| Dalang Teniel |
Actually, hmm. I could also just drop all those PoW feats on the sword, and not worry about retraining at all, then use the remaining time on the ship to craft things like saddles.
I'll let Makoto weigh in at length on whether or not I should sell out to the dark gods of PoW (though there's no obvious style for Teniel).
| Tavros |
CT: do we have the proper materials for copying spells from the captured spell books to mine?
| CaveToad |
CT: do we have the proper materials for copying spells from the captured spell books to mine?
Yes you have some ink or either your ship does or the enemy casters did. And your book starts with some blank pages (people should be keeping track of when a book gets full for those that use books)
| Xanya Zellor |
Actually, hmm. I could also just drop all those PoW feats on the sword, and not worry about retraining at all, then use the remaining time on the ship to craft things like saddles.
I'll let Makoto weigh in at length on whether or not I should sell out to the dark gods of PoW (though there's no obvious style for Teniel).
Veiled Moon fits the best flavorwise. Eternal Guardian might be better mechanically as it uses intimidate for counters, which would be awesome for you. It'll also let you get to ignore fear immunity and arguably let you use enchantments and illusions on anything as well once you get the 5th feat.
| Dalang Teniel |
Well, I don't really have access to PoW2. Veiled Moon uses stealth, which is cool (and Teniel worships the moon, although his sword worships the sun), but everything it does seems to use immediate actions, and I've got so many important other things to use those on.
| Dalang Teniel |
Okay, so, players: we've hit an interesting option. (CT may have his own opinions as well). Do we want a boat? It would probably cost around 5,000-10,000 gp, but the Captain would almost certainly sell one to us if we handed over half the wealth (or probably even less). It's been a while since my last boat game went anywhere. None of us are especially nautically-oriented, or trained in sailing, though with even a single point in it most of y'all wisdom monkeys would be amazing captains.
(And Champawat with a catapult would be deadly, though we'd need a way to reload it faster).
But, what do people think about sailing after we stop in port vs returning to land?
| Makoto 'Maks' Kasumi |
I only affect things within 10 feet of me in terms of Demoralize... which mostly has not been an issue. :)
You'll have to drop at least two feats (as well as skill points) to get a stance. (3 K(Martial) for the first, 5 K(Martial) for the second)
POW Style Feats are mostly pretty niche. They either really fit, or really don't. The very first one of Veiled Moon is very nice, same for the second, and the third one is incredibly fitting (banishing them to the shadows! Okay, ethereal. Samish thing?).
VEILED MOON STYLE (COMBAT, STYLE)
Your secret knowledge of ethereal pathways allows you
to slip through cracks in this world and come out the other
side.
Prerequisites: Stealth 3 ranks, one Veiled Moon
stance known.
Benefit: Whenever you move, you can treat up to 10
feet of that movement as teleportation. This teleportation
may be taken at any point during your movement, and
cannot exceed the total movement you would normally
be allowed to make. You must have line of sight to your
destination, and cannot teleport into an occupied space.
This is a supernatural ability.
Special: You can use this feat to bypass a 5 feet worth
of obstacles when making a charge; you treat a square
you bypass as empty for the purposes of determining if
you can charge your target.
VEILED MOON SHUNT (COMBAT)
You twist an enemy’s location, shunting them into a
dangerous position of weakness.
Prerequisites: Veiled Moon Style, Stealth 11 ranks.
Benefit: Once per round, when you hit with an attack,
you can expend a readied maneuver as a free action to
forcibly teleport your target. That creature must succeed
at a Will save (DC 10 + the expended maneuver’s level +
your highest initiation modifier) or be teleported to any
unoccupied space within 30 feet of them that you can
see. You need not teleport them to a location that can
support them; you can teleport them into the air, into
difficult terrain, or into dangerous situations as you see
fit. This is a supernatural ability, and is considered a
Veiled Moon maneuver for the purposes of save DCs and
abilities such as the Discipline Focus feat.
VEILED MOON WARP (COMBAT)
Your strikes can force an enemy into the aether for a
short time.
Prerequisites: Veiled Moon Style, Veiled Moon Step,
Stealth 15 ranks.
Benefit: As a standard action, you may expend
one of your readied strikes and make a melee attack
against an opponent. If it hits, deal weapon damage as
normal and the target must succeed at a Will save (DC
10 + 1/2 your character level + your highest initiation
modifier) or become incorporeal for one round. The
target’s equipment does not become incorporeal,
though it remains on their body, effectively rendering
them incapable of using any items that do not have the
ghost touch property or an equivalent effect. This is a
supernatural ability.
The modifiers I link below are based on taking it as a feat, rather than as a class.
Eternal Guardian fits for your sword. If you go that path, I'll find something else for Miyu, though. Cha based with 'Intimidate' (Heavy Blades friendly!)
Veiled Moon is a great fit for Teniel as it's a 'trickster' style. It would be dex based and 'Stealth'. (Doesn't gain +2 for heavy blades)
Cursed Razor might fit. (Heavy Blades Friendly!) It's int based (Spellcraft)
First level boost is +1 luck to AC per cursed enemy within Medium Range, max 5. First Counter is -4 as an immediate action to any attack roll or skill check within Medium range.
Its two strikes are Damage + Will Save (DC 11 + Int +2 if heavy blade) or -4 to language based skills, 25% chance of failing a spell with Verbal Components for your Initiator levels (so half your level if feat, I think), and they're cursed for the same duration, regardless of the save. The second is Weapon Damage + Slowed by 10 feet + 5 feet per four initiator levels... and they're cursed for your initiator level in rounds. (Again, half your level)
Second level is a counter that gives them a -4 penalty to d20 rolls for a short duration (on a failed will), Strike for damage +1d6, +3d6 if cursed, instead. Boost (for one round) to treat your next attack against a cursed target as a touch attack. Strike for WD + 1d6. If they're cursed they take 1d6 damage each round for INT rounds. Counter When a cursed creature damages you, make a spellcraft v. 10+1/2 their level + their Cha. Success allows you to deal equal damage to them that isn't subject to any reductions or immunities they may have.
And so on.
Shattered Mirror is Heavy Blade friendly. Uses Craft Glassmaking, Painting, Sculpture or Sketching (So Int based)
Shattered Mirror is 'funhouse' effects, sort of. It's about 'mirroring your foe', yourself, or what have you. Level 1 Stance: the ability to take 5 foot steps to follow someone (Doesn't help Teniel much), but lose your movement on your next turn (as you use it) and other Stance: the ability to make perceptions wonky. (+1 or -1, then +1 or -1 per 4 init levels.)
Level 1 maneuvers has a dazzle/daze, the ability to copy an attack roll, boost for +10 speed and the ability to zigzag charge. The ability to remove shield AC for a round with a craft check (and hit).
Sleeping Goddess is Heavy Blade friendly. You can't take this yet, but it may make you hold off on investing. Errrr... uses Wis. Nevermind.
I definitely feel like Cursed Razor is the best fit, with Veiled coming in second. Its style causes bleed (ew), then allows the spreading of curses, then the last allows you to cleave cursed targets once a turn for free, at full BAB. Bonus: Some of the names even fit, like 'The Dragon Knows' the 5th level stance that grants you blind sight to a range of 60 feet, and renders cursed enemies incapable of succeeding at acrobatics checks to prevent AoO's in your threatened spaces.
Re: Sailing. Admiral Miyu! I'm not a huge fan of the idea of nautical campaigns in pirate infested waters, at the moment. It would be cool to have our own boat, though.
Edit: You can't reach this without a ton of investment (like... your next 16 levels), but I'll link it to show you, beyond 'misfortune', why I think Cursed Razor is a good fit for Teniel.
9TH-LEVEL
FESTIVAL OF SHADOWS
Discipline: Cursed Razor (Strike)
Level: 9
Prerequisites: Four Cursed Razor maneuvers
Initiation Action: 1 standard action
Range: Close (25 ft. + 5ft./2 levels)
Target: Opponents within range
Duration: Instantaneous (see text)
The ultimate expression of your grim power, you wrap
your enemies in shadow, plunge your blade into the
darkness, striking them down with tenebrous copies of
your weapon. When you initiate this strike, all opponents
within range must succeed at a Reflex save (DC 19 + your
initiation modifier) or become immobilized by shadows;
all their movement speeds are reduced to 0 for a number
of rounds equal to your initiation modifier. Creatures
in flight drop to the ground and take falling damage as
normal if they cannot hover.
In addition, make a melee attack roll as part of this
maneuver and compare it to the AC of all creatures
within range. Each creature hit by the attack roll takes
weapon damage as normal plus an additional 10d6
points of damage. If a target is cursed, this strike’s
additional damage increases to 12d8.
LUCKDRINKER AURA
Discipline: Cursed Razor (Stance)
Level: 8
Prerequisites: Three Cursed Razor maneuvers
Initiation Action: 1 swift action
Range: Personal
Area: You
Duration: Stance
This cursed aura steals beneficence from your enemies
and gifts it to your allies. You supernaturally sense magic
around you and can twist it to your advantage. While
you maintain this stance, you automatically know which
spells, powers, or magical effects are active upon any
individual you see within 30 feet.
In addition, at the beginning of each round, you may
select a power, psi-like ability, spell, or spell-like ability
affecting a hostile creature within 30 feet. Make a dispel
check (1d20 + your initiator level) against the effect (DC
11 + the effect’s caster or manifester level). If you succeed,
the effect is suppressed for a number of rounds equal to
your initiation modifier, and one of your allies within 30
feet gains the benefit of that effect for the same duration.
| Xanya Zellor |
The first feat is honestly rather lackluster, but the second one would grant you this for eternal guardian:
Discipline: Eternal Guardian (Counter) [fear] Level: 2
Initiation Action: 1 immediate action Range: 60 ft. (see text)
Target: One ally (see text) Duration: Instantaneous
You have learned to use the fear you create as a method of defense for both yourself and your allies. You can initiate this counter in response to a melee or ranged attack being made against an ally (including you) within 60 feet. Make an Intimidate check, using your opponent’s attack roll as the DC. If you succeed, the attack is negated, and the attacker becomes shaken for one round, as if you had demoralized them with the Intimidate check.
As well as a stance. I think Maks briefly described the discipline earlier.
Where is it stated you get +2 from using the correct weapons?
| Makoto 'Maks' Kasumi |
Page 33 of PoW, under 'Saving Throw'. It's a Competence Bonus. :)
@Cavetoad: I still need your interpretation on Steelfist Commando. As written, Unarmed Combat takes my first level bonus feat... but also as written in the archetype, I gain a first level bonus feat. I'm not sure it was intended and that the first level feat was probably an error, buuuut... I can totally find a home for that feat. :P
| Dalang Teniel |
Huh. Cursed Razor is cool! But I don't think it's for me, for the same reason I decided against (in the future) taking Dread as a Split Mind class: Teniel doesn't actually want to eat people's souls. He's full of intimidate, yes, but he's all about scaring people by *lying* to them. He pretty much lies for no reason, about a lot of things. And his sword would *not* be okay with Cursed Mirror.
I didn't realize there was a Veiled Moon Style. That's super cool, but without sinking investment into Combat Style Master it might not be super useful (unless I also go MoMS monk instead of Sohei with my dip at 8).
So, here's my dilemma: Teniel will never, ever make a Martial Strike. There's no reason to; he gets a ton of goodies from full-attacking, and he'll always be full-attacking, often multiple times per turn. Stances are great—the first Veiled Moon Stance is worth three feats, and only costs two. Boosts are next to useless at mythic because of swift action economy. Counters have the same problem (although Veiled Moon and Eternal Guarian counters are both so thematically COOL, they're not that good because of economy, and action economy is Teniel's b#+#~).
Basically, Veiled Moon is thematic for Teniel, Eternal Guardian for his sword. None of the other options feel thematically appropriate. I'm more not sure whether it's worth putting stuff into all these, though I do like the idea of teleporting via charges. I guess it might come down to how many metamagic feats I'm planning to dump on Teniel.
4 (via retrain): Additional Traits (Chawful, ?)
5: Signature Skill: Intimidate
6: Indomitable Mount?
6 (BR bonus): Quick Draw (or Improved Initiative?)
7: Hustle Power
8: Undecided Teamwork feat
8 (LW bonus): Combat Expertise
8 (LW bonus): Undecided Teamwork feat (pack flanking?)
8 (Monk bonus): Either Trick Riding (Sohei) or a Style feat
9: Extra Rage Power (Beast Totem) (lesser comes from dual mind wilder)
10: Extra Rage Power (Beast Totem, Greater)
10 (Battle Song of the People's Republic): Coordinated Charge
The plan above doesn't account for weapon feats, and leaves me with some... options. I can see it going two ways, I guess:
(The first variant, instead of relying on using his sword as a metamagic rod, turns Teniel into an ultimate shadow-caster)
Weapon 6 (or switch with indomitable mount): Tenebrous Spell
Weapon 8 (or switch with teamwork feat): Umbral Spell
Weapon 10 (or switch with teamwork feat): Shadow Grasp Spell
Bump Extra Rage power from 9,10 to 10,11; 9 is now Heighten Spell, allowing Mythic Heighten Spell to be taken
(The second variant uses his sword or just quick-drawed rods to achieve shadow stuff, with lower spellcasting DCs as a result)
Weapon 4 (or switch with indomitable mount): Maneuver I
Weapon 6 (or switch with indomitable mount): Maneuver II
Weapon 8 (or switch with teamwork feat), Chawful
Weapon 10 (or switch with teamwork feat): Maneuver III
| Dalang Teniel |
Hmm, actually, if nobody else takes it, Mithral Current is pretty amazing for Teniel's sword too. The Level 3 stance, Flowing Water Stance, is super amazing (especially if he goes for metamagic rods). Mithral Current Style isn't as good as Veiled Moon, but with Arcane Bloodrage Mithral Current Flow becomes... interesting.
Plus, MoMS allows me to combine Veiled Moon Style with Mithral Current Flow, for awesome funtimes.
...
And, thematically, Kabodhoan Pahlawan Kang is a sword whose "curse" is that it can only ever be used justly or else it betrays its wielder—so granting a style that allows rapid sheathing is actually pretty thematic.
Now the question is just whether or not I should stay the party spellcaster or descend into this PoW madness. Because if I stick with spellcasting, Teniel becomes an absurdly powerful blaster+status-caster...
| Tavros |
Uggg, I have stayed up far too late figuring this out.
After much debate, I've decided to stick with my original plan and do the Weapon Master/PoW archetype fighter for my cheese dip. Thus far I've picked 3/4 of my disciplines, 3/4 of my maneuvers, and my stance.
Disciplines: Broken blade, mithral current, primal fury (I want to work on having Tavros slowly start to lose control and then eventually get him to be ok with that)
Stance: Pugilist stance (extra 1d6 unarmed damage. Because obviously I don't do enough yet)
Manuevers: Following Wake (Attempt to trip at the end of a charge using Dance), flurry strike (flurry as a standard action), Panther on the Hunt (+2 to hit/damage on a charge)
If I don't finish my level up by sometime tomorrow/today I guess, I will be sad.
| Xanya Zellor |
Page 33 of PoW, under 'Saving Throw'. It's a Competence Bonus. :)
@Cavetoad: I still need your interpretation on Steelfist Commando. As written, Unarmed Combat takes my first level bonus feat... but also as written in the archetype, I gain a first level bonus feat. I'm not sure it was intended and that the first level feat was probably an error, buuuut... I can totally find a home for that feat. :P
This was answered by the developers iirc (or he ruled over on our table, you might be able to search for steelfist commando in our discussion thread to find out which), i would have picked up steelfist commando myself if it still got those feats. A steelfist commando does not gain the feats at 1st and 10th level.
| Makoto 'Maks' Kasumi |
@Xanya: I'm still taking it, but good to know! :)
@Build stuff: Too early, Teniel. Maybe later. I read it, and don't remember it.
@Finishing Build: Yeah, I've been sad the last few days. :P
| Makoto 'Maks' Kasumi |
I just read up on Maneuvers and Mounted combat in the hopes of finding clarifications for normal questions, but alas. No dice. I still don't know if Teniel and Pamburu gain the benefits of his maneuvers when he uses them (such as veiled moon teleports should he take them).
The only thing I learned was about charges and maneuvers. Charging with a maneuver gains no bonuses related to the charge, beyond what the maneuver explicitly states, in addition, a mount charging with its rider during a maneuver is a full-round action.
When a character initiates a martial strike or boost
during a mounted charge attack, the initiation of the
maneuver overrides any damage bonuses that are
would be gained while performing this action (such as
by the Spirited Charge feat or while wielding a lance),
and the initiator deals damage as if they were not
charging (the effects of the strike or boost are applied to
the attack as normal). If a mounted character initiates a
strike that includes a charge attack, their mount forgoes
its normal actions this round and takes a full-round
action to move up to twice its speed in a straight line,
taking the normal penalty to its AC for charging. Martial
counters and stances are unaffected by being mounted,
and a character can gain their effects as normal.
So whenever Pamburu is used as part of a charge, it just loses the Pounce ability, as it's basically just taking a penalized double move. So it's probably not worth it for Teniel to take any charge maneuvers, or the feat that lets you add a maneuver to the end of a charge. It's questionable as to what happens if your mount initiates a charge maneuver...
My main concern with your builds is that you're also relying on an event happening that we don't know the timing of. :)
@Cavetoad: Assuming I'm not just failing at finding information on it (I'm not a mounted combat player!), is there something Teniel could do or take to take his mount with him when he teleports? Or as part of him running in, does he just blink out of view and then land on Pamburu again, should he take a teleport ability?
| Dalang Teniel |
So... umm... Teniel's basic all-out attack pattern (at level 10+) is
1. Teniel quick-dismounts
2. Pamburu pounces for a full attack.
3. Coordinated Charge lets Teniel pounce for a full attack.
4. If it's still alive, Coordinated Charge lets Tavros pummel for a full attack
5. If it's still still alive, Coordinated Charge lets Lucina charge for a regular attack
6. If it's still still still alive, Coordinated Charge lets Miyu make a maneuver (if he can make them on a charge)
7A. If there's no enemies in range, Teniel quick-mounts, then casts two spells (via hustle spell)
7B. Teniel pounces for a full attack.
8B. Coordinated Charge lets Pamburu pounce for a full attack.
9B. Coordinated Charge lets any of 4-6 happen, if it didn't before.
So the point is basically to ride Pamburu all the time *except* when planning to charge. Teniel's charges will be unmounted.
Also, Heighten Spell is just generally good.
* * *
But I've played a shadow-caster before, and never a PoW abuser, so I guess I'll go with Mithral Current. Because I need to remind myself to go for flavor over power, and my save DCs will still be absurd.
@GM: Changing Teniel's Level 4 weapon feat to Martial Training I (Mithral Current: Tidal Blade, Flowing Creek). Nothing else should be affected, and the rest of the party is still leveling.
| CaveToad |
@Cavetoad: Assuming I'm not just failing at finding information on it (I'm not a mounted combat player!), is there something Teniel could do or take to take his...
I'm not aware of anything that allows that. Most things tend to ignore mounts, familiars, and companions unless specifically mentioning them as an ability targeted to working with them. There may be things out that that it will work with though, or would cost some FPP to get something for the companion. I suppose that's the nice thing about the FPP allowing one to take martial stuff, its almost like giving your unclassed minions a martial class at least.
| Dalang Teniel |
It's cool. Makoto has pointed out that I can bank my FPP and, when we hit Twin Mind, just buy Martial Training—Sleeping Goddess Style, which will qualify Pamburu for Psionic Feats and give him his own teleportation mechanic.
Meanwhile, I'm now all good to go. Teniel is slightly PoW, but it'll be 100% through sword feats—as his sword is what grants him Mithral Current, not his training.
| Makoto 'Maks' Kasumi |
Maks is easily the most complicated character I have ever made. I have to consult something like twelve pages every time I level up, then make so many decisions. Anyway.
+1 All Saves
+1 BAB
+15 HP
+16 skills (+6 Class, 4 Int, 3 DM, 3 Favored Class )
Acrobatics +2, Panting +1, Disguise +1, K(Planes) +1, K(Religion) +1, Linguistics +1, Perform (Dance) +1, Spellcraft +1, Swim +1, Perform (Wind, Diplomacy, Handle Animal) +1, Craft (Alchemy) +1
Feat: Additional Trait
Traits: Fate's Favored, Unorthodox Method (Lose Iron Tortoise, gain Elemental Flux)
Sensation:
+1 Weapon (3000 Gold)
Feat: Weapon Group Adaptation (Thrown)**
-1FPP: +1 Evolution for Miyu. (Miyu's Natural Armor and Fire Resistance goes away if she loses it.)
Sora: Gains 4 HP! (15)
Sora may now use Bardic Performance.
Miyu:
Gains Scent, Natural Armor moved to Sensation.
+10 Cold and Sonic Resistance
Cheese Dip: Warlord (Steelfist Commando)
6 maneuvers, 4 readied, 1 stance. (*=Prepared)
+Phantom Sun Stance
+Clockwatcher*, Minute Hand*, Sands of Time Approach, Strike the Hourglass*
+Flurry Strike*, Shards of Iron Strike
2 Gambits. +Cha to the Gambit Roll as a luck bonus (6+1) -2 to all D20's on a failure.
Pinhole: Ranged attack into Melee. (Reduce target's Armor by Cha)
Unbreakable (Immediate Action): Fortitude or Will save. (Gain three times your Cha in hit points) Maks will always use Unbreakable, unless I say otherwise ahead of time.
Improved Unarmed Strike
Monk Weapon Proficiencies
Swim and Survival as Class Skills
Prepped Maneuvers:
Counter: If Maks is surprised, give up swift action to act in the surprise round.
Swift Action to strike an opponent with a -2 to hit.
Strike for Weapon Damage and DC 19 will save, or may only use a move or standard action next round.
Strike for two separate attacks.
Stance: Make copies of thrown weapons/ammo that disappear after the attack.
Bard:
+2 Second Level Spells: Cure Moderate Wounds, Glitterdust
+2 Rounds of Bardic Performance
+3 Second Level Spells per Day.
Summoner:
+2 Second Level Spells: Lesser Restoration, Lesser Rejuvenate Eidolon
+3 Second Level Spells per Day
Shield Ally
Paladin:
+1 Mark of Censure per day.
+1 Guardian's Shield per day (8 hp).
+Improved Guardian's Shield (Protection from Evil while shielded)
1 Maneuver, 1 Readied, 1 Stance, 1 Retrain
Lose Silver Strike, Gain Elemental Strike*, Pyrite Strike*
Cease preparing Pride Movement
Embrace the Elements
Prepped Maneuvers:
Strike +1d6, forces the target to move, provoking AoOs from all but Maks
Strike with variable penalties based on a failed save (DC 20).
Air: Reflex v. Prone
Earth: Reflex v. 2d6 Acid
Fire: Reflex v. Blind
Will: Fort v. Nauseated.
Stance: Gain Variable Defensive effects.
Air: +2 Dodge to AC and Deflect Arrows
Earth: +2 Natural Armor +4 CMD v. BR, Grapple, Trip
Fire: +4 Initiative and Endure Elements
Water: +2 Reflexes, +4 Competence to Acrobatics
Makoto defaults to Air element each day when she preps her maneuvers, unless I say otherwise, but still defaults to Silver Crane Waltz Stance.
**Sensation only goes with the Thrown weapon group, if a Totem Spear is inside the Thrown weapon group.
Everything Bolded needs to be noted by the Toad of Caves for automation.
| Dalang Teniel |
@Makoto: Rejuvenate Eidolon is pretty strictly worse than Cure Moderate Wounds, which you already have. Why not bump Glitterdust to summoner, and stick something situational on Bard with your extra spell known?
| Makoto 'Maks' Kasumi |
That was my mistake, it wasn't Rejuve Eidolon (that was force of habit). Lesser Evolution Surge was what I meant. Good catch.
| Dalang Teniel |
Hmm. Lesser Evolution surge ain't great, but you can retrain it when you get the higher level ones. Sounds snappy enough.
(I've got plaaans to retrain Teniel's spells at every available level, oh yes.)
Looking forward to get this story back on track though.
| Dalang Teniel |
Oh! Turns out I need to learn Silence on the oracle side for Veiled Illusionist. So bard will take Darkness this level. Minor change made there, too, still doesn't affect anything that's happened yet.
| Makoto 'Maks' Kasumi |
I find it really odd how loaded up on 'Strikes' Maks is. I don't see her stabbing people as a thing she resorts to immediately, but then, one of her better protecting class features requires poking things.
Though I suppose nothing says she has to hit someone to create the guardian shield. Just 'initiate a strike'.
| Xanya Zellor |
@Maks: What is the +3 DM, +3 Favored class you have listed under skills? I thought we only got 1 favored class and only +1 from campaign?
@Teniel: I don't understand how you can say lesser evolution surge sucks. It can duplicate either fly, energy immunity, blur, give +1d6 energy damage, +8 to any skill or a plethora of other effects. Sure it's worse than Bull's Strength for strength boost, but even there energy attacks is likely superior. Of course it only works for the eidolon, but for the eidolon it rocks...
| Dalang Teniel |
Yeah, that's what I mean about "PoW being arbitrary." But, huh! You don't need to attack anyone to use it. Good to know.
| Dalang Teniel |
@Xanya: That's +3 for three levels, I believe?
Lesser Evolution Surge sucks because Evolution Surge and Greater Evolution Surge are SO MUCH better—and you only ever have a reason to cast one of them.
@Makoto: This is really, really, SUPREMELY dumb, but... how would you feel about giving either Miyu or Sora Skilled: Profession (sailor)? Teniel could make either one of them a captain's hat that functions as a Hand of the Mage, allowing them to steer a ship (though Miyu could do it with his paws more easily). Like I said, probably too dumb to work.
Alternately, we could just hire a captain, or one of us could just take a single rank in Profession. (Teniel would, but his Wis is terrible)
| Dalang Teniel |
Sweet. Potentially a future Captain Champs!
Where is Champawat from, by the way? I assume she's named after the tiger, but as a result sounds potentially Vudrani, and from the general region we're in now.
Also, if anyone wants to learn the local language with linguistics slots, Teniel can teach y'all. I'm planning to learn every single language we encounter, because by level 20 I should have 40-50 slots.
| Dalang Teniel |
@Lucina—you've probably got your build figured out. But if you're looking for more feats to take, Nightmare Fist is kind of cool with Moonlight Stalker. Also, Outslug Style stacks with Jabbing Dancer in a cool way (your 5' steps become 10' steps, and each time you take one you get a bonus to AC and unarmed damage), and either Weapon Style Master or cheese dipping MoMS monk lets you take advantage of that.
| Makoto 'Maks' Kasumi |
Re: FC and DM Skills: Thank you for the catch. I only spent 12 skill ranks (those listed), I just failed at editing my copy pasta. :)
Re: Strikes: I do have to attack, but imagine there's no target in a square I believe an invisible opponent is in. I initiate a strike, nothing happens, because I can't target an empty square, so I don't lose anything. Nothing Arbitrary. It's the same as attacking, or throwing a fireball.
Re: Captain Sora: It works for either of our familiars, as they both get evolutions. We can swap their stuff around daily (for now, she's an epic flying bird!) Sora now demands a hat of her own. (Probably better to do tattoos, due to how often our familiars PWIFF out of existence. Similarly, just imagine trying to find a little bicorne hat that's been blown off in the middle of a storm.
| Dalang Teniel |
I mean, we can make hats with mundane crafting. (Which we should do on the ship ride to port; I'll be able to make use of a quick-draw shield at 6, thanks to almighty mithral current). Teniel's familiar just has terrible wisdom.
| Makoto 'Maks' Kasumi |
Be honest. You're just jelly that Sora is good at flying. :P
| Dalang Teniel |
Pfft. Magang Bayangan can sing better, and that's what counts.
| Makoto 'Maks' Kasumi |
Relevant to 'Thrown' v. 'Ranged
I'm actually a lot more flexible with the whole 'snapshot with thrown weapons' thing. Because it's two feats on top of an already long feat chain, for a 5 foot increase to your threatened area.
I'd be inclined to treat thrown weapons as ranged weapons in all ways while being thrown.
| Dalang Teniel |
Err, it was 100% unambiguous in 3.5 that any thrown weapon with melee stats was not considered a ranged weapon.
Also consider:
Normal: While wielding a ranged weapon, you threaten no squares and can make no attacks of opportunity with that weapon.
When wielding a dagger, you absolutely threaten squares.
* * *
I'm fine with GM interpretation differently, and there might be a PF FAQ that changes things. But RAW, only weapons defended as "ranged weapons" are ranged weapons. (Also, this might be the wrong thread for that)
| Makoto 'Maks' Kasumi |
Well, sure. But again, we're differing on the definition. It's not a ranged weapon while you wield it as a melee weapon. But you can choose to also use it as a ranged weapon if it's advantageous to do so... I.E. to be able to throw it :P. Usually it's not when it comes to attacks of opportunity, but if you invest the right feats, you can choose to take advantage of the attack of opportunity options.
If we just assume because a dagger is a melee weapon, then all of the things that come up in the link, that make absolutely no sense, become true. I think that thrown weapons -are- ranged OR melee weapons, depending upon how they're wielded in the moment.
| Dalang Teniel |
Well, sure. But again, we're differing on the definition. It's not a ranged weapon while you wield it as a melee weapon. But you can choose to also use it as a ranged weapon if it's advantageous to do so... I.E. to be able to throw it :P. Usually it's not when it comes to attacks of opportunity, but if you invest the right feats, you can choose to take advantage of the attack of opportunity options.
If we just assume because a dagger is a melee weapon, then all of the things that come up in the link, that make absolutely no sense, become true. I think that thrown weapons -are- ranged OR melee weapons, depending upon how they're wielded in the moment.
Right. I'm just using the original definition.
Melee weapons are used for making melee attacks, though some of them can be thrown as well. Ranged weapons are thrown weapons or projectile weapons that are not effective in melee.
(emphasis added).
Also, I can't find the link atm, but RAW (and the devs) are very explicit on the fact that you can't use Rapid Shot with daggers—and that's the exact same wording as Snap Shot. Weapon Maker rules also explicitly state that a weapon can only be Ranged or Melee, not both.
You're making the argument that "it makes sense." Which is fine. It just requires a GM nod, because it's not RAW.
| Makoto 'Maks' Kasumi |
Yeah, you're definitely correct on the RAW... but when utilizing the RAW, a Kensai gains nothing from Canny Defense without taking levels in Duelist.
I just don't see it as RAI to allow daggers to be thrown from melee without provoking attacks of opportunity, or from the ground without taking a penalty to hit, or both at the same time.
I just don't think that 'they're always melee weapons, never ranged' is absolutely bonkers. You can go with RAW all you want, but that causes so much ridiculousness. :P
| Dalang Teniel |
Throwing daggers provokes an AoO, because a ranged ATTACK provokes an AoO. "Ranged vs melee attack" and "ranged vs melee weapon" are 100% separate distinctions in RAW, and the rules work quite differently for both. This isn't a typo like duelist; it's an intentional design choice to keep throwing from being too good (later, when bows got super good in PF, they added different goodies for throwers).
It's the same reason a magus can spell combat with throwing knives, and a swashbuckler can precise strike with them (but not javelins): RAW is bonkers.
| Makoto 'Maks' Kasumi |
Ugh. Buyer's remorse.
I'm wishing I'd gone Magical Girl Vigilante instead of Warlord, now.
Not because it gives me anything amazing, but rather, because Sora would be able to have a dapper outfit by day, and a majestic cape by night.
I mean, I guess we'd get a 10x10x10 foot safe house, too?
| CaveToad |
Ranged weapons are only those weapons listed as such on the chart. Some weapons have ranges for throwing/hurling but that doesn't make them ranged weapons. Technically you can sort of throw anything you want, with various degrees of penalties or success. Throwing a chair at someone doesn't make it a ranged weapon. Now some abilities or powers may inadvertently use the term ranged when they may also mean to include thrown. That will vary by wording and whatever the ability is and how RAWish I am feeling I guess.
| Dalang Teniel |
So... it's a bit away, but a Hat of Disguise should let Tavros look like a 7'6" really tall man when walking around town, to avoid local ire.
| Makoto 'Maks' Kasumi |
Just to double-check that I didn't miss anything: Spear Totems, as two-handed weapons, can only be thrown as a full-round action, right?
Do maneuvers allow me to bypass this? (If a Maneuver says to throw a weapon, can I do so as a standard, as opposed to a full?)
| Makoto 'Maks' Kasumi |
Just to double-check: I am spending FPP on evolutions. In the future, I'm likely to add the Extra Evolution feat to Sensation. When I go this route, the points are permanent, but may still be redistributed on a level-by-level basis, correct?
Also, is it too late to swap from Fire Resistance on Miyu to the Swim evolution? I like the idea of Sensation adapting him to the situation. (When they first leveled, his only real threat was the heat.)
It also lets him hunt in the water, when Tavros goes for his jogs. (He wouldn't want to become shark-bait by himself. Plus, Tavros can help him get in and out!)
Also, it appears as though we are not using Unchained Crafting from the first post. Has there been a decision as to whether to use normal crafting or Unchained?
| Dalang Teniel |
Has anyone else read Mythic Realms? I just looked at it, Shadow Enchantment is awesome and now there's a shadow puppeteer version of the mesmerist which could be cool to play some time.
EDIT: Oh wait, Blood of Shadows. This. I'm... replacing my bonus spell at this level (Clarion Call) with Shadow Trap, since we haven't actually used any spells yet, and Shadow Trap is one of those spells that every Wayang should have. Hope that's still alright.
| Makoto 'Maks' Kasumi |
Nope.
Also, Anytool would be sort of nuts on a weapon.
Also, Also, because I have spent 3k for Glowing Glove and 3k for +1 of my 6k. :)