My goal is simply to count as undead for spells.
But ideally if there is a way to have the undead type for spell purposes and retain a con score that would be awesome.
However, I will take anything that would achieve the effect of being undead for spell purposes.
And can get down right ridiculous with master performer and grandmaster performer feats from the faction guide.
You could probably even make the argument that the bonuses from rage powers would be affected by the master performer feat sinve they are possibly considered as "bonuses from inspire courage" and weapon song counts as such. That would give a hefty ammount of buffs to anyone.
Kurald Galain wrote:
The one thing that the Nature bonded Magus has over other familiar granting archetypes is that, the familiar cannot be targeted or harmed while bonded, which allows you to more easily reap the benefits of the archetype because enemies can't just go after the familiar or use multi target spells.
Granted I didn't know that the "bond with familiar?" Spell was in Ultimate Wilderness so that probably makes my whole argument moot.
Yea the archetype seems SUPER defensive, it definitely hurts in the damage area.
But you could probably get it to work alright if you dip kineticist and get another element or waters defensive talent.
You could maybe get a decent idea going with ride the blast and some type of lockdown build, since you can grab the talent that makes you large.
I never really built a monk or a kineticist so I'm just shooting in the dark here.
cant find via google linky?
It might not be up on the pfsrd.
But in short you loose flurry, stunning fist, and quivering palm for a basic water blast from kineticist. So it COULD be intentional because of the potential damage drop since you also deal US damage as Monk -4.
You lose the 1st bonus feat for the Nerid's Grace ability, and the 2nd, 6th,10th,14th, and 18th feats for wild talents at -2 monk level And you lose evasion for kineticists burn class feature and improved evasion for metakinesis.
The other abilities are basically fluff trades as far as I can tell. Not SUPER relevant.
So the Water Dancer Monk from Ultimate Wilderness has this ability:
Nereid’s Grace (Su): When unarmored and unencumbered,
Now, since the archetype does not lose the monk's AC bonus class feature, does that mean that such a Thing is a "monk class feature based off of wisdom"?
If true, This archetype could get some rather ridiculous AC totals, since Nerid's Grace is a Dodge bonus and gets around the double stat to x FAQ.
Nothing in the folding ability says the tower shield is mithral, by RAW it would probably default to the core rulebook entry of a tower shield.
I know that's EXTREMELY nitpicky, but that's kinda what this thread has become to be honest.
So I noticed some weirdness with the fiendflesh shifter, in that it keeps wild empathy, woodland stride,track, and trackless step as class features and must continue to revere nature because the ex-shifter clause still applies to them.
But it is kinda nifty that they can get resistence 40 to either electricity or fire at level 10. Whoot whoot.
One "Sorta" nifty feature of the Nature bonded Magus is that you can give the plant familiar the protector archetype. This wouldn't be necessarily as good as the old tumor familiar combo with alchemist, but you do get the trade off of the plant effectively doubling your HP.
You only seem to loose out on the bodyguard portion of the archetype, while it seems the shield other portion is still valid.
Not saying it's great, but it's something.
If you go dex based sanctified slayer eith the crocodile domain your issues should easily be resolved. You always have the buff spells on your spell list to help too.
I done a quick rundown of damage for a dex based sanctified slayer and I was getting something near 30 points of damage per hit at your level and that was using double bane,which is considered mediocre.
Honestly, the damage potential of your character seems fine to me with a little tweaking. As an inquisitor you arent meant to be the best at damage, your more versatile than that
Alex Mack wrote:
Details about that archetype would be appreciated greatly if you dont mind.
That is kinda my point. The feat does not seem like it is intentionally making you worse,which is not what feats are supposed to do, it is actually trying to do something and I think errata is probably the direction needed to be able to use the feat the way it was intended.
I honestly cannot see why the author of the feat would want it to operate as written.
I believe this is a good FAQ candidate since the intention is clear to me that this is supposed to work with effects like Heroism, but is a poor choice until it gets a clarification.
Lesser Cult Totem wrote:
Most effects that provide a Morale Bonus affect BOTH Attack and Damage Rolls. Is Lesser Cult Totem Adding to Damage Rolls instead of Attack Rolls, or is it a separate Morale Bonus and thus, would not stack even though it is from the same source?
Edit: Changed Inspire Courage to Heroism, I had a durpy moment when I first made the post.
Anyone else notice that the Tortured Crusader has 2 class abilities that alter Smite Evil and 3 that alter Lay on Hands?
I get the intent of the Archetype, but is that not kind of awkward for the Archetype rules? It's the first time I can think of where an Archetype altered a class feature multiple times.
Secret Wizard wrote:
I THINK the rundown upthread implied you could get Witch spells. Which coukd get fun if true cause it possibly affects spell DCs as well.
Murdock Mudeater wrote:
Technically, the wording on confusion is:
The big thing to me here is that, while i wouldnt go with the wording of "weapon in hand" to prevent someone from using unarmed strikes, since none of the commoners are likelybto posess IUS thr damage would be nonlethal and increase the chances of survival for anyone. Simply because it says youndeal the damage with the "weapon in hand" and an unarmed attack does nonlethal. But this abilitybis a mess anyhows.
I have to agree that if you're a lone dude that can take out a Gundam then what's the point of the Gundam in the first place? If you're super high level that's one thing because you're basically a superhero at that point and you're probably out-CRing the Gundam but even then I'd likely expect you to have to climb it to get to the cockpit and kill the guy inside, not get in a sword fight with a giant robot and overpowering it. That's just ridiculous.
I'm gonna go ahead and say that I don't support it but G-Gundam did have people like Master Asia who were able to cut Gundams in half with just a scarf.Soooo....Gundam itself can get weird.
I would definitely like to see a reduction of the role magic has in the game. If its going to be sci-fi, I would like magic to take a back seat to that element when it comes to design.
I guess im basically wanting "magic" to be limited to 6th level casters and the higher level "spells" are done through tech.
But I honestly doubt that will be the case.
Crane Wing does not actually increase your bonus for fighting defensively, it just gives you a separate dodge bonus to AC, at least by the way I read the feat.
Blundering Defense does not work cause you cannot be adjacent to yourself.
Draconic Defender does work by RAW I will concede that, but it is obviously against the intent of the feat.
Mark Seifter wrote:
Follow the general rule; you need to meet the prereqs. However, the slightly odd wording is because you only need to meet the prereqs at the time of channeling the spirit, so you could choose Selective Channel for hierophant, for instance.
Alrighty, thanks for the quick response!
Do you have to meet prerequisites for the feats you select from this ability?
The general rule of feats is that you have to meet prerequisites, and while this is not necessarily spelling out that you are ignoring prerequisites, the wording is kinda off to me.
Barachiel Shina wrote:
Wait...this is a 5ft step?What are the prerequisites to this feat cause Outslug style from WMH just got a new friend!
Ghorans can probably benefit from what seems to be one of the most cost effective healing options in the game:
So I noticed the Deception Subdomain while making a Sanctified Slayer Inquisitor of the Mantis God
Sudden Shift (Sp): In the blink of an eye, you can appear somewhere else. As an immediate action, after you are missed by a melee attack, you can teleport up to 10 feet to a space that you can see. This space must be inside the reach of the creature that attacked you. You can use this power a number of times each day equal to 3 + your Wisdom modifier.
Now this seems a like a neat ability until you read that you have to stay within their reach. So what can actually be done with this ability that would actually be useful? How can we optimize the thing into functionality?
The only use I can think of off the top of my head is to prevent flanking by moving your position.
While you are getting a bigger boost from totemic skald to your strength, skalds vigor says you gain fast healing equal to the strenght bonus your song provides.
Unfortunately, your song provides two different bonuses that advance at the same rate, and from my interpretation you could choose which one was triggering skalds vigor, you still only get one to determine its value.
Also, I don't think that die for your master is that good of a choice, I know you want to boost that strenght with valet and amplified rage, but you would get way more survivability from giving it the protector archetype instead.
It essentially would give you an additional +50% HP from its shiled other affect that would regenerate from the familiars fast healing 5. It would also save you two feats.
Milo v3 wrote:
I do not remember this in the race section...and I am VERY interested to know if this is actually a thing.
nicholas storm wrote:
While I definitely agree with you on that point, technically every feat requires GM approval unless your playing in PFS, so I definitely see them as worthy of asking a DM for.
And honestly, its a 3 feat chain that, while really good, is not destroying games with its brokeness and I usually waive the prestiege requirement anyways.
Look into taking the master performer, and grand Master performer faction feats.
They each grant a +1 to any bonus your bardic music gives allies, and since raging song counts as bardic performance for feats AND the totemic skalds animal focus is a bonus granted by your raging song, each feat effectively grants you +1 to your raging song AND animal focus.
The same is true for your rage powers as well since they are granted through raging song and some of them geant sweet bonuses like superstition.
Alex Mack wrote:
I think its a holdover from 3.5, D&D's Rules Compendium had a similar ruling, but that book has suspect support from the 3.5 crowd anyways.
Also, a strict reading of the ability means that you have to expend a spell slot of exactly the amount of KI you need to power the ninja trick, so you couldn't burn a 2nd or 3rd level spell for kamikaze as an example.
I really don't know if its a reasonable balance point to enforce such a strict reading.
As far as ninja tricks go..
Flurry of Stars can definitely be worth a first level spell in some instances. Trading a 1st level spell for 2 extra attacks could be a devastating full-attack routine.
My personal Favorite is Forgotten trick, while it would Cost 2 Ki points, the versatility it provides can do wonders, and it is more palatable to you than a Ninja.
Kamikazi is a great Damage buff for the cost of a 1st level spell, it affects any weapon you wield so you can quick draw thrown weapons for example and still retain the benefit.The self inflicting damage should be handled carefully though.
Ranged Spell Combat (Ex): Instead of a light or one-handed melee weapon, an eldritch archer must use a ranged weapon for spell combat. She doesn’t need a free hand for ranged spell combat. The eldritch archer cannot accept an attack penalty to gain a bonus on concentration checks to cast a spell defensively. This ability modifies spell combat.
Spell Combat (Ex): At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.
Since it Modifies Spell combat it would Probably look something like this if you alter the full text:
Ranged Spell Combat (Ex): At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must be wielding a Ranged Weapon. As a full-round action, he can make all of his attacks with his ranged weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.
It seems by replacing the text with what the Eldritch Archer modifies, that Ranged Spellstrike still uses your off-hand and thus you cannot TWF with the ability by RAW, since spell combat and TWF both use your off-hand weapon.
But honestly, the image is cool so who cares? :P
Hrmmm.....a Half-Orc can grab two different skilled racial traits if you use both Advanced Race Guide and Inner Sea Races. So that's +2 skill points per level.
The Finding Haleen trait will give you an extra one.
And like some people suggest, you could be a bard and take racial heritage catfolk and grab their FCB.
You got to get as close as that 35 effective max skill ranks as possible.
Catfolk bard FCB gets you 10
So I'm having a bit of a debate with someone on another forum about wether critting with a conductive weapon also causes a damaging SLA to also crit if it was channeled.
Iknow that the various threads on this are all over the place, so if someone can sum things up with any relevant evidence it would appreciate it greatly.
That's the thing, the wording of Kinetic Blast would overide the general rules on spells and Spell like abilities in regards to feats since it specifically says so.
Then you have Cut from the Air, which could theoretically work against Kinetic Blast since it is treated as a weapon in regards to feats.