Oleg

177cheese's page

125 posts. No reviews. No lists. No wishlists.


RSS

1 to 50 of 125 << first < prev | 1 | 2 | 3 | next > last >>

Is there an item that a character can reference to learn about a creature?

For example, if they are hunting a troll they could consult the book rather than hoping to perform well on a knowledge check.


In my experience, Dreamscarred Press's psionics are very well balanced.

Keep in mind that you can choose to resist any power or spell cast on you. If your cleric buddy casts Cure Light Wounds on you, you can make a Will save to resist it.

Likewise, if this guy is Dimension Swapping with you and you don't want to be transported then make a Will save.

But a player shouldn't be casting spells on his allies unwillingly. That person wouldn't last in an adventuring group for long, I'd certainly kick him out.


The Ragi wrote:
Path of War Expanded will have archetypes for martial classes (for every Paizo class I believe) to use maneuvers. I found this archetype playtest document in the main discussion topic, maybe it'll be of use: https://docs.google.com/document/d/1tbBIinA90VQW8eriM0TZTZCbHsSU6cdv7_44J8w 564s/edit

That's really cool!

I'll have to send this to my GM. Looks like it takes care of the regaining maneuver issue as well.


Awesome! That's pretty much what I was thinking. Glad it doesn't sound too crazy.

One thing though, should there be a default way to re-ready a maneuver?
Every PoW class has a method of regaining their maneuvers during combat.

Maybe if you become an initiator you get to choose from Warlord's Gambit, Stalker's ki thingy, and Warder's Defensive Focus? Not sure if that would be too much or if there should be a "general" regain method.


Rynjin wrote:

No, it wouldn't IMO.

All of the Initiator classes have class features as varied and powerful as the Core martial classes in addition to their Maneuvers. So tacking them onto other classes shouldn't be an issue.

That was my initial impression.

My only other concern is deciding which classes should get the free initiator boon.

Fighters, rogues, and monks obviously need it. But what about Inquisitors? They already have 6th level spells.
Should Inquisitors have the option to remove their spellcasting to be an initiator? If so, what about Paladins/Rangers and their fourth level casting?


I really want to try out the whole martial discipline and maneuvers aspect of Path of War, but my GM and I would like to use them with every other martial focused class.

I know there are feats that give maneuvers, but would giving full Initiator progression to the full BAB pathfinder classes be too unbalancing?

Any suggestions on how to incorporate maneuvers with existing classes without losing feats is what I'm looking for.


4 people marked this as FAQ candidate.

How do the Automatic Bonus Progression rules work with a character that has a familiar or animal companion?

I haven't been able to find any information on this. Do the companions use the regular track for bonuses as well? Do you have to split your own bonuses with your companion somehow?

If there is no ruling on it, any suggestions as to how it should work would be appreciated.

EDIT: I just realized that you get half wealth, but items such as Belts and Headbands still exist under this ruling.
It seems like it'd be fair to just use that money to keep your furry buddy relevant, but I'm still open to suggestions.


Embrace the Dex!
Either just take Weapon Finesse, Weapon Focus (Rapier), and Fencing Grace or dip one level in Inspired Blade swashbuckler to just spend one feat on Fencing Grace and you have your Dex to damage (and a good parry ability in the latter case).


One of my parties had a Goblin Alchemist who put his favored class bonus into fire resistance until he had Fire Resistance 6.

Then he wore the Cloak of Immolation so he could always be on fire.

Maybe you could purposefully make a Cloak of Immolation that activates and deactivates on command?


Rerednaw wrote:

What is the rest of the party like? I am still partial to archery myself. Many mythic beasties do all sorts of unpleasant things when you are in melee with them.

I agree with this sentiment, and I've always wanted to make an awesome archer. But there is something in me that makes fighting toe-to-toe with monsters much more enjoyable.

I usually plan to try an archery build, and then swap to something melee oriented before the game starts.

CWheezy wrote:
He didn't ban druid so you still get op mythic spells if you want to make him regret his banning decisions

With the Limited Magic rules, Druid would be considerably weaker seeing as their spells are much more offensive than the Cleric spell list.

It'd definitely make for a badass Wildshaper, but I think the suggested Investigator is what I'm sticking with.

I never realized how cool this class is. It reminds me of The Witcher. All knowledges to identify monsters, potions, mutagens, great combat ability.


I made a few changes. Instead of dueling sword, I switched to Estoc.

And for path abilities I got
1 - Extra Mythic Feat
2 - Impossible Speed
3 - Fleet Warrior, Assured Drinker

Mythic Feats
1 -Dual Path Trickster and Mythic Finesse
3- extra path ability


Fruian Thistlefoot wrote:

You are correct. But I would make int your main mental stat for panache for party + ripotse.

I like extend potion, mutagen, quick study , and sicken offensive.

Between Inspiration and daring do you will be doing amazing at skills since most skills will be based on Int.

Only thing I recommend is a 12 in wis so when you mutagen out your will saves don't just take a dive...but then again you have buffs. So you can choose. I just don't like dumping past 10 on this build. But with mythic you can come up with amazing stats.

I'm in the process of making this Investigator happen. Here's what I have so far, maybe you can enlighten me some more.

(We actually have to stick with the one level in an NPC class. Kinda silly, I know, but what are you gonna do)

Class: Warrior 1 (Then Empiricist Investigator all the way)
Str 13 Dex 18 Con 12 Int 14 Wis 12 Cha 13 (25 pt buy)

Feats:
1 - Weapon Finesse
1 - Skill Focus (Knowledge Arcana) (Human - Focused Study alternate)
3 - Exotic Weapon Proficiency (Dueling Sword)
5 - Power Attack
7 - Eldritch Heritage (Arcane, familiar for infusions)

Traits: Accelerated Drinker, Sword Scion

Talents:
3 - Mutagen
5 - Quick Study
7 - Infusion

Mythic Path: Champion

Mythic Feats:
1 - Mythic Weapon Finesse
3 - Dual Path (Trickster)
5 - ???

Mythic Path Abilities:
1 - Impossible Speed
2 - ???
3 - Fleet Warrior
4 - Assured Drinker
5 - ???

With Mythic Weapon Finesse, I should be able to get dex and a half to damage with a two handed weapon, since the wording is similar to the Unchained Rogue's finesse ability.

I'm curious about the feat Mythic Quick Draw and Accelerated Drinker trait. Would you be able to draw an extract as a free action and then imbibe is as a move action rather than doing the whole process with a standard action?
It'd be handy to spend two move actions to pop a pair of extracts, while my familiar infuses me with another.


Fruian Thistlefoot wrote:

1 inspired blade swashbuckler/X Emp Investigator.

Fencing grace level 1 and by 5 you pick up fast study+mutagen. Now you can spike your dex up +10. Start going nuts with the dex and upset your DM with your crazy ac, good damage, utility, and skills.

For all classes. This is what I was referring to, I probably should have been more specific.

Fruian Thistlefoot wrote:

1 inspired blade swashbuckler/X Emp Investigator.

Fencing grace level 1 and by 5 you pick up fast study+mutagen. Now you can spike your dex up +10. Start going nuts with the dex and upset your DM with your crazy ac, good damage, utility, and skills.

That's just dastardly, I love it. With mythic abilities, dexterity would get insane. Definitely considering that now, thanks!

Am I right in assuming that most Alchemist formulae are for buffs? With minimum caster level and casting stat, duration would be the only problem if that's the case.

EDIT: Idea: Mythic Powerful Shape is pretty powerful for a druid. Might be even better for a Goliath Druid. I am a Giant Giant!


Oracle is banned for story reasons (there is one Oracle of each mystery but they're all hermits somewhere I think).

6th level arcane casters are good for the most part.

Cleric and Druid seems like it could be fun, but would they be effective since all their spells will be at minimum caster level with the minimum attribute?


Thomas Seitz wrote:
177cheese wrote:

I think alchemist is out but I'm not sure about that. It's an odd homebrew to be sure. Either way itd definitely be limited.

We'll actually be starting as level 1 Commoners.

1st level commoners?! The hell!! Why not just be goblins then?!

Seriously convince your GM/DM to let you play a Swashbuckler and be all Zoro awesome sauce on his world. :p

Daring Champion is one of my picks.

Two levels of Paladin, 18 in Daring champion.

Gets the best swashbuckling goodies, lay on hands (Order of the Star), challenge, and divine grace!


I think alchemist is out but I'm not sure about that. It's an odd homebrew to be sure. Either way itd definitely be limited.

We'll actually be starting as level 1 Commoners.


I'm having trouble settling on a character for this campaign.
Race is human only, no sorcerers, wizards , witches, oracles or summoners but pretty much any other class is okay.

I was considering a Daring Champion cavalier, a mythic vital striking bloodrager, or a fighter archer.

I like being able to do more things than full attack, so archer is a bit iffy unless anyone has ideas to make the fighter more interesting.

Cleric could be decent, but I'm worried about the limited Magic rules. Would it be possible to be a cleric that ignores any spell with a save or high caster level dependence?

Any suggestions at all will be great! I enjoy martial combat, but I dislike being a boring "DPR only" character.


I'm for Unsanctioned Knowledge as well.

If you get to higher levels, Rod of Quicken plus Bladed Dash equals pounce.


The elf's favored class option gives them increased base speed which follows the same restrictions as their monk movement speed.
Would this extra speed count for the purpose of the distance you can Flying Kick?


How about using racial heritage and halfling opportunist? Get sneak attacks on your attacks of opportunity to make sure you do enough damage.


I never see much talk about these style feats, but they seem really powerful.

Has anyone used them to great effect? What class would you use and what was your strategy for enemies you couldn't trip?

Off the top of my head, I could see it being useful for a Dex/Wis character with a reach weapon and enlarge person. Definitely needs Vicious Stomp too, to take advantage of the final feat in the chain.

A cleric with the growth domain maybe? May suffer from feat starvation.


The snap shot chain might be worth looking into.


So the only time Anticipate Dodge is useful is when you anticipate fighting lots of enemies with dodge bonuses.

But you can't anticipate dodging enemies without taking Anticipate Dodge.

Kif, we have a conundrum.


Entryhazard wrote:
A good idea would be to take a look at Korada from Bestiary 4 that is a Monk demigod basically and try to build something similar based on Brawler abilities.

Wow, some slight changes to that would make for a perfect "semi-mortal" form of Kurgess, or maybe one of his servants. I'll keep that in mind, thanks!

p-sto wrote:


It may not be wiki lies so much as the nature of the source texts. The entries on some gods are written in more speculative terms than others implying that even something written in a Paizo publication may not be giving the whole truth on the god.

Though I don't see any specific allusions to him being the son of Cayden Cailean in this specific wiki entry. It does seem to suggest that direct contest with Kurgess is somewhat inappropriate. The article suggests that most of his followers are content in the afterlife in trying their might against his servants.

The wiki does mention that Kurgess "has occasionally reappeared and taken part in sporting events, intent on protecting and encouraging those who take part in them".

It sounds like he's there to observe mostly, but he seems like the type of god who would accept a mortal's challenge as long as the challenger is respectful.

My Warpriest (Durnick "One Punch" Smith, a Pummeling Style Sacred Fist) wouldn't boast or claim superiority over his god. He has no illusions of grandeur, but he'd see a competition with Kurgess as an invaluable experience, win or lose.


Interesting stuff!
I think he must have been a demi-god in life, since he's rumored to be the son of Caydan Cailean (unless the wiki lies again).

I'll probably stat up a "demi-god form" he might take that limits his powers so that he can still enjoy competitions himself.

Of course, my Warpriest wouldn't be happy unless his god gave 100%. It's more the thrill of the contest and the chance to get stronger and eventually win that attracts him.


I was originally led to believe that Kurgess was on the level of an Empyreal Lord. That's not the case though, I don't have any illusions of fighting an actual god.
I like the idea of my Warpriest still having the desire to compete with him though. What better competition than one with the god of competition himself?


Entryhazard wrote:
177cheese wrote:
Is the wiki wrong on this one? He's referred to as a demigod many times.

Yes the wiki is wrong on this one, in the Inner Sea Gods book he's listed among the minor deities (Other Deities).

The Archives of Nethys are right on this one. (Link)

That's unfortunate.

Maybe I'll change my goal into engaging in a competition versus Kugress's heralds or other companions.


Entryhazard wrote:

Kurgess is a god, not a demigod.

Anyway a demigod should be a creature in the CR 25-30 range, taking Mythic into account

wiki wrote:
Kurgess (pronounced KUR-gess)[1] is a demi-god associated with healthy competition, sport, and physical development.

Is the wiki wrong on this one? He's referred to as a demigod many times.


I'm currently in a game where I'm playing a Warpriest of Kurgess. We're only level 3 now, but my character's ultimate goal is to challenge Kurgess to unarmed combat (or whatever competetition Kurgess prefers).

I know challenging a god is normally impossible, but I think a demigod might be in the realm of possibility

How would you stat him up? What abilities do you think would fit?

I'd imagine demigod level is near Cthulhu levels of power, but I'm curious of what others might come up with. Or if he has been statted up somewhere before.


Pirate Rob wrote:
Here is the build skeleton for my Dimensional Shield Slayer if you want to see one way of getting it done.

Are you allowed to retrain endurance?

I was under the impression that if it's a prerequisite for a prestige class, you wouldn't be able to get rid of the feat unless you're also getting rid of those class levels.

I'm not too familiar with the retraining rules though.


So many options!

I like the idea of using Samsaran to get a level 3 dimension door. That makes being a wizard not the only early way to get the feat chain started.

Sneak attack would be fun with the self-flanking feat. It's a shame Arcane Trickster is half BAB, but a Wizard 5 / Unchained Rogue 3 / Arcane Trickster 10 sounds fun. With fractional BAB you'd still only have +9 at 18 though.

I'd probably go with the Rogue, Ninja, or Slayer Horizon Walker at that point, even though it sucks to give up the utility of spells.


What build would make for an interesting and effective Dimensional Dervish character?

I always wanted to play one, but I can never quite settle on a class.

A Theologian Cleric of Cayden Cailean seems like a decent option. The idea of drunkedly teleporting around an enemy and stabbing them repeatedly with a rapier is amusing enough.


Mithral shirt had the same AC as a regular chain shirt. Just a better dex bonus and acp.


Bladebound Kensai Magus X || Sorcerer 10 / Dragon Disciple 10

Dual bloodlines for Sage and Draconic.
Having two pools of spells makes up for the diminished casting and spells known. Can skip Dragon Disciple levels if needed, or just take enough to get some Strength boosts.

Spellslinger Wizard 1 / Mysterious Stranger X || Sorcerer X

Pretty awesome Gunmage! If you don't want to do Mysterious Stranger, you can do an Empyreal Sorcerer for Wisdom to casting and grit.

Cleric X || Unchained Monk X

Take the Cleric archetype that allows you to prepare Domain spells in normal slots, worship a god with the Travel domain.
Dimensional Dervish with Crusader's Flurry with an 18-20 crit weapon.
Profit.


I guess I don't see how fighters and brawlers need an additional +2/+2.

Fighters already have the benefits of Greater Weapon Focus, Weapon Specialization, Greater Weapon Specialization, Weapon Training, and Gloves of Dueling.

That is +6 attack and +10 damage that a Monk can never see. Do they really need another +2/+2 to be viable?
What does the Monk have that makes their unarmed attacks so great?


Secret Wizard wrote:

1. Don't TWF.

2. Tell your Investigator buddy not to go with Weapon Finesse! Medium Armor proficiency and good STR/DEX is a much better way to go in my opinion, since Investigators can really benefit from the damage from a good 2H Power Attack with a Greatclub if need be (or, if you play a race with racial weapon proficiencies, any of those).

3. I honestly would consider using the Unchained Rogue instead of the Ninja, simply because of the novelty and the free Finesse and Finesse Training. For archetypes... get the Sczarni Swindler archetype! They get several nice features out of high CHA, and you can easily qualify for Eldritch Heritage (Rakshaza) for lots of tools to lie through your teeth.

4. You can go for Eldritch Heritage (Rakshaza) with a Ninja too, but the feats you will spend on Finesse make it harder for you to properly benefit from it. Maybe if you go with the Katana Power Attack build... you have less AC, but you'll probably have Shadow Clones and Invisibility so it's gonna be hard enough to hit you already.

Eldritch heritage is a good thought, but two weapon fighting should work decently well as a ninja.

The -2 to hit should be mostly offset by flanking and later being invisible all the time. More attacks is good for when you have a high damage bonus on each attack (sneak attack).

Two handing a katana is definitely a good alternative, but dual wakizashis is fine.


The limitations on this enhancement never made sense to me. Is there a good reason why this can only be put on light armor?

Since bracers of armor are even lighter than light armor, would it be possible to give them the Brawling enhancement anyway?

It seems like the enhancement is specifically designed to slap Monks on the wrist for attempting to do a Fighter/Brawler's job.


I'd look into making your ninja an "Unchained Ninja". There's some debate on whether it's legal, but its not unreasonable to give a ninja the same updates that rogues got since it's just an archetype.

Basically you'd get the Finesse Training, Debilitating Injury, and Rogue's Edge abilities. You can check it out here.

This will free up a feat (you get weapon finesse for free, on top of dex to damage at level 3).

Also, you might want to swap your Int and Con. At a d8 hit die and 10 constitution, you'll be pretty feeble and ninjas get plenty of skillpoints already.

Here are my suggestions for ninja tricks:
2 - Combat Trick (assuming you're keeping this one)
4 - Vanishing Trick
6 - Fast Stealth
8 - Shadow Clone (Prereq for Shadow Split)
10 - Invisible Blade (too good to not get at level 10)
12 - Shadow Split (Going for the whole 'misdirection' thing you wanted)


Good points, I didn't think it'd be unfair to allow it.

And yes, when I said casting spontaneously I meant as in having a spells known list. A Cleric that could spontaneously cast every spell on his list would be slightly silly.

I'll probably end up sticking with whats written in the classes for now, I don't like changing rules unless I 100% feel the need to.

It'd be nice to have the option in the books one day though.


I'm aware that prepared casting is usually regarded as the better option, but I find myself having more fun with spontaneous spells.

It's easier to keep up with, and I get tired of tracking individual spell casts rather than just knowing how many of a certain level I can cast in a day.

Would it be fair and balanced to allow a Warpriest to gain spells known and spells per day as a bard or inquisitor would? Or to allow a Cleric to cast spells spontaneously as an Oracle?

Are there any balance issues that can arise from allowing a player to do this?


Snowblind wrote:
Yes. Unchained flurry does not have the 1x Str damage stipulation of old flurry. The rogue FAQ also means that this works for Dex too.

Neat!


Imbicatus wrote:
I am making a PFS Unchained Monk 1/Crusader Cleric 1 of Zon-Kuthon/Unchained Rogue X. More rogue talents, and using crusader's flurry to flurry with a spiked chain for X1.5 Dex to Damage. I'm taking Bleeding Attack to combine it with Cruelty and Debilitating Strike.

Can you get 1.5 x stat with the new flurry?


Mark Hoover wrote:
How do you keep the familiar's Attack bonus competitive with monsters of a comparable level?

Read the first ability of this wizard archetype .

That with the mauler archetype should help.


Did anyone find a lid in this thread? I seem to have left my can of worms open.


I posted a thread about a bard buffer I was planning. Here's the link.

Aasimar favored class bonus is pretty awesome for inspire courage.


There is just something charming about a wizard hulking out and smashing people.

Even if he's not optimal, I think he looks good enough to have some fun with.


Rory wrote:
177cheese wrote:
Half BAB is no bueno, I'd probably just do ranged support and buffing while the mauler lays down the law in melee.

Based off the above build I posted. I'll show the relative nature of the melee wizard in melee.

1st level:
+4 to hit (+4 STR)
quarterstaff 1d6+6 damage (+6 STR)

3rd level: Alter Self 1st Round into a trogolodyte
+6 to hit (+1 BAB +5 STR)
bite 1d4+5 (+5 STR)
claw 1d4+5 (+5 STR)
claw 1d4+5 (+5 STR)

5th level: Monstrous Physique I 1st Round into a gargoyle
+9 to hit (+2 BAB +6 STR +1 AOMF)
bite 1d4+7 (+6 STR +1 AOMF)
gore 1d4+7 (+6 STR +1 AOMF)
claw 1d6+7 (+6 STR +1 AOMF)
claw 1d6+7 (+6 STR +1 AOMF)

7th level: Monstrous Physique II 1st Round into a grendel
+12 to hit (+3 BAB +7 STR +1 AOMF -1 Size +2 Heroism)
bite 4d8+8 (+7 STR +1 AOMF)
claw 3d10+8 (+7 STR +1 AOMF)
claw 3d10+8 (+7 STR +1 AOMF)

etc.

Defenses are gained via long duration buufs:

Mage Armor (hour per level)
False Life (hour per level)
Ablative Barrier (hour per level)
Stoneskin (10 minutes per level)

Add in Boots of Speed, Flanking, Weapon Focus Claws, Greater Invisibility, etc. for more to hit if you need.

Add in Power Attack for more damage if you need.

That looks surprisingly good. Maybe even go with Improved Shared Spells for double the monstrosity.


Atarlost wrote:
177cheese wrote:
Another thought: If a trident can strike with three prongs at once, shouldn't they do triple damage as well? Would the most efficient melee weapon be a stick with twelve knives in a circular pattern on the business end?
A trident has only one person's worth of strength behind it. A double pistol has two charges of gunpowder.

Yeah that was a dumb comparison. Let's pretend my brain didn't go there.


I was considering skipping the two feats for Fencing Grace and going AgIle Enhancement. If I did that I could even grab Estoc proficiency and Power Attack early.

I'm usually loathe to rely on Agile though. I'd much rather be able to use every rapier I find with finesse and grace rather then relying on some wizard's magic to do it for me. Just a personal preference.

Never saw the estoc before, thanks for the heads up! A one handed finessable falchion! Not to mention one of my favorite Dark Souls weapons.

Very good suggestions, thanks a lot for the input!


Mauler's Endurance

This and the Spirit Binder archetype may be a must (give your familiar full BAB), but I'm not sure how you'd get your wizard to fighting strength unless you can somehow get the familiar to scale with your caster level and go into Eldritch Knight.

Half BAB is no bueno, I'd probably just do ranged support and buffing while the mauler lays down the law in melee.