempt a ranged attack against the attacker
What are the pre-requisits for pack flanking?
Enlight_Bystand |
I hate asking again seeing as it was technically already answered, but is the Flying Blade capable of going ranged only, or is it more of an off throwing build. As I said, throwing has gotten no love so far so I just wanted to know.
EDIT:HOLY GOD, does Slashing Grace by RAW work with thrown weapons?!?
Looks like it. However, there is only one one handed slashing weapon in Ultimate Equipment (the Sibat), so you're limited to that
Arcturus24 |
Tels wrote:Ashanderai wrote:Can we get a brief summary of what these all do? I'm especially interested in Coordinated Shot and Pack Flanking.Tels wrote:What are the new Teamwork feats?Coordinated Shot
Distracting Charge
Improved Duck and Cover
Improved Spell Sharing
Improved Swap Places
Intercept Charge
Pack Flanking
Share Healing
Wounded Paw GambitCoordinated Shot: When an ally with this feat threatens a foe, gain a +1 bonus on ranged attack rolls, or +2 if that ally is flanking the foe
Distracting Charge: When an ally with this feat charges, you gain a +2 bonus on attack rolls against the creature charged
Improved Duck and Cover: When you use Duck and Cover, an ally with evasion or improved evasion takes some of the damage
Improved Spell Sharing: Divide spell duration with the companion creature
Improved Swap Places: When you use Swap Places, your ally can be smaller or larger and your movement does not provoke attacks of opportunity
Intercept Charge: Move up to your speed to intercept charging foe as an immediate action
Pack Flanking: You and your companion creature flank regardless of position
Share Healing: Share healing with your companion creature
Wounded Paw Gambit: When you use Broken Wing Gambit, nearby allies can attempt a ranged attack against the attacker
O wow... If you take the inquisitor archetype that gives sneak attack, and take pack attack with solo tactics, that means sneak attack whenever you are fighting alongside someone else! If you add in Outflank too...
Tels |
Ashanderai wrote:O wow... If you take the inquisitor archetype that gives sneak attack, and take pack attack with solo tactics, that means sneak attack whenever you are fighting alongside someone else! If you add in Outflank too...Tels wrote:Ashanderai wrote:Can we get a brief summary of what these all do? I'm especially interested in Coordinated Shot and Pack Flanking.Tels wrote:What are the new Teamwork feats?Coordinated Shot
Distracting Charge
Improved Duck and Cover
Improved Spell Sharing
Improved Swap Places
Intercept Charge
Pack Flanking
Share Healing
Wounded Paw GambitCoordinated Shot: When an ally with this feat threatens a foe, gain a +1 bonus on ranged attack rolls, or +2 if that ally is flanking the foe
Distracting Charge: When an ally with this feat charges, you gain a +2 bonus on attack rolls against the creature charged
Improved Duck and Cover: When you use Duck and Cover, an ally with evasion or improved evasion takes some of the damage
Improved Spell Sharing: Divide spell duration with the companion creature
Improved Swap Places: When you use Swap Places, your ally can be smaller or larger and your movement does not provoke attacks of opportunity
Intercept Charge: Move up to your speed to intercept charging foe as an immediate action
Pack Flanking: You and your companion creature flank regardless of position
Share Healing: Share healing with your companion creature
Wounded Paw Gambit: When you use Broken Wing Gambit, nearby allies can attempt a ranged attack against the attacker
Because he uses the word 'companion' I suspect it requires an Animal Companion to function.
Arcturus24 |
Arcturus24 wrote:Because he uses the word 'companion' I suspect it requires an Animal Companion to function.Ashanderai wrote:O wow... If you take the inquisitor archetype that gives sneak attack, and take pack attack with solo tactics, that means sneak attack whenever you are fighting alongside someone else! If you add in Outflank too...Tels wrote:Ashanderai wrote:Can we get a brief summary of what these all do? I'm especially interested in Coordinated Shot and Pack Flanking.Tels wrote:What are the new Teamwork feats?Coordinated Shot
Distracting Charge
Improved Duck and Cover
Improved Spell Sharing
Improved Swap Places
Intercept Charge
Pack Flanking
Share Healing
Wounded Paw GambitCoordinated Shot: When an ally with this feat threatens a foe, gain a +1 bonus on ranged attack rolls, or +2 if that ally is flanking the foe
Distracting Charge: When an ally with this feat charges, you gain a +2 bonus on attack rolls against the creature charged
Improved Duck and Cover: When you use Duck and Cover, an ally with evasion or improved evasion takes some of the damage
Improved Spell Sharing: Divide spell duration with the companion creature
Improved Swap Places: When you use Swap Places, your ally can be smaller or larger and your movement does not provoke attacks of opportunity
Intercept Charge: Move up to your speed to intercept charging foe as an immediate action
Pack Flanking: You and your companion creature flank regardless of position
Share Healing: Share healing with your companion creature
Wounded Paw Gambit: When you use Broken Wing Gambit, nearby allies can attempt a ranged attack against the attacker
But still, an inquisitor with the animal domain ;)
Joe M. |
I've seen no one reference this yet (using the search function)...
When can we expect to see this on the SRD or PRD?!
I MUST KNOW EVERY FINAL DETAIL ABOUT MY ARCANIST AND MY BRAWLER!
Answer HERE:
The Advanced Class Guide will hit the PRD sometime in September.
:-)
Joe M. |
Ashanderai wrote:So Investigators get shield proficiency now? In the playtest they didn't.Wolfgang Rolf wrote:Sorry to ask this again, but anyone care to shed some light on the Eldritch Scrapper, also is there an investigator archetype that gives more martial weapon access and heavier armor?The Steel Hound is the only Investigator archetype I see that grants a little bit more in weapon proficiencies, but he also gives up shields.
Nope, no shields. Nothing to stop you from using a masterwork light shield, though.
:-)
Ashanderai |
Gisher wrote:Ashanderai wrote:So Investigators get shield proficiency now? In the playtest they didn't.Wolfgang Rolf wrote:Sorry to ask this again, but anyone care to shed some light on the Eldritch Scrapper, also is there an investigator archetype that gives more martial weapon access and heavier armor?The Steel Hound is the only Investigator archetype I see that grants a little bit more in weapon proficiencies, but he also gives up shields.
Nope, no shields. Nothing to stop you from using a masterwork light shield, though.
:-)
Yeah, when i posted that I had not yet read the Investigator and was just looking up the Steel Hound and misinterpreted the way it stated, "... in light armor, but not shields."
Ashanderai |
I hate asking again seeing as it was technically already answered, but is the Flying Blade capable of going ranged only, or is it more of an off throwing build. As I said, throwing has gotten no love so far so I just wanted to know.
EDIT:HOLY GOD, does Slashing Grace by RAW work with thrown weapons?!?
The Flying Blade has abilities that focus on improving the attack bonus, crits, and damage of the dagger and starknife, as well as increasing their range increment. All of the Flying Daggers deeds, panache, and other abilities use the words, "... dagger or a starknife..." and four out of those six deeds use the word, "throw" in their names. One of those deeds, Subtle Throw, lets him throw those weapons without provoking an AoO. Those two weapons are pretty much the sole focus of this class. As awesome as that is for players wanting to focus on those two weapons, I think it is a shame that darts and shuriken were not included as viable weapons in this archetype. I actually like the Flying Blade quite a bit, but I think it could have been a little better with the inclusion of darts and shuriken.
Ashanderai |
Any new Summoning spells?
A quick search for the word, "summon" says no; however, you might be interested in the Evolved Summon Monster and Spontaneous Nature's Ally feats.
Ashanderai |
Okay, what the heck is up with this prerequisite?
Prerequisites: Dex 15, Acrobatic or slayer† level 1st, Combat Expertise, Acrobatics 1 rank.
That has got to be a typo.
Exocrat |
Any new Summoning spells?
No, but there is a series of new magic rings that expand the options in summon monster spells.
For example, ring of summoning affinity (inevitable) costs 8,100 gp and adds arbiters, zelekhuts, kolyaruts, and maruts to the list at levels, 3, 7, 8, and 9, respectively. It also can summon an arbiter 1/day.
Ashanderai |
What is the Cavalier Order? Also any chance that the Bloodrager got something like Wildblood?
The new Cavalier Order is the Order of the Beast and it is essentially the order a cavalier would take if he wanted to be more like a druid in attitude and edicts reflect that.
No, the Bloodrager doesn't get anything like Wildblooded.
Ashanderai |
Ashanderai wrote:I assume it's referring to the feat Acrobatic, which grants +2 to acrobatics and fly.Okay, what the heck is up with this prerequisite?
Advanced Class Guide wrote:Prerequisites: Dex 15, Acrobatic or slayer† level 1st, Combat Expertise, Acrobatics 1 rank.That has got to be a typo.
Ah. Okay. I forgot about that feat.
Necromancer |
What is the Cavalier Order? Also any chance that the Bloodrager got something like Wildblood?
Order of the Beast allows mount to wild shape (limited).
There's a crossblooded rager that can mix and match two bloodlines at the cost of will save penalties. I don't see anything that mimics wildblood so far.
Necromancer |
1 person marked this as a favorite. |
What are all of the rings of summoning affinity?
(From least expensive--7000--to most expensive--10600)
Rings of...
summoning affinity
(archon)
(angel)
(protean)
(kyton)
(asura)
(psychopomp)
(agathion)
(aeon)
(inevitable)
(qlippoth)
(div)
(daemon)
natural attunement
(kami)
(drake)
Ashanderai |
London Duke wrote:What makes the better grappler, the tetori, bounty hunter, or strangler?Still hoping for an answer to this. I have a tetori in a home game and my DM said it would be cool to switch things up but I really want to keep the flavor and be a master grappler.
Okay, I have just done a really quick read through of all three and my initial impression is that they all have a different focus, even though they all grapple well. Short answer, I think that the Tetori is probably the better grappler in a normal combat scenario and I think he has better defenses while in a grapple than the other two, but then that ignores what the others bring to the table. The Bounty Hunter is better with inflicting non-lethal damage if you want to take someone alive and can do dirty tricks really well, but the Strangler can knock his opponent unconscious, can inflict sneak attack damage, and - at 16th level - kill them quickly. I don't think we can give you a good idea of which type of grappler is better without know what you are trying to get out of a grappler build.
xavier c |
xavier c wrote:What are all of the rings of summoning affinity?(From least expensive--7000--to most expensive--10600)
Rings of...
summoning affinity(archon)
(angel)
(protean)
(kyton)
(asura)
(psychopomp)
(agathion)
(aeon)
(inevitable)
(qlippoth)
(div)
(daemon)natural attunement
(kami)
(drake)** spoiler omitted **
thank you
what does the angel and agathion rings do?
London Duke |
London Duke wrote:Okay, I have just done a really quick read through of all three and my initial impression is that they all have a different focus, even though they all grapple well. Short answer, I think that the Tetori is probably the better grappler in a normal combat scenario and I think he has better defenses while in a grapple than the other two, but then that ignores what the others bring to the table. The Bounty Hunter is better with inflicting non-lethal damage if you want to take someone alive and can do dirty tricks really well, but the Strangler can knock his opponent unconscious, can inflict sneak attack damage, and - at 16th level - kill them quickly. I don't think we can give you a good idea of which type of grappler is better without know what you are trying to get out of a grappler build.London Duke wrote:What makes the better grappler, the tetori, bounty hunter, or strangler?Still hoping for an answer to this. I have a tetori in a home game and my DM said it would be cool to switch things up but I really want to keep the flavor and be a master grappler.
Thanks for the summary. He is your standard coldborn (skinwalker) tetori monk intent on bearhugging casters to death. He has maxed stealth and is our advanced scout.