Copper Dragon

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LINK TO FIRST DRAFT.

Here is the first draft of my new guide, "A Guide To Stealth: Sneaky 101". I haven't posted it anywhere else yet.

It's meant as a strategy guide for stealthy TTRPG characters, with an emphasis on 1e pathfinder unchained rogues. However, the guide can be used for much more than that, with lots of ideas and tips for playing at the table as a whole.

Unlike a lot of other Treantmonk-style color-coded guides, I generally refrained from talking about specific options that require you to narrow down your build, such as feats, traits, class abilities, etc. Obviously there are several worthy exceptions to this.

This is for a few reasons. The first is that there is a lot of material to cover there, so that will likely be added in a later draft. The second reason is that I don't want this guide to be a "you HAVE TO compromise your entire character's build to do X", although you certainly can. So I covered stuff that doesn't require drastic build changes first, then worked from there.

Plus, a lot of people are already familiar with how various class features and feats work.

TL;DR:
Please read this new guide and give me some feedback.


So, the Spell "Contingent Action" allows you to cause someone to ready an action in response to specific trigger.

So, could you set it up as "When you see someone start casting a spell, you spend a standard action to ready a counterspell against them."

Of course, the spell says that you can't use the readied action to cast a spell or use a supernatural ability, but counterspelling technically does not fit into either category.

If this works, does this mean a Wizard with "Spell Perfection (Contingent Action OR Shadow Evocation)" and quickened spell is now the best counterspell build in the game?

Did I just discover something amazing, or am I missing something obvious here?


So basically, as I see it, there are three reasons why counterspelling is hard to balance in any d20 system:

1-It negates spellcasting, the most powerful thing in the game

2-It’s all or nothing: Either a counterspell completely negates the entire spell, or does nothing at all. This makes the mechanic too “swingy”.

3-It is intuitively predisposed to have great action economy, since it logically is “supposed to” take up the “reactive” part of your turn (5e’s reaction, PF’s immediate action, etc.) in exchange for negating a major part of another creature’s turn. This is obviously very powerful.

Clearly, having all three aspects active is unsustainable for game balance. So, developers decide to tackle the problem in different ways:

1e Pathfinder decided to tackle this problem by addressing reason #3: It made counterspelling have a large toll on your action economy. However, this nerf was too much, and ended up making counterspelling useless.

On the other end of the spectrum, we have 5e, which… didn’t really address any of the problems at all. As a result, 5e counterspell is somewhat OP.

However! There is another option.

I have an idea for a new version of counterspelling that is based on tackling the #2 problem: That counterspelling is too swingy a mechanic.

We can solve this by using the mechanic of caster level: Instead of completely negating a spell, counterspelling can weaken a spell by reducing its caster level. A spell is only completely negated if the caster level of a spell is reduced to zero or less.

However, I’m not sure how to exactly implement this, so I thought to ask these forums: Any ideas?

TL;DR: Give counterspelling a buff by reducing the action economy needed, but also introduce caster level reduction instead of full spell negation as a new mechanic to nerf counterspelling, hopefully making it balanced.


Because I want people to know exactly what this is going to be, this is going to be called "Chaos Paladin". Something else like "Maelstrom Agent" probably would have fit better.

Basically, the main problem with a CG-only class is that it is somewhat contradictory to have a class based on a character swearing a rigid oath, AND requiring a chaotic alignment.

To amend this, the class features I added are meant to convey someone who has achieved a true mastery over adaptability, instinct and integrity. Also, in the lore of this class, the memory of apprentice chaos paladins are routinely wiped during training: This is to ensure that they can learn to react effectively and justly in any context.

BAB: Fast
Hit Dice: d10
Saves: Good Fortitude and Will Saves. Bad Reflex saves.
Skill Points Per Level: 4+INT

Proficiency: Simple, Martial, all armor and shields except Tower. Bladed Scarves, Nunchaku, Flindbars, Sickle Swords, Battle Poi.

Aura Of Good: Unchanged.

Detect Evil: Replaced with skill buffs. (Half level, add to Disguise.)

Smite Evil: Replaced with Martial Flexibility (as brawler).

Divine Grace: Unchanged.

Lay On Hands: Less uses per day, but same potency.

Aura Of Courage: Replaced with “State Of Alteration”: Polymorph Immunity(if not consensual), +1 Transmutation saves bonus. Increases to +2 at 7th level, +3 at 13th level, +4 at 20th level.

Divine Health: Unchanged.

Mercy: Replaced with “Divine Clarity”, which prevents the alteration of memory without the consent of the character. The character is also always implicitly aware of any mind-affecting effects that are influencing him. This does not give him immunity to the effects, but it means that he will never be an unwitting victim of them.

(SPELLS): Replaced with Mesmerist Tricks (level - 3).

Channel Positive Energy: Replaced with Uncanny Dodge or Evasion (Character’s Choice)

Divine Bond: Replaced with “Alacratic Mind”: Gains the following at will spell-like abilities with some alterations: Share Thoughts, False Alibi, Modify Memory, Repress Memory, Break Enchantment. These abilities can normally only be used on yourself or other chaos paladins. Using them on others costs uses of mesmerist tricks. Modify memory costs three/four? uses. Share Thoughts costs one. Repress Memory costs two. False Alibi costs one. Break Enchantment costs three. The range of all these spells are reduced to touch. These abilities also cannot be used against unwilling creatures. At 13th level, you add Quickened Share Thoughts to the list. This costs two tricks.

Aura Of Resolve: Replaced with “State Of Instinct”. Charm effects are reduced to caster level 1. It also allows the character to negate language dependent effects by temporarily disabling his own ability to understand language as a free action. This lasts for 1d3 hours or until dispelled and is a supernatural effect.

Aura Of Justice: Replaced with “State Of Ascension”, which grants an effect identical to a permanent freedom of movement spell, but as an exceptional ability.

Aura Of Faith: Replaced with “State Of Trickery”, which gives access to “masterful tricks”.

Aura Of Righteousness: Replaced with "State Of Evolution", which causes hostile Charm/Compulsion effects to be reduced to caster level 1 if the paladin fails the save against them.

Champion replaced with Ends Transcend Means:
At level 20, nothing can stop a chaos paladin. When a creature has a condition afflicted upon it within eyesight, the paladin can spend an immediate action to change the condition to another condition. He can do this a number of times each day equal to his CHA modifier.


So, there are some spells that are unique to different races.

Seems easy enough, but I can't seem to find the rules that govern how this exclusivity works.

This causes some problems.

For example, look at the spell Blend.

For the sake of argument let's say the "(elf)" at the end of the list of classes means that only elves can know/prepare the spell.

Well, what happens if an elf alchemist makes a "Blend" extract with the "Infusion" discovery?

Can his half-orc friend now enjoy the benefits of Blend?

What about half-elves trying to use blend?


The rules for acrobatics say that "No jump can allow you to exceed your maximum movement for the round."

Maybe I'm forgetting something obvious, but I don't know what it is talking about. Maybe it is paraphrasing how far your character can run with a full-round action, but I can't find the specific phrase "maximum movement for the round" referenced anywhere else.


I think I've found a way to swing through a city, forest or other similar areas with lots of vertical structures.

And you only need some grappling hooks.

You also need the Equipment Trick (Rope) feat, and 5 ranks in Climb.

We start on top of a building, with a grappling hook in either hand. Keep in mind that all grappling hooks are also tied to a certain length of rope: They can be used as both a length of rope, and a grappling hook.

We spend a move action to move and jump off the edge.

Eventually we start falling, but because we have the Equipment Trick feat, we can now spend a immediate action to use the "Lifeline" ability, throwing and securing our grappling hook on another building.

We then swing across. The rules are ambiguous regarding how movement works while swinging a rope, but it doesn't really matter for our purposes.

Eventually, you will want to grapple onto another building, to do another swing. Maybe it's on the same turn, or your next one.

If it's your next turn, you can spend a move action to unlash the rope from the first building, using the Equipment Trick feat. This will cause you to fall, allowing you to activate "Lifeline" again, since you got your immediate action back.

If it is the same turn, you can still spend your standard action to throw the grappling hook in your other hand, at another building. You are now attached to two buildings by two different ropes. By letting go of the old rope, you can make yourself swing in the new grapple point's direction.

Technically, if you spend a "regular" move action and have BAB +1, you can draw a weapon, which a grappling hook technically is. However, I am not sure of the wording of this. The Quick Draw feat is probably easier.

Anyway, by simply strapping like eight grappling hooks to your belt, you can essentially give yourself a flying speed, continually throwing, swinging and then dropping, alternating with each hand.

If you take the Prehensile Whip trait, this gets easier.

I'm not sure how RAW this idea is. Thoughts?


Based on recent discussions on these forums, I looked into Path Of War for the first time.

Needless to say, I like it a lot, but there is one significant flaw in it.

The whole point of PoW, IMO, is basically "hey, look at all these nice things we made! Let's go give them to the martials."

However, the problem with that is that there is only a few ways to get access:

-new classes can get full access to the new stuff
-a handful of archetypes from regular pathfinder classes get reduced access
-the "Martial Training" feats

None of these give anything for free. The archetypes come close, but aren't nearly universal enough. To rectify that, I have thought of two options:

-Give the martial training feat lines for free once characters meet certain requirements in their progression. Of course, you have to be careful how this is managed. Basing it on BAB gained from non-full-casting classes wouldn't be the worst idea in the world.

-come up with a basic archetype or template for full BAB classes, as well as one for 3/4 BAB classes that don't have full casting. These archetypes can combine with all other archetypes, so characters can get maneuvers for free. These basic archetypes would probably look very similar to the Myrmidon archetype for fighters.

Obviously, this would alter balance considerably, but if everyone except the full casters get empowered, I figure it should be fine.

Any suggestions?

EDIT: This chart is probably useful. Another method to fix things would be to have characters advance on this table based on their BAB, rather than their level. BAB gained from classes that are full casters wouldn't count.


So, there's a wondrous item called Poisoner's Gloves.

It got me thinking about a possible way for an alchemist to replicate an extremely limited version of spell combat.

Namely, use two-weapon fighting to inject yourself with an extract and then attack with the other hand.

Probably the most effective use of this would be a "True Strike" ----> Combat Maneuver.

However, this kinda depends on the wording of the spell. It says you can deliver the contents of the glove via a touch attack. It also says you can use two weapon fighting. But can you do both?

This is important because if we assume that the alchemist doing this has bad touch AC, then he won't have trouble hitting himself.

Personally, I've always house-ruled that hitting yourself or a willing target is nearly automatic. Depending on how good your teamwork is, I've even ruled that you can avoid doing full damage against friends. This has come up when PCs have tried to use Spell Storing Weapons for buffing purposes, which has awesome flavor.

But I wanted to ask for the RAW.


Pretty simple question.

Like anyone else who knows the system decently well, I have an understanding of the kinds of Gestalt character builds that would be possible. However, I know next to nothing about the mythic rules.

Which is more unbalancing in terms of power? Just curious.

I'd assume Gestalt, but entirely unsure.


This is the Brawler Archetype in Question.

The ability in question, Improvised Maneuver (Ex), says that when the brawler "hits an opponent with an improvised weapon", the brawler can perform the combat maneuver as a free action.

Presumably, this would include ranged improvised thrown attacks, but I am not sure.

Thoughts?


In terms of game balance, Touch AC is kind of a joke. Sometimes you’ll encounter a creature who has decent touch AC, but it is somewhat rare.

Now, this is understandable: Touch AC is a great mechanic for casters when they use touch spells, since their BAB is typically sub-par.

However, the introduction of guns makes this a bit of a problem. Especially if you want to run a campaign with advanced, modern and/or futuristic weapons and technology.

Builds that have high touch AC and high DEX have a huge advantage in such a setting. Not to mention that if you want guns to actually be widely usable in the setting, (which only makes sense), you also have to give DEX-to-damage with guns to the ¾ and full BAB classes. This only makes heavy armor and STR more and more useless, even for melee builds, which would still be quite viable.

The Technological Armor stuff we got from the Technology Guide tries to fix this, but ultimately fails. The mechanics of Fortress Plate armor is slightly helpful, but still doesn’t quite cut it.

However, I believe I have a solution.

Namely, a specific rule for armor:

Power Armor Settings:
When a creature dons armor, that creature must decide whether to activate the power armor setting or not. Futuristic armors have internal computers, connected to tiny motors and alchemical devices. When sensors detect an imminent attack, the armor makes micro-adjustments to brace for the impact, enhancing the wearer’s defense against firearms. This allows armor bonuses to AC to be added to touch AC against firearm attacks. However, this comes at a cost to the wearer’s fine motor skills, as the armor constantly causes small involuntary movements. As a result, creatures who wear armor that is activated in this way cannot add any ability modifier to damage when attacking at range with firearms and suffers a -1 penalty to firearm attack rolls. The “Deadly Aim” feat also provides no benefit to firearm attacks for such an armored creature. If a creature decides not to activate the armor, they take none of these penalties. To change the setting of worn armor, a creature must don the armor once more, spending the needed amount of time and taking the required actions. This unique donning action can be undertaken even if the creature is already wearing the armor in question.

Creatures with natural armor bonuses must make the same choice with regard to their own bodies, but whether a given creature is capable of forcing its body to react unconsciously in this way is left to the discretion of the GM. For the purposes of changing the activation setting of a natural armor bonus, a creature can spend a move action to change the setting.

Manufactured armors are considered deactivated if their wearer is surprised or flat-footed.

I would like some opinions/criticism, particularly as it relates to preserving game balance.


Like the title said.

If a fighter with IUS (not a monk/brawler) is holding something (not a melee weapon) with both hands and then an opponent provokes an AoO, can the fighter perform an attack of opportunity using something other than his hands?

The basic combat rules mention using unarmed strikes attacking with kicks and such, but I want to make sure. It might be exclusive to the monk.

I thought I should ask, especially because this question risks being drawn into the endless abyss known as the "how many hands/armor-spikes/beards/body-parts" do I have?", which makes me want to slam my head into a wall. Repeatedly.


The title says it all.

The spell would be something along the lines of:

"As Disintegrate, but as a line shape, and can effect multiple objects and creatures. It must make a separate attack roll against each target. The line has a length equal to the range of a Disintegrate spell. This means that the length is effected by the caster's CL. If the spell fails to disintegrate something within the path of the line that it hit, it does not effect any objects or creatures further away from the caster than the target that the spell failed to disintegrate. A creature forced to make a saving throw against this spell can elect to take a -4 to the save, if it has more than 5 HD. If it elects to do so, the spell acts as if it had failed to disintegrate the creature, even if it did. This effectively allows creatures to shield the area behind them from the effects of this spell."

Personally, I think this is an 8th level spell.


I've always viewed the Magus and Warpriests as mirror versions of each other, in that they both allow you to combine magic and attacks with your action economy. Arguably, the Magus does it better, but that's besides the point. Let's see if we can combine them in the weirdest way possible.

Race: Undine

Point-Buy 18 WIS, and get Guided Hand with a longbow since the Warpriest gets Channel Energy.

Using the above strategy, it might even be worth it to actually use the aging rules if you have a 25-point buy.

If you go old:
STAT Point+Age+Race=Level One Stat

STR 15-3-2=10
DEX 7-3+2=6
CON 13-3+0=10
INT 14+2+0=16
WIS 18+2+2=22
CHA 7+2=9

Take the Eldritch Archer and Kensai archetype, in order to use your bow and to get INT to AC. This will balance out the DEX of 6.

Take the Sacred Fist archetype, in order to get WIS to AC.

The result is hilarious. A old undine with shaky hands (6 DEX) that walks with a cane...

...that becomes Legolas the instant he starts holding a bow.

This is definitely something to play if you're starting at a level other than one. Or if you're playing with a bunch of new players, so the DM isn't being vicious and you just want to fool around with good RP:

(old water-man with cane talking to 20 year-old half-orc barbarian.)
"What do you mean, you don't think a wand of cure light wounds is worth it!?! Young man, do you you know how many times I've saved......"


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So recently I have seen a few posts about how to make a magus that isn’t just “shocking grasp everything that moves”.

I had a few ideas, particularly regarding the reposition maneuver and it's feat chain, when combined with the (scorpion) whip, spire defender archetype and spell dancer archetype.

When Reposition is combined with “true strike” spell combat, you’re talking about being able to do ridiculous antics, like pushing people off cliffs, into spell effects, up onto a ledge and into buildings, moving allies or even just tossing enemies 20 feet into the air for s+~!s and giggles. Keep in mind, you can move someone back and forth, in and out of someone’s reach, potentially triggering multiple attacks of opportunity.

Another key part of this strategy would be to invest in a “anchoring” weapon, so you can keep people in dangerous positions once you force them there. You also better have another caster with good battlefield control spells. Forcibly dunking someone into good spell effects multiple times in a single round could get NASTY.

Anyway, here are the stats:

Male Elf Magus (Spire Defender + Spell Dancer)
NG

Starting Stats: (25 point buy. These stats can vary considerably though without huge problems.)
STR 7
DEX 18--->20
CON 14--->12
INT 14--->16
WIS 12
CHA 10

Race Traits:
-Elven Immunities
-Elven Magic
-Arcane Focus
-Illustrious Urbanite
(Probably Conjuration. I know, I know, spell focus in conjunction isn’t the best because there aren’t as many saving throws involved, but I plan on maybe using Mudball, so I figure it’s alright. Plus, it’s free and flavorful.)

Traits:
-Two-World Magic (Touch Of Fatigue)
(Because spell-strike.)
-Prehensile Whip
(Because Awesome.)

Feats + Magus Arcana:
(Elf Favoured Class Bonus included, which gives more Magus Arcana. Feats given by class are also noted.)

LEVEL ONE
Bonus Feat: Combat Expertise
Bonus Feat: Dodge
Specific Exotic Weapon Proficiency: Whip (Which confers proficiency with Scorpion Whips)
Feat 1: Weapon Finesse
LEVEL TWO

LEVEL THREE
Feat 2: Improved Reposition
Magus Arcana: Wand Wielder (for True Strike wands)
LEVEL FOUR

LEVEL FIVE
Feat 3: Tactical Reposition
LEVEL SIX
Magus Arcana: Spell Shield
Fav. C Magus Arcana: Arcane Accuracy
LEVEL SEVEN
Feat 4: Quick Reposition
LEVEL EIGHT

LEVEL NINE
Feat 5: Greater Reposition
Magnus Arcana: Accurate Strike

The important levels would be 3, 5 and 7. Level 3 is when you can use wands of true strike, although a staff that has true strike might also be good. Level 5 is when you can start repositioning people into hazards. Level 7 is when the reposition can be part of spell combat.

Originally I planned on getting Eldritch Heritage at level 3, but I found I had to sacrifice too much to get it.

Also, unsure about getting Spell Shield at level six. It is far more versatile than a regular shield spell and much more powerful at high levels when your INT score will be greater than +4, but I still have my doubts. BUT, more importantly, the Magic Trick (Shield) feat is interesting, especially the Instant Cover part of it, which is very good on a magus.

If I could spare the feat, Tumultuous Spell would also be hilarious when combined with spellstrike, but that is low priority, sadly. However, if tumultuous spell’s random movement is three dimensional, that could be more enticing. Of course, most stuff in this system is assumed to be two dimensional but just thought I’d bring it up?

Any advice?


Let's say I have a weapon with the "Anchoring" special ability. AKA, when I hit something, I can use a swift action to lock it in place.

Say that I use said weapon to perform a combat maneuver, namely a reposition maneuver. Say that I succeed.

Can I move the enemy, and THEN lock him in place in his new location? Or do I have to use that swift action immediately after I hit?


A lot of people, myself included, were awestruck the first time we saw abilities/races that let us get more than two arms on a character...

...and then became extremely disappointed once we figured out that it didn't really do much mechanically. At least, not as much as you might think.

So inspired by that, what if you were to enchant hand-wraps to be dancing weapons?

Of course, it's not really something you can make a build around, but I just thought the idea of some floating cloth strips punching people for unarmed monk damage die was hilarious.

You could probably flavour it to be a bit more serious than that though: The ends of the cloth unravel from your hand and start lashing foes like a whip or something.

So the big question is: Would the effects of the monk/brawler Unarmed Strike for increased damage transfer over to my floaty bandages of death?

To be honest, I don't even know what RAI would be in this instance, let alone RAW. Which just makes it even more funny.


So, there's this trait: Two World Magic.

Benefit: Select one 0-level spell from a class spell list other than your own. This spell is a 0-level spell on your class spell list (or a 1st-level spell if your class doesn’t have 0-level spells). For example, if you are a druid, you could select mage hand and thereafter prepare it as a 0-level druid spell; if you are a sorcerer, you could select know direction as a 0-level sorcerer spell known.

I think you can fill in the blanks from there regarding what I plan to do.

So, two questions:

Is this legit, or is there something I overlooked? I can prepare Prestidigitation as a 1st level extract now, right? The rules reference the Formulae list as also being a spell list several times, so I don't think terminology disqualifies it.

Secondly, would it even be an extract at all? The trait says I can prepare it as a spell, so...?