Didn't that sort of craziness lead to Green Ronin shutting down their forums?
Except for the giant tangent in Ep1 on Tattoine. They would have been better off making Anakin already a young padawan (14-15 - make him hitting on the queen not weird) and had 2 Jedi sent to Naboo in the opening scene. (Qui Gon & Anakin's master)
Then they could have done something that Hollywood does well consistently - a buddy relationship between Obi Won & Anakin. (start out disliking/rivalry - grow to be friends) Then have both of their masters killed near the end, and Obi Won take him on as his apprentice. Would also explain his insubordination later.
John Mechalas wrote:
I always figured that HP was mostly your heroic awesomeness/skill/luck causing blows to just barely miss etc. (Ex: Some of those Stormtroopers were hitting the MCs' HP, they just weren't dealing enough damage to put any of them down. They were chewing through their heroic awesomeness/luck, which is why the MCs ran away from them.)
From that perspective, it kinda makes sense to recover all of it after a long rest. (Makes as much sense as a powerful barbarian who is barely wounded requiring far more magic to fully heal than a farmer who is on his deathbed. :P)
Out of total curiosity - mainly because I work in finance and was daydreaming about Paizo's business model (yes - it's odd) - does anyone have any idea as to the number of Paizo subscribers of their various lines? (Especially APs/modules because I've heard tell that they do a lot to drive the sales of the rules books as well.)
(Zen Archer, Tetori, Sohei, maybe Far Strike and Maneuver Master) can compete with (or surpass) the unMonk.
I'd add Sensei & Drunken Master to that mix. (Especially if you stack them.)
Since the errata Master of Many Styles does a pretty solid monk if you use it in combination with natural weapons (since it loses flurry it can combine unarmed with nat weapons rather well). Though without nat weapons it's somewhat sub-par. (before errata it was a stupidly good dip - but a horrible main class)
Garbage-Tier Waifu wrote:
I can't find it right now, but on a Umonk thread, when I brought up that Umonk was definitely better than core monk, and about equivalent to core monk with stacked archetypes (always qinggong & at least one more) but that the Umonk was far easier to build, a designer (I forget which) chimed in to say that that was basically what they were going for.
It was never meant to be an upgrade to a archetype stacked monk, it was an easy to build upgrade to the trap option which is the un-archetyped core monk.
Lol - unchained rogue is solidly in the top half... of martials.
It's only broken in comparison to core rogues - which they replace.
Kobold Cleaver wrote:
Just walk outside in shorts & no coat and you'll be extremely cool in no time at all. (Assuming that it's half as wintery where you are as it is where I am right now.)
It's a secret that the Illuminati don't want you to know about. *nods convincingly*
True. The main issue is that it can drop you to one attack.
That's why rogues love melee bards as flanking buddies. The bard's damage is mediocre, so losing his iterative(s) isn't a huge loss, and HE can do the acrobatics for flanks while they get their full attacks. (Not to mention that the bard fixes any rogue accuracy issues.)
Purple Dragon Knight wrote:
Just because those three feats are intended for Swashbucklers (I agree - though others can use them too - I have a bard who does quite effectively) that doesn't necessarily mean that Two Weapon Grace is.
Purple Dragon Knight wrote:
It's also meant for Dex-based Unchained Barbarians, potential TWF bards, ninjas, TWF Warpriests, Dex Slayers, Dex Samurai...
Two levels of Mesmerist can jack up your Will save by +3 & +Charisma. Enigma Mesmerist could be a solid dip for a rouge. (It's a weak archetype as a whole, but probably the best Mesmerist dip.)
While the same increase as a Paladin, you can also give your now high Will save to party members with a Mesmerist Trick.
I know this tangent has passed - but of note - many (potentially most) DOs were originally students who couldn't get into school to get their MDs. (DO schools are a bit easier to get into [considerably lower MCAT and GPA score averages for their students] and their schools do less research etc. Not that that matters much for primary care physicians - which I think DO medical schools focus on more.)
Why? Because there is nothing else in the Pathfinder universe that it could possibly be but an illusion? lol Calling that proof is kinda BS.
Off the top of my head...
1. The wall could be a mimic (teleported there)
2. The wall could contain an extradimensional space.
3. The illusionary wall could look like any number of walls where that would happen naturally. (If you use a higher image spell, my personal favorite is a massive crackling wall of flame, because no one wants to get close to it. Or a latticework mesh of spiked steel glistening with poison.)
It could be much meaner and not even require a second caster.
Have Silent Image up before someone gets into the room that the bottomless pit across the floor is solid.
When they enter the room, let them see you casting Silent Image again (doesn't matter what you do with it), which drops the illusion over the bottomless pit, which they now think is nothing but a silly illusion, so they walk out 'onto' the 'fake' illusion and fall to their death.
(It'd get more confusing if you start stacking illusions. Say you had Illusionary Wall covering the pit, and then use Silent Image to make an image of the pit. Which save would they take first? Could they fail just one? etc.)
Otherwise it would open up a can of worms. What if that invisible caster had instead cast Summon Monster? Would they get to attack the flat-footed AC of the spellcaster user who "knew" that they were just illusions due to their spellcraft check?
While I know that a lot of people don't play with that rule, aren't you supposed to get XP for any sort of challenge you beat whether or not you use violence and/or the brute force method? So you should get the same XP for sneaking past the guards to the objective as you would for slicing them all up on your way in to get the objective.
Spastic Puma wrote:
You could always just use the range band system from FFG's SWRPG. I hated it at first but it grew on me. I realized that the more ranged combat there is, the less a grid really matters.
Yes - if a game is mostly long-ranged combat, you'd probably be better off either with something abstract, or using a tape measure. (I'm kinda surprised that more RPGs don't use tape measures. It seems to be a wargame only thing.)
Grids work best for melee & work pretty well for shorter ranges.
I think now that I've had time to think on it and sleep, I'd rather stay with feet. Personally, I generally find counting 5, 10, 15, etc easier than counting 1.5, 3, 4.5, etc. Especially going from 3 to 4.5 slows me down a bit.
If they did switch to meters - they'd probably switch to each square being two meters to prevent that kind of issue. (Yes - I know that two meters are a bit over 6.5 feet.) I think that was what d20 Star Wars did. (I think both Revised & Saga.)
Chess Pwn wrote:
In that case you'd be better off moving for the flank so that you get a full attack.
Note: I'm a fan of the Scout archetype, but you shouldn't rely upon it to get you SA consistently either as it's a subpar method.
Okay - so now you're also burning feats on Spring Attack?
In addition, you can only do that once, because you can't use Spring Attack against a target if you start in melee range.
I understand. What does that have to do with anything?
You have to move 10' before attacking to get the scout archetype's SA, so you're still in melee range unless using a ranged weapon.
1. Unchained Rogues which hit with their primary attack are actually more accurate with their first iterative attack at level 10+ due to Debilitating Injury. (not counting TWF)
2. Unless the rogue is making ranged attacks (in which case you're already at range) how is moving 10ft before attacking going to prevent you from being full-attacked?
The technology for this was shown in The Karate Kid, it's the shower curtain costume. While in the curtain, you have total cover and total concealment from everyone and everyone has total cover and total concealment from you. However, your position is known, and people can still make attacks against your square. The negatives would outweigh the positives.
If we're taking this seriously, it might be worth it with the Moonlight Stalker feat line.
Really though, mechanically you'd be better off dropping smoke pellets in your square each turn. (Also combined with the Moonlight Stalker feat line.)
There are several things to do with Mesmerist.
You can go straight illusionist (for this I would definitely check to see how the GM rules of figments - as this varies greatly).
As others have said, you can also be a halfway decent gish, though really Bard does those better since he can use his spell-casting on long-term buffing where the Mesmerist is lacking, while the Mesmermist needs a good Charisma to get his DCs to solid levels.
If you go illusionist, a gnome can be good due to their +1 DC. Otherwise if you want a finesse build I'd suggest going Halfling, and in either case I'd suggest going melee with Slashing Grace.
If Halfling -
Trait: Muscle of the Society
Feat: Weapon Finesse (aiming for Slashing Grace)
Make sure you wield a masterwork buckler (no reason not to once you can afford it).
Or if you want to be a melee thug with STR you can just take heavier armor proficiencies (since as a psychic you don't need to worry about Arcane Spell Failure). Going half-orc would be nice since you get greataxe & falchion proficiencies.
The crit damage from the Kukri is not dependent on positioning. It is a reliable constant that supports the twf rogue as he moves into higher level and starts crit fishing to inflict extra status conditions.
True - but a bigger crit is a % increase in damage, and a rogue's damage is low without SA. The crittable damage has to average 20 to make a kukri's damage higher than a shortsword unless you burn enchantment on Keen or a feat on Improved Crit (both of which are generally weak choices for rogues).
Once you can get into crit status effects that changes things, but that's only at the very highest levels for a rogue (since mid BAB) where most campaigns never reach anyway. (Though again - TWF rogues generally don't have feats to spare. The crit feats are great, but rogues generally have other feats they need to take.)
thank you guys, i'll have in mind what you said I´ll give him a dagger for TWF when needed and work with my partners for flank and intimidate :)
That doesn't really work well for an Unchained Rogue because you won't get Dex to Damage with both until level 11 unless you burn extra feats on Fencing Grace.
Unfortunately, rogues are rather poor at dirty fighting due to their low BAB, though you can definitely make a solid feint build.
The stats are okay, though I don't think that you need the CON that high. A 14 should be plenty.
You should probably either go with an elven curved blade or go TWF, though if you use a single rapier you can use a masterwork buckler with no penalty even when you're not proficient.
If you're worried about durability, halflings make amazing rogues, especially if you want to go with a Feint build since they get the +2 Charisma. Just take the racial ability to get 30ft movement. Their +1 to hit, AC, & to all saves are very nice.
So for a Halfling -
Trait: Muscle of the Society
Feats: Improved Feint or TWF at level 1 - and then either take Improved Feint at 3 if you took TWF or take Elven Curved Blade proficiency, eventually picking up Greater Feint.
Unfortunately - the rapier is now a rather subpar weapon for rogues, at least until level 11 due to Finesse Training. This is because you don't get the damage of an elven curved blade (which gets 1.5 Dex) and you can't TWF effectively with a pair of rapiers.
If you want to go the rapier route, going with a Swashbuckler might fit your vibe better than a rogue.
Two-handed with a weapon. You don't gain most of the advantages of unarmed with only a single level in Umonk (flying kick/higher dice damage etc.).
I actually already tweaked my previous post from +2 Elf to +4 Half-elf, so he's at 50 without the +2 trait bonus.
In that case Firewarrior44's build should just be changed from Slayer to Sohei Monk since they also get an auto-20 initiative at level 20.
SRD Devoted Guardian (Ex) wrote:
Frankly - a Dex Sohei doesn't even need the VMC.
+12 from Dex
+4 Improved Initiative
+4 Half-Elf alternate racial
+10 Sohei ability
roll of 20
Total of 52 - ezpz
Oh - a fighter couldn't beat it - hence my mention of martials in general.
True - but I was just thinking about fighting a wizard with a martial in general. I guess that since my table always disallows PvP, I didn't think about it.
Actually - with Skill Unlock, you can get Diplomacy checks down to 1 round.
SRD Diplomacy Skill Unlocks wrote:
So - a charisma martial can't win a fight with the wizard, but if they win initiative they will be able to convince the wizard to be friends. (Add a bluff check and they might be able to coup de grace them later. :P)