Chaos Arrow

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Organized Play Member. 6 posts. No reviews. No lists. No wishlists. 1 Organized Play character.


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I had the same issue, but when I moved it to order by clicking "ship as soon as possible" it appeared in my orders with the early july delivery message. now it seems to have removed itself from my order history completely and both orders now say $0 one with nothing listed in it at all. I still don't have access to the online pdf, No updates were sent to my email saying there was a problem with payment (and there's no way there should be). So, what precisely is going on here?

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Here's a thought. The developer states explicitly that its made from silver and gold. The item states the same. Here's a list of things to keep in mind as I make my point.

Mithral is a super light metal that shares silver properties and is easier to move in.
Elves can craft steel to be so well fit to your character, that not only is it lighter, but it behaves as if wearing lighter similar armor for proficiency.
In 2E.x and 3E.x there was a currency type between gold and silver that is made from both gold and silver called electrum. If I am not mistaken it was lighter weight than gold and more durable than either (yay metallurgy and alloys).
In 3E.x there was a +1 property (agileness i believe it was called) that further increased your max dexterity and reduced your check penalty and stacked with mithral.

Thematically, celestial armor would be armor made from a special material made from gold and silver (electrum) that has been crafted by master elven smiths in the same way that they make elven chain. Thus creating a material component similar to mithral but invented by and worked only by master elven smiths, unlike mithral which is an armor material who's secret to creation is unique to dwarves (or whoever they sell it to because they are greedy for gold like that).

Mechanically, this would be Electrum (a new material) and would not be stackable with mithral but would have the same values as mithral except that it also reduces proficiency on top of movement speed. As a dm I would price this at 2,000gp for light armor (allowing it to be worn without armor proficiency not that it matters) and increasing it's price following the mithral chart.

With that, the Celestial property becomes worth only a +1 since it would only improve max dex by 3 and decrease check penalties by 1. Though I might recommend it as a +2 property because it's near mithral, which is 4,000 for medium. Then you can simply specify that the unique examples are priced the way they are because they are set items that cannot be altered. They are configured the way they are because they were simply made that way.

Now to quote Jack Sparrow, or pretty much any pirate regarding the Pirate codex as it pertains to magic item creation. "They're really more just guidelines anyways."

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Butterfly's Sting, Outflank, Bard.

Butterfly's Sting, confirming then passing the critical triggers Outflank for your BSF to AoO. He gets +5 to +9 ATK (for inspire courage and flank bonus) so basically an auto hit/crit. Which guess what, triggers the bard's Outflank.

Introducing the WOMBO Combo done pathfinder style.

That said, your DM will get hip to the jive. So if he says outflank can't be triggered off of your confirmed critical that you pass along. You simply AoO off of each of your BSF's crits... here's how.

You crit a target, your turn ends. BSF auto crits, you AoO with Outflank. If you crit again, your BSF's next attack will also auto crit. Lather Rinse Repeat.

If that isn't enough hilarity for you. Here's the blender combo.

Dodge + Mobility + Spring Attack + WWA OR Power Attack + Cleave + Great Cleave (depending on your bard stats)

You move in, WWA or Great Cleave. BSF moves in behind you, and auto crit cleaves.

The point of the above is to that you don't have to try so hard to abuse a single feat by two people having it, when there are so many other feats you can combine together to achieve the same thing only better. And a sane DM will eventually ban bards from your game, or just those feats. A wise dm will leave it well enough alone because it's based on even getting a crit and just start throwing crit immune monsters at you every so often so other characters get some spotlight. Only a poor DM would break up the combo since not one but multiple characters are investing into something that works together to achieve a goal (survival/victory).

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I just want to point something out that I thought would be obvious... but apparently it is not after having read all 500+ posts on this thread.

They said "UNCHAINED", as in a departure from the shackles of one's current state.

Skill points, feats, initiative order, hit points, action types (free, swift, immediate, move, standard, full-round), armor class, and much more could all very well become a thing of the past.

After all, these things are all carry-over from the 3.X era. And my hope is that some of these new rules, optional or otherwise, will eradicate these sloppy concepts with well thought out new ideas to simplify not just combat but the entire game.

This is Paizo, they brought us the simpler system of Combat Maneuvers already. I expect brilliant new ideas going forward.

With the aforementioned information in mind... what I want to see is a skill test system for everything, most especially trap finding. Make trap finding something more than some one in the party spotting a trap and the rogue disabling it because he just happens to have +1 to +10 points better in disable from his class. Make it worthwhile to be a rogue! You remember that D&D movie that only the otaku/cult mentality types liked because they love D&D that much? I want to see traps like that! That's what makes it exciting to be a rogue. I want to be a rogue because the game makes it worthwhile and fun to be one, not because the party needs one "just in case we run into a trap".

Melee types like fighter and barbarian need a mechanic for making use of their high armor (or damage reduction) and hit points to force enemies in combat to focus on them. Give us a threat system, and give certain classes like rogues and rangers a way to ignore threat so that they can target that pesky spell user anyways.

You remember all of those books that were published for D&D worlds? Arcane and Divine spell casters need something like that. Where their whole task in combat is thwarting an identified enemy caster in order to protect their allies. Seriously, go read the Elminster series. He spends 75% of his career thwarting other casters just so his allies with swords and spears can do the real damage. Only 10% of his career is spent soloing high level devils in hell... and by that point he was level 25+ and had the favor of a goddess.

Above all, expand on your teamwork feats idea. GIVE US MORE BENEFITS FOR WORKING TOGETHER AS A TEAM AND LESS BENEFITS FOR BEING THE STRONGEST IN THE PARTY! It is a team game, not a soloist game. Reward the party with a system that supports teamwork. Butterfly's Sting was a step in the right direction. The bard with it could boost his ac with the combat expertise feat no one ever wants so he can stand toe to toe in melee, spend his move action to grant the party bonuses, and use his attacks to go for a critical strike which he could then let his much stronger barbarian friend with a scythe do the real damage by taking advantage of the exposed area the bard revealed with the sting feat! MORE OF THIS, MORE OF IT, MORE! We need more players working together to pull off amazing combinations like this and fewer players running characters like synthesist summoners who can do everything by themselves.

(Yes I have synthesist hate, and it comes from a place that it rips off the 3.X druid and does it 5x better)

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Serum wrote:
Cheapy wrote:

If you read it RAW though, unless your last attack that hit in the full attack was a crit, then your next attack that hits will be a crit.

So if you have 3 attacks, and your second criticals, then your third (if it hits) will be a critical. You are your own ally of course.

Oh hey, now it doesn't even require a teammate! Dual wielding a kukri and a light pick. :D But your light pick won't get a ton of extra damage from two-hand wielding strength bonus, which is where this feat gets nasty.

Unless you have Quick Draw, and quickly draw a Scythe...

You may count as your own ally, but it's A lot less likely that you count as your own next ally.

The dual wield Butterfly's Sting user at low level is purely meant to generate more opportunity for the Two-Handed(archetype) Fighter or similar high damage build equipped with an x4 critical two-handed weapon. This is purely to ensure the demise of high value targets but likely won't come up too often due to low chances for it to occur. Between initiative counts, party positions, and just plain not getting your threats or confirming them. If you can swing two-weapon fighting you can increase the odds further, but that would require third level or lots of feats at first level in addition to playing a human.

At later levels, this will remain the strategy for quite some time, with the increased number of attacks and either keen or improved critical added to directly affect how often it can occur.

Uniquely to the two-handed fighter archetype, at 19th level, the stinger shifts focus from donating critical strikes to others to being his own ally as it were. This is done by off-handing a kukri (or similar) and main handing yourself a pick (or similar). Because nothing says what order you must take iterative attacks or off-hand/main hand attacks in, you can crit with your off-hand then immediately attack with your main hand pick for the auto crit.

By doing this, you still maintain your off-hand normal damage (via double slice) and can also proc two-weapon rend. In addition your main hand for all but 1 attack is guaranteed to get a critical strike. So not only are you not losing out on potential damage in the higher game, but you've turned a build that has since the beginning meant to make an ally look better into a weapon that makes you look far more effective.

However, it suffers the same faults as any critical strike based build. Starvation for feats, and your critical strikes showing up on a target you didn't need it for.

I'll bet you dimes to dollars though that this may give monks just what they need to contribute to the group until they are able to stand head and shoulders with the two-handed crowd in the late game. Afterall, they get two weapon fighting and two-weapon rend for free. And you can either Agile your weapons (if you've got your head stuck on dexterity) or Guided (if you've got your head stuck on wisdom). However I suggest just strength since it always functions for damage even in anti-magic areas.

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You aren't even realizing the scary party of the synergy between the flank buddy with the TWF chain and the WWA/Great Cleave scythe wielding two-handed (archetype) fighter. The TWF buddy attacks 1 target till he scores a crit, then switches to a new target and attacks till he scores another crit (with some luck). Best case scenario (or worst if you are the DM), the TWF scores 9/9 crits then the TWF who's been delaying his WWA this whole time cleans house making an attack specifically against every single target that was just crit.

Here's where it gets worse... put a little dex on both, both take combat reflexes, and now you no longer have to ready attacks/delay actions... there's a teamwork feat for taking an aoo against a target that a critical threat (maybe confirm, can't remember the wording right now) by an ally threatening the same enemy.

That's right.. you can blender a boss by keying off the crit you just donated to your scythe wielding monster and scoring another critical confirmation to donate which he then uses an AoO to follow up with another HUGE hit on.

By the way, when I first stumbled onto this... I did it as a bard with my friend who was running a scythe wielding two-handed fighter. He was dishing out at a minimum 100+ damage at the mid range. I only came across it because I was using a rapier and doing no damage and wanted to find a way to further help the party besides my Inspire Courage and acrobatics movements to provide the +2 flanking bonus.

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A single person can come up with a build that is strong by itself.
A group of people truly working together for the strength of the whole is a DM's worst nightmare.