I am not sure how spell points got brought into this conversation, but more then anything that has me worried. I thought powers overall all were a little on the weak side, but some added some interesting benefits and with the right feats you could have a decent pool with some nice class abilities to work with. Now that pool is tiny based on charisma and you have too share it to power up magic items... I don't get it? My initial impression is that you take something that was actually a pretty functional part of the game and chew it up so I can boost a healing potion or use a wand more then once a day. Resonance more then anything had the issue of being framed weirdly, I didn't like the idea that I was somehow powering magic items, but I am much okay with it as a tolerance level, you can handle so much magic on your body at one time or something. Heck I might even be okay with the idea that you can use spell points to help power magic items, but to lose spell points to focus even though I like the idea of baseline magic items that can be empowered, is not something I want in the game.
I am not sure how I feel about this. I definitely feel it is in the direction that I want. I like the heritage addition overall. I think some of the options here are very evocative and interesting, coming from PF1 I still feel ancestries are too thin on mechanics/power level, but that is across the board in the game. I still am not sold on ancestry feats, some of the options presented are great, but I am not sold the concept that everyone one of my characters must continue to embrace their ancestry as they progress. I am a big fan of Half-elves since the first Dragon magazine I picked up as a kid with a bunch of Half-elf kits and a big article about them. Something about seeing them downgraded as an option doesn't sit right, although mechanically I see why you are doing it. I am also a little saddened that multitalented (as late as you get it) isn't Half-elf only as I feel that that being the best at multiclassing is an important part of their identity. This sounds dour, and I don't mean it to be, the game plays like pathfinder, just doesn't feel like pathfinder (in some ways), but every update feels like you are analyzing what we are saying and moving in the right direction. thanks.
So I don't have the rules I do not know what is in store, but I feel like as exciting as the new shield rules are, they seem problematic. The fact that you need to use an action to ready the shield to use the block action, already feels heavy on the action economy. I guess my question is why do they have to be linked. Readying a shield sounds a lot like fighting defensively, you get your shield in position it makes you harder to hit for all incoming attacks. Block only lets you stop one incoming attack to reduce the damage. These seem useful and useable separate to each other. For instance are you required to use the attack action in the same round before you use an AOO, then how is your weapon ready? Anyway I don't know how any of this works in the meta but it "feels" off, thanks for listening.
Do things like darts or shurikens counts as light or one handed weapons. I ask specifically in reference to the insight bonus granted by the Possessed hand feat. "Any attack you make with a one-handed weapon, light weapon, unarmed strike, or natural attack with your possessed hand gains a +1 insight bonus on the attack roll and damage roll. " follow up would starknifes or daggers get this bonus when thrown?
Just playing with ideas for future builds, and I was hoping of finally getting to make a fun throwing build. I had hoped that I could make a Warpriest of Desna obviously fighting with a starknife.
Here is my rough idea for feats. the problem seems to be needing to take Martial Focus as my level 6 bonus, and then ricochet toss needing a +6 BAB. I have fooled around with taking a level or two of fighter but it just doesn't seem to be working out. Thoughts, advice? feats: 1st: Point-blank shot
3rd: Startoss Style
5th: Startoss comet
7th: Startoss Shower 9th: Ricochet Toss
Made it through the culls but not into the Top 100, so something to celebrate and something to work towards. I would love some feedback on my item: Phantasmal Cup
Once a day, the wielder may will the cup to fill with ectoplasm, and drink from it as a full round action. Imbibing temporarily transforms the drinker into being of ectoplasm. While in this form the drinker may move through walls and nonliving objects using phase lurch as the ectoplasmic creature ability (Bestiary 4 82). In addition the drinker’s weapon and natural attacks pass through nonliving matter, ignoring any armor or shield bonuses to AC (including any enhancement bonuses to that armor) her opponents might have. Enemies with ghost touch armor defend as if the drinker were incorporeal. The effects of drinking only lasts for 1 minute, after which the drinker is left covered in silvery ectoplasm which quickly evaporates.
So I came up with an amazing character concept for an up coming game: a halfling multiclass unchained rogue/spiritualist with a despair phantom. Now my inner min/maxer is freaking out. 20pt buy, level 6, 16,000gp I am definitely thinking of taking my dex to damage with my kukri (through spiritualist) so that's at least 3 levels of rogue, I was think of putting the last three in spiritualist eventually taking a 4th rogue level for debilitating injury, then going all spiritualist. Any ways to buff my phantom for combat, I was thinking teamwork feats but I'll listen to any ideas I know its a tricky challenge.
I think I picked something that is innocuous enough and theming fitting to my item that it shouldn't really be a problem, although that is I guess for the masses to decide, but yes I have read Sean's rules, and agree with mechaPoet's assessment. Although I almost broke the no vomiting rule! Which seems out of date now that we have spells like "vomit swarm"
That is something at least although that formatting doesn't seem to continue into the PRD! There is the cyclops helm in Emerald Spire but i don't have a none internet version of the text. I do have Talisman of Soul Drinking from book of the damned vol. 3 which references "as if the amulet were a living Cacodaemon using its soul lock ability (Bestiary 2 64)" again not a strong reference, but depending on the obscurity of the source probably worth using this.
Sorry better to clarify, in the Playtest Legacy weapon used to allow the player to grant their weapon a special ability ”(flaming, keen, impact, etc) of a bonus equal to +1 for every 4 mental focus points in the weapon. It allowed for things like impact, keen, and agile weapons early on and opened up a whole slew of interesting build options. Now as far as the PFS character allows me to know it no longer exists.
(I know this should go in general but that forum is over run by spam) So I was looking over the occultist PFS character sheet, and I think I have discovered some saddening news. It appears that legacy weapon, (possibly my favorite power for the occultist) has been changed into a weaker version of psychic weapon (requiring a standard action instead of a swift to add +1 for a minute to a weapon). The iconic occultist still apparently has physical enhancement as a resonant power, and the new thematic but lesser: philosopher's touch (granting the weapon the powers of cold iron and silver). and in balance it does look like lead blades was added to the transmutation spell list, which salves some builds, but not others. BUT the loss of the playtest legacy weapon will be felt. For a 2/3 BAB 1d8 hit point class that is supposed to be competitive in the front lines Legacy weapon allowed for some unique builds that no other class could pull off I truly hope that the playtest legacy weapon remains in the book under a new name or that they add it back in a splat book.
I am liking the Vigilante, I didn't think I would. I know their is a lot of problems with function and powers, and the sheer fact that it really isn't appropriate for all campaigns, that being said. I am hopeful most of what exists will be fine tuned by the time it sees print. That out of the way I would love to see some stuff more unique to the avenger spec. Design space I am thinking about: Exotic weapons, I feel either as a talent or as part of taking the avenger's specialization. Things like Bolas, or a whip, or even a repeating crossbow come to mind as very vigilante like weapons, and I feel that having a unique or rare style of weapon would synergize well with the features already in place with the class. Thrown weapons, I would love for the avenger or perhaps the vigilante in general to really excel at thrown weapons. Why? Well it is not something really claimed by any of the other classes. A talent tree that promotes deadly or rapid throwing would be cool, perhaps the ability to make ranged maneuvers? Throwing a chakram to disarm someone is very vigilante! maybe with ricochet or returning style talents. Gadgets, okay maybe not an avenger talent tree, but being I see a lot of talents that would want me to have a Gadgets specialization. I want to be able to fire my grappling hook crossbow, throw smoke bombs (kind of can). Bonuses to alchemical items, having vials of acid to burn through ropes, just happen to have a cold iron dagger in my cloak when it turns out the big bad girl is a Fey. All very vigilante in my opinion. Hopefully these are ideas other people would like to see as well, or can find their way into archetypes in the future. Didn't want to miss the opportunity to voice what I would want out of the class.
I think bombs are better then you are giving them credit for, You are thinking they are there to add aoe (you have spells for that) sure thier splash only increases as the die damage increases, but you can take bomb talents to alter this making use of the cool effects from bombs, more then the damage aspect. This is a talent to toss cool effects on your opponents (actually think this is a better stalker talent but what can you do).
So just throwing this out here, as a possible early level solution. What if you could switch for a couple of rounds at low level. Bruce ducks under the table as a full round action, bad guy comes to kill bruce, batman punches him in the face.... You have the ability to reasonably hide and change as a full round action BUT its not long until some NPC or enemy is going to ask "hey what happened to Bruce?" I thinking Attribute bonus plus level in rounds (or a bit longer) where one can replace the other before someone becomes suspicious. before your time limit you need to hide again and step out from behind a column going "I think I bonked my head on a table leg, what do you mean Batman was here?" or some other lame excuse that will always work. thoughts?
Torbyne wrote: I'm loving the flavour of the class... but i cant get past his arm in that art. Is his elbow down at his waist? Does his hand dangle down below his knee when he walks? He seems to have the physique of a silverback. I think there is a little forced perspective going on, the front arm is a bit more forward then the rest of him, a little off but not that bad. I think he has baggy sleeves, plus if you look at the breast plate and compare it to the iconic art, his waist is actually lower, around where the knife handle and the sheath meet. all combine to throw things off a bit.
Alexander Dragoon (Iomedae undead scourge paladin, human) Nicoli Dragoon ( Grave Warden Slayer, human) Gilliam (Spiritualist Investigator, gnome) Kalendrel (Occultist Arcanist Elf) Syd and Junaco (Summoner human and Eidolon) Sorina Dragomiri (Grenadier Alchemist, Tiefling) We are incorporating the innate bonuses from Unchained into our campaign to make magic items more rare and interesting. We are pretty hard up on heals My Alchemist will be going for infusion right away and all the cure and removes she can find, but it might be pretty deadly without a true healer. Although this is the 4th AP for most of the group so its a challenge we are excited for. Just dipped our feet in last night, first full session will be the 28th!
Finesse Training is "great" I love it, free feat and free dex to damage with one finesse weapon, Why is that not great? If I spent feats on Weapon Focus or Specialization of improved crit they are all with one weapon, and would need to be retrained. I find that unless you find something super amazing people tend to pick the weapons they want to play with to start. Dex to damage to elven curve blade!!! or cross it with monk and get finesse unarmed strike (unchained ninja by proxy) My only complaint STILL no viable thrown weapon options (finesse training for melee only, sad). I am loving the new toys! can't wait to kick the tires, way to early to start digging a ditch for what is clearly a massive upgrade (across the whole class).
Okay I know there is no Unchained Ninja... but if I multi-class Unchained Ninja and Monk it seems to me you can get a pretty fun build. Ideas: With three levels of rogue you can get a free weapon finesse and dex to damage for your unarmed strikes! with flurry and a near full attack that is worth the dip. Plus better skills, 2d6 sneak attack damage and a rogue talent (lots of good options here) Plus most of the rogue archetypes still work so you might even be able to get a good archetype so you don't double up evasion. Pepper in levels of monk maybe another couple levels of rogue if you have something you want. picking up monastic legacy and a monk robe to mitigate your unarmed damage loss. Now my question is: "Unchained Rogue says I can take still take Ninja trick as a rogue talent, but it doesn't say I can take ki pool, but if I have a ki pool from monk will I be able to power a ninja trick (say vanishing trick) with my monk ki. I would say yes because "ki is ki" but I'd love someone to way in. Anyway I am going to keep looking into this possible new assassin lot of potential! also why not extra Ki as a 6th level+ monk bonus feat?
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