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![]() I personally am more concerned with the fact they seem to want most spells to last a flat minute without any up grades in heightening or anything else. No long lasting travel spells like overland flight, unseen servant is concentration, which you can only do for a minute and then are fatigued, when it was mostly used in my group by people wanting to concentrate on something else, and preemptive protection spells like air bubble only last a minute as well? I hope they add something to make it worth preparing or using up a known spell slot for a spell that only grants you breathable air for one minute. Though the lack of ability buffing spells, fabricate actually doing what its name means, and caster level having almost nothing to do with spell effects, outside of cantrips, has me worried that they want spells to be closer to special abilities so that spellcasters will scale closer to martial classes in terms of power. ![]()
![]() I have been looking for an answer to where the rhoka sword, name and historically the type of sword it is, came from. I mean I've seen this kind of sword before but this is the closest I've ever been to having it named. I kinda like to know what culture made it and if its really called a rhoka sword or something else. I love this sword design and like making characters that wield it mainly for look but would love to know if there is more to it then what's in its brief description. Does anyone have more insight on this? Thank you ![]()
![]() I am playing a campaign in which the GM is very good at pushing us to our limits (We're all pretty experienced, so we like the challenge). I'm a cleric and I'd like to know what is the best way to up my healing ability to keep everyone alive. Also I'd like to know if you guys think that oracle is a better healer choice. Thoughts? ![]()
![]() wrath already gives improved critical at 12th anyways so he should drop improved critical since he was going to have to get it at level 13. Keen edge is a great spell with it's longer duration and effects more than one opponent so once it can be cast it gets rid of the need for wrath. At that point maybe stop using wrath and start using true strike instead. ![]()
![]() I have found that the HP increases mythic offers and save issues with high level (20th+10th tier) need some major fixes. i think that for the HP increase in particular more is the answer. I'm suggesting 10 X tier in Hp for each tier (for a total at 10th of 550). This means at low tier get a nice increase to lasting power even versus mythic foes and at high tier mythics are simply hard to one shot (even among their peers). For saves I think an addition to the mythic save ability would help, my idea is an increase to all saves based on 1/4 the mythic characters level (+1 being minimum). I feel this increase isnt big enough to negate spellcasters bonuses from level progression but does add enough to make enough difference that rolls are still required. Finally i feel Mythic versions of Great Fortitude, Iron Will, and Lightning Reflexes should allow rerolls against mythic sources as well. If anyone has anything to add or wants to point out anything I missed please let me know. ![]()
![]() as I understand it you must normally spend feats as you get them. There are no rules that say you can hold on to them for a later date, but I personally like that idea. I personally allow people to switch out feats if they haven't used them. As it seems like a waste if they were planning to play one way but found another more enjoyable. But as far as the rules specifically saying you have to spend them I can't find it in the Core Rulebook but I'd think the society group would be opposed ![]()
![]() BigNorseWolf wrote:
but under the monk is says "A monk's attacks may be with fist, elbows, knees, and feet." meaning an unarmed strike can be any of these things, where in the rules does it specifically says what a slam attack is? or better yet what part of the body it uses. None of the rules I've read say anything about what part of the body is being used and so like the monk it would seem slam is hitting someone with part of your body, not just your fists, otherwise I'd think it would say something to that effect. ![]()
![]() Ascalaphus wrote: If only you could actually start enchanting your Bonded Item staff sooner than level 11, it would be a real competitor. The image is powerful, the rules lackluster. you can enchant it as a weapon before that. useful if you need to smack some goblins or keep a fighter out of sword reach. ![]()
![]() from what i experienced as a GM running that campaign, was my PCs didn't go straight to that fight, they explored other areas did some of the quests at the outpost. They ended up with some allies that scouted the camp for them and then they attacked at night. Swept up the bandits pretty easily but the PCs they weren't level 1 by this point, more like 2, but there was only three. a Bard Aasimar, a Rogue Half-Elf, and an Inquisitor Human. I think tactics, not just running in, made the major difference in this fight. attacking at night, dropping a sleep spell before combat, casting pyrotechnics on the camp fire, all of these helped in the long run. ![]()
![]() Dragonchess Player wrote:
Flurry of Blows (Ex) Starting at 1st level, a monk can make a flurry of blows as a full-attack action. When doing so he may make one additional attack using any combination of unarmed strikes or attacks with a special monk weapon (kama, nunchaku, quarterstaff, sai, shuriken, and siangham) as if using the Two-Weapon Fighting feat (even if the monk does not meet the prerequisites for the feat). For the purpose of these attacks, the monk's base attack bonus from his monk class levels is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus. At 8th level, the monk can make two additional attacks when he uses flurry of blows, as if using Improved Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat). At 15th level, the monk can make three additional attacks using flurry of blows, as if using Greater Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat). A monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A monk may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A monk cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows. A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks. While you are right that there are no "off hand" unarmed strikes, I see no where in there that says that unarmed strikes and monk special weapons are the same thing. Therefore monk weapons could be used "off hand" as any other weapon. ![]()
![]() James Jacobs wrote:
Thank you so much for replying to my question. I thought I might have just been going crazy and couldn't find it. I'm looking forward to seeing more of this creature in the future. Once again Thank you! ![]()
![]() seekerofshadowlight wrote:
It's absolutely an archetype, and the flavor is definitely that of historic feudal Japan. I just reread the Samurai class. I missed that it is presented as a variant of Cavalier. It appeared to be presented as a new class. My bad. ![]()
![]() The Samurai base class has nearly identical features to the Cavalier base class. As it stands, many variant classes were taken care of with alternate class features. The Samurai doesn't have a different enough flavor from the Cavalier (on which it is based) to be considered its own base class. In it's current state, the Samurai should be grouped into an alternate class feature category. Either that, or it needs a complete overhaul. |