A 13 int fighter has 4 skills per level, vs a 7 int rogue with 6 per level. Depending on skill choice the two very different characters could appear almost the same.
Please please please stop ignoring the actual ability instead of focusing purely on the words.
Pounce is not just an ability that let's you charge and gain a full attack. It is an ability that allows a character that is using his own momentum to propel him forward.
Please explain to me in game how you are transferring this ability to a mount? Do you suddenly become enveloped in magic energy and then cause your mount to leap from the ground in a charge?
prd wrote:
Ferocious Mount, Greater (Ex)
Prerequisite: Barbarian 8, ferocious mount rage power
Benefit: While raging and mounted, the barbarian’s mount gains the benefits of any rage powers that are constant in effect when the barbarian is raging. It does not gain the benefit of any rage powers that require actions to activate, even if they are free actions.
So now that it has been shown how you give your horse pounce you can accept that ragelancepounce works?
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Sean K Reynolds wrote:
GBT gives you pounce.
Pounce allows YOU to make a full attack when YOU make a charge.
If YOU are mounted, the MOUNT is making the charge, YOU are NOT making a charge.
The mounted combat rules specifically say that you only get ONE attack if your mount charges.
GBT does NOT say "when the barbarian is mounted and the MOUNT makes a charge, SHE may make a full attack."
Cavalier’s Charge wrote:
At 3rd level, a cavalier learns to make more accurate charge attacks while mounted.
Ride-by Attack wrote:
When you are mounted and use the charge action, you may move and attack as if with a standard charge and then move again (continuing the straight line of the charge).
Fight with a Combat-Trained Mount: wrote:
If you direct your war-trained mount to attack in battle, you can still make your own attack or attacks normally. This usage is a free action.
There seems to be a lot of rules that suggest you being mounted does not change the charge action. Is there going to be some effort to change all that?
The -2 constitution is essentially offset by taking Resilent(or some other trait) and Toughness. In exchange for 'needing' to get a trait and a feat you get a natural attack plus some other proficiencies or natural attacks. Tengu don't excel at everything but -2 to con isn't the death sentence people are making it out to be.
The problem is that Rogues are too heavily tactical, and the average player doesn't play like that, and when the do it's REALLY easy for a GM to throw a monkey wrench at them.
As opposed to every other class?
Kelsey MacAilbert wrote:
For example, if the Rogue is scouting, have a monster grapple ad subdue her, drag her away, and slit her throat.
If only rogue's had some way to be hard to detect ...
Kelsey MacAilbert wrote:
Rogue trying to stealth in combat? Nope. As soon as the Rogue moves out of cover, she is revealed.
If only Rogue's had some class feature that helped with that ...
Kelsey MacAilbert wrote:
Rogue is flanking? Bull rush or counterflank.
Rogue's cant flank every round of combat, ohh noes ....
Kelsey MacAilbert wrote:
Rogues, even with Uncanny Dodge, can still be flanked.
Are you saying the reason Rogue's are weak is higher level rogues?
Kelsey MacAilbert wrote:
They don't suffer the normal AC penalty, but it still prevents them from sneak attacking.
No it doesn't.
Kelsey MacAilbert wrote:
Plus, you pointed out that Rogues need to work as a team. Nobody wants a character who's worthless without Swordy McStupidhead to set their moves up.
People have pointed out that Rogue's benfit from working as a team, but then again, so does every other class. It's almost like working together is a valid tactical choice.
It doesn't say anywhere that the Sohei can make flurry of blows while wearing armor. So congrats, you're class isn't that rigged again. He's simply proficient with light armor...
It also doesn't say a monk can flurry while wearing a hat.
Fighters rock. They're unequaled as archers, and the barbarian is the only one who can go toe-to-toe with them in melee (and when he's out of rage, the scale tips back towards the fighter).
Exactly. And unlike the fighter, a simple second level spell shuts down muich of his offensive and defensive powers (easily killing him if he's only still standing due to his rage bonus hp).
Calm Emotions stops everyone from fighting, and a barbarian is better suited then a fighter at resisting it. Not to say fighters suck because of that, just that resisting spells isn't really going to be an area that fighters are better then barbarians.
RAW it doesn't work. RAW, neither do Spirited Charge or Ride-by Attack. Seems plain to me that the feats (or the mounted charge rule) needs to be errata'd so that they all mesh.
RAW wrote:
If your mount charges, you also take the AC penalty associated with a charge. If you make an attack at the end of the charge, you receive the bonus gained from the charge. When charging on horseback, you deal double damage with a lance (see Charge).
Do people even bother to read the rules? How are you not charging, when the rules on mounted combat clearly say you are charging?
Benefit: When you are mounted and use the charge action, you may move and attack as if with a standard charge and then move again (continuing the straight line of the charge). Your total movement for the round can't exceed double your mounted speed. You and your mount do not provoke an attack of opportunity from the opponent that you attack.
Spirited Charge wrote:
Benefit: When mounted and using the charge action, you deal double damage with a melee weapon (or triple damage with a lance).
darth_borehd wrote:
The mount is doing the charging and the barbarian is getting the bonus from the mount, not the other way around.
But neither of you casters have made use of endure elements during stormy weather to help reduce the chance of disease, or made use of know direction in the event of becoming lost at sea. Crafters blessing/ make whole mending/ prestidigitation to expidite ship repairs and cleaning? You have seen no opportunities to use your spell lists to enhance your seafaring voyage? Item creation is nifty but far from the only thing a cleric or wizard brings to the table, as far a magic goes. Nor does it explain why if you are only doing 8 hour shifts with the crew how some low level scrolls haven't had at least the possibility of bring made to provide some of the same spells to other crew members raising your esteem in their eyes if for no other reason that to prevent (or foment if you hate the captain) mutiny even with much lower than WBL.
Bard's don't get Know Direction(which only tells you north, not where you are) or Endure Elements (which only protects from hot or cold environments, not storms). Mending works on an item 1lb/per caster level, so the third level bard isn't going to be working on a ship. Prestidigitation would be slower then simply mopping. Giving someone a scroll who can't use it is pretty useless. Scrolls need supplies to be made, if you don't have those supplies, you can't make them. Your examples don't make any sense.
I also have always wanted to play a fighter (at higher levels, of course) that is super awesome with one weapon, but for some reason or another, no longer uses that weapon. He's still deadly with his other skills, but has the opportunity to fight at below his optimum, until he is forced to. Now most players think I am nuts to want to do so. Often asking, "Why would you nerf yourself like that?" It's about role-playing. To me, that's that same as the wizard that does go hog-wild with the spells.
You just need to have your party wizard use a readied action to cast dominate person on your after you activate the ability but before you actually use the weapon. Then they have you throw the weapon down, you quickdraw something totally awesome, like a guitar, and you totally melt everythings face.
If you can wait till the right near the end of the show you can see them entering in there data on a high-powered computer system, which is a laptop running excel.
I do think it's interesting that almost all of the casting strategies to take down the all-mighty "AM BARBARIAN" included rules discrepancies. Where as it's been fairly simply to follow the barbarian route, which is full attack or sunder.
There is a rumble in grandfathers chest, the being of pure night quakes too and fro. Suddenly a rip appears in grandfathers chest as a glass jug appears, filled with blood. The chalice has a face that it's twisted in unholy fury. Umbriere Lunas stares in horror, as the creatures mouth opens, and it lets out a furious "Ohhhh Yeah!!"
Unbelievably powerful. Most of the time in fights you will attack more often the the TWF dudes, even though you are just swinging one big ole sword. You will also hit more often then anyone else, cause most of your attacks are at your highest attack bonus. You will also hit harder, cause you are two handing your weapons and getiing a nice strength bonus. And chicks will dig you more, cause you aren't wearing a shirt and are totally ripped.
Guys the barb is on a dire bat (flying, blindsense) and prismatic sphere is centered on the wizard, so if two balors, one human enter, no human leave, that would suggest that int may have been a dump stat for the wizard. Also, he already said he killed you, so you lost. Caps lock beats logic.
I do think more talking about how to make 'Timer + Reactive NPCs + multiple sequential encounters' would be useful for higher level play when there is some balance.
15 people marked this as FAQ candidate. Answered in the FAQ.
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How is this talent supposed to work? It say's if you hit someone with a concealed weapon in the surprise round they take max damage. A surprise round only allows a standard or move action. Even with Quick Draw you can only draw a hidden weapon as a move action.
So does that mean the concealed and hidden are the same term, thus making this pretty useless unless you take the bandit archetype. Or is concealed just flavor text that means a weapon that you don't spend your standard action telling your enemies about, but instead hit them with it.
his makes barbarians and paladins well made, and fighters needing a fix.
Fighters buy Gloves of Dueling.
Fixed.
The gloves allows bonuses to the fighter crappy saves or the ability to remove a condition? Because the problem of PF fighters is not the damage.
Lack of defense and of skills, on the other hand...
Seriously, did you read what I wrote previously?
Really? I need to explain this to you? Really? Dueling comes from the Latin word Dual. Dual means two, fighters have two hands, and a barbarian is only one man, two is better then one, ergo, Fighters are better then Barbarians. I just blew your mind there, didn't I?
On a different, less insane note, I have a CAGM/pounce/superstition barb that I am playing with a TWF who's well over wealth by level, and has crazy stats, and have had the chance to totally outdamage him, to out survive him, and amusingly enough make the save vs Mass Hold Person which he failed last week. I'm totally digging being the once and future combat king.
It's not me that's the problem. It's the internet. People just love to bicker, fight, and pick on others when they are effectively immune to real retaliation.
I love when people say this and think it doesnt apply to them.
Ravingdork wrote:
I get targeted a lot, not because I am doing anything wrong (most of the time), but because it makes others feel superior, better about themselves.
This couldn't be because you like to bicker, fight or pick on others, could it? Must be that everyone else is a big meanie.
Ravingdork wrote:
Sadly, I have made mistakes in the past. As such I developed a reputation early on. It's like in high school. You don't want to be the guy with the reputation. Makes for an easy target.
People are suggesting that you are still earning that reputation, maybe you should reevaluate.
Full Name
Chavakala
Race
Human (Varisian)
Gender
Female
Size
Medium
Age
17
Alignment
Chaotic Good
Deity
Desna
About Chavakala
Chavakala
Female human (Varisian) cleric (herald caller) of Desna 4
CG Medium humanoid (human)
Init +2; Senses Perception +2
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 Armor, +2 Dex)
hp 31 (4d8+8)
Fort +5, Ref +3, Will +6
--------------------
Offense
--------------------
Speed 30 ft.
Melee Mwk Boarding Pike +6 (1d8+3/x3)
Melee Weighted Spear +5 (1d8+3/3 or 1d6+3/x2)
Ranged Sling +5 (1d4+2/x2)
Special Attacks channel positive energy 5/day (DC 14, 2d6)
Cleric (Herald Caller) Spells Prepared (CL 4th; concentration +6)
. . 2nd—remove paralysis[D]
. . 1st—remove fear[D]
. . D Domain spell; Domain Liberation
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 12, Int 13, Wis 14, Cha 14
Base Atk +3; CMB +5; CMD 17
Feats Augment Summoning, Spell Focus (Conjuration), Summon Good Monster, Varisian Tattoo (Conjuration)
Traits Outsider Ties, Touched by the Sea
Skills Acrobatics +1, Climb +1, Craft (Tattoo) +10 (Mwk Tool included), Diplomacy +8 (Mwk Tool included), Escape Artist +1, Fly +1, Heal +2 (+4 with Healer's Kit), Intimidate +2, Knowledge (arcana) +5 (+7 with Mwk Tool), Knowledge (history) +5 (+7 with Mwk Tool), Knowledge (planes) +5 (+7 with Mwk Tool), Knowledge (religion) +8 (+10 with Mwk Tool), Linguistics +8 (+10 with Mwk Tool), Perception +2, Ride +1, Sense Motive +2, Spellcraft +8, Swim +10 (+12 with Mwk Tool)
Languages Aquan, Azlanti, Common, Ghol-gan, Polyglot, Thassilonian, Varisian
SQ Call Heralds, Divine Heralds, Liberation (4 rounds/day)
Combat Gear Mwk, Boarding Pike, Mwk Chain Shirt, Ioun Stone (Cracked Vermillion Rhomboid), Potion of touch of the sea (2/2 uses remain) Extend Metamagic Rod (lesser) (3/3 uses remain); Other Gear Air Crystals (2/2 uses remain), Mwk Backpack, Healer's Kit (10/10 uses), Tattoo of a Butterfly in Rich Purples and Blues on her Upper Chest and Collarbone (Tattoo Holy Symbol, Crafted), Beautifully Carved Wooden Butterfly on Leather Cord (Mwk Tool for Diplomacy and Wooden Holy Symbol), Weathered Leather and Salt-Stained Journal (Mwk Tool: Know: Arcana, Know: History, Know: Planes, Know: Religion, Linguistics), Spell Component Pouch, Swim Fins (Swim Fins and Mwk Tool: Swim) Finely Made Tattooing Kit (Masterwork Tool for Craft:Tattoo), 1,736 gp
--------------------
Special Abilities
--------------------
Augment Summoning Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.
Call Heralds (+1 concentration) (Su) A herald caller can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can lose a prepared spell in order to cast any summon monster spell of the same level or lower. She gains a +1 bonus on concentration checks to cast a summon monster spell defensively. This bonus increases to +2 at 5th level, and increases by 1 every 5 cleric levels thereafter.
Cleric (Herald Caller) Domain (Liberation) You have the ability to ignore impediments to your mobility. For a number of rounds per day equal to your cleric level, you can move normally regardless of magical effects that impede movement, as if you were affected by freedom of movement. This effect occurs automatically as soon as it applies. These rounds do not need to be consecutive.
Cleric Channel Positive Energy 2d6 (5/day, DC 14) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Divine Heralds (Su) A herald caller can use summon monster spells only to summon creatures particularly appropriate to her deity. This includes all creatures listed as summon monster options for priests of her deity (see Expanded Summoning for Priests on page 30), creatures whose alignment matches at least one aspect of her deity’s alignment, and creatures of an elemental subtype that matches a domain granted by the deity (if any). When summoning a creature that is normally summoned with the celestial or fiendish template, a herald caller of a chaotic deity can instead summon it with the entropic template, and a herald caller of a lawful deity can instead summon it with the resolute template (see pages 292–293 of Pathfinder RPG Bestiary 2 for more information on these simple templates). Because of these summoned monsters’ strong ties to the herald caller’s deity, the herald caller also gains specific benefits with creatures she summons with summon monster spells gained from her cleric spell list. The herald caller and her summoned monsters can understand each other’s spoken words as if they shared a common language (though this doesn’t give summoned monsters the ability to speak if they normally lack it). Whenever the herald caller uses channel energy to heal, she can include all of her summoned monsters, even if they are out of her normal channel energy radius or of a creature type that would not normally be affected. If she channels energy to deal damage, she can exclude any of her summoned monsters that would normally be affected.
Liberation (4 rounds/day) (Su) You have the ability to ignore impediments to your mobility. For a number of rounds per day equal to your cleric level, you can move normally regardless of magical effects that impede movement, as if you were affected by freedom of movement. This effect occurs automatically as soon as it applies. These rounds do not need to be consecutive.
Outsider Ties (Azata) Summoned subtype creatures gain temp hp equal to level of summon spell.
Summon Good Monster You can summon from a special list, who gain +2 to their Fort save (this is a replacement for Diehard which makes no sense for summoned creatures).
Touched by the Sea Underwater attack penalties are lessened by 1.
Celestial Squid Stats:
Celestial Squid
XP 400
Celestial squid
N Medium animal (aquatic)
Init +6; Senses darkvision 60 ft., low-light vision; Perception +7
--------------------
Defense
--------------------
AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
hp 13 (3d8)
Fort +3, Ref +7, Will +2
Defensive Abilities ink cloud; Resist acid 5, cold 5, electricity 5; SR 6
--------------------
Offense
--------------------
Speed jet, swim 60 ft.
Melee bite +4 (1d3+2), tentacle +4 (1d4+2 plus grab)
Melee (smiting) bite +4 (1d3+5), tentacle +4 (1d4+5 plus grab)
Special Attacks smite evil
--------------------
Statistics
--------------------
Str 15, Dex 15, Con 11, Int 2, Wis 12, Cha 2
Base Atk +2; CMB +4 (+8 grapple); CMD 16
Feats Improved Initiative, Lightning Reflexes, Multiattack
[b]Skills Perception +7, Swim +10
--------------------
Special Abilities
--------------------
Ink Cloud (5' radius, 1/minute) (Ex) Emit an ink cloud, which provides total concealment.
Jet (240 feet) Move in a straight line with no attacks of opportunity.