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Powerful Leap affects only the "Leap" action. Aka the short "hop" that doesn't require a check / has no chance of failure. "High Jump" is a different action (AA normally, A with Quick Jump), requires a check and thus has failure / success / crit success gradation. ----------------------------------------------- You could easily apply your argument to the feat "Feather Step". -> Why doesn't Feather step allow me to stride farther in difficult terrain? Feather Step interacts with the "Step" action. It does not interact with the "Stride" action. ----------------------------------------------- However, "Leap" and "High Jump" / "Long Jump" are certainly similar, related actions. Your argument seems plausible to me; and might even inspire some houserules in the future. ![]()
I was unaware of the short time-window for editing posts on this forum. Thanks for pointing that out. Anyways, here is the second draft:
Magus class table:
Magus wrote:
Class abilities:
Level 1 wrote:
Level 3 wrote:
Level 5 wrote:
Level 7 wrote:
Level 11 wrote:
Level 17 wrote:
Level 19 wrote:
Targeted Spells are all spells with a "Target(s)" entry. I have removed the 10th-level spells as the Magus has a different 19th-level class feature. I have altered Arcane Strike slightly compared to the original draft. ![]()
John Lynch 106 wrote:
Level 1) 1/1 class feats are fighter feats (100%) Level 2) 1/2 class feats are fighter feats (50%)Level 4) 1/3 class feats are fighter feats (33%) Level 6) 2/4 class feats are fighter feats (50%) Level 8) 2/5 class feats are fighter feats (40%) Level 9) 3/6 class feats are fighter feats (50%) Level 10) 4/7 class feats are fighter feats (57%) Level 12) 4/8 class feats are fighter feats (50%) Level 14) 5/9 class feats are fighter feats (56%) Level 15) 6/10 class feats are fighter feats (60%) Level 16) 7/11 class feats are fighter feats (64%) Level 18) 7/12 class feats are fighter feats (58%) Level 20) 8/13 class feats are fighter feats (62%) I've gone ahead and included the class features "Flexibility" and "Improved Flexibility" at 9th & 15th level. I applaud your choice to run some numbers to ground the discussion in facts. ![]()
The Magus was one of my favorite classes in PF1, and it was - alongside the Alchemist - one uniquely "Pathfinder" class. Here's my attempt to recreate the concept of a fighter who dual-wields weapon and spells. Magus wrote:
Class abilities:
Spell Combat: ◈◈ (Two-Action Activity)
Your training as Magus has taught you to wield steel and spell in a synergistic manner. Cast a targeted Spell with a Somatic Component and Strike. The Strike takes a -2 circumstance penalty to hit unless you strike the target of your spell. Improved Spell Combat: ◈◈ (Two-Action Activity)
Greater Spell Combat: ◈◈ (Two-Action Activity)
Spellstrike will likely be modeled after Spellstrike Ammunition; you can "charge" a weapon with a spell in 10 minutes / 1 minute / 3 actions / 1 action
Arcane Strike will be a Flourish Strike that uses Spell Attack instead of Weapon Proficiency and adds +1/+2/+3/+4 damage depending on your arcane spellcasting proficiency Critical Clarity will recover 1 Focus upon a Weapon Crit. Spell Recall will allow you to expend Focus to recover a spent "Spellstrike" spell to your weapon. True Magus will increase spellcasting to legendary and allow you to treat your weapon as Staff of the Magi, except it can be any Weapon. Quote:
This is a work-in-progress; I'll keep editing this post in the following days. ![]()
tivadar27 wrote:
A dex-based Fighter in PF 1 had TERRIBLE damage compared to a 2-Handed Powerattacking strength-based Fighter who likely used Reach and Combat Reflexes. At least with the CRB only. Stuff like Dervish Dance, Slashing/Fencing/Starry Grace (=> Feats to enable "Dex-to-Damage", Piranha Strike, Trained Grace AWT) are all later additions; and furthermore cost many resources. In PF1, even with all the options, a FIGHTER was much better when using a 2-Handed Strength-Based Style. A Swashbuckler, Unchained Rogue, Magus or Dawnflower Dervish Bard was a good dex-based combatant, but all of those had extra damage via class features: Swashbuckler via Precise Strike
Comparing Dex-Based and Str-Based Fighters in PF2, I think the gap is significantly smaller than in PF1 (even including all available options far beyond the PF1 CRB).
I might edit this post to analyze further comparisons and I have no experience with DND 5E, so I can't comment on that. ![]()
Assisting in reverse(aiming for a critical failure) is an interesting strategy that can also be used to "buff" an ally...with a +2 to hit Hmm...this would work best with a low-attack option.... So a Wizard who is UNTRAINED(-4 proficiency penalty) in the fist(-2 circumstance penalty) and suffers from sufficient MAP (-10) could attack at -16, fishing for a critical failure to Assist while mentally switching "enemy" and "ally" for the desired mechanical benefit. How to achieve -10 MAP? An offensive Spell will offer -5 MAP(so -11 penalty for the reverse assist attempt...) Let's look at an example: Generic Gnome Wizard: 8 STR, everything else doesn't matter. A normal punch to assist is at -1(STR)-4(untrained)-2(circumstance penalty)+Level, so Level-7. Let's assume his party members are at the same level, so we can ditch the level part. So he casts an attack cantrip with 2 actions, incurring -5 MAP, then reverse-assists his ally at -12 to hit vs AC, fishing for a critical failure. The AC of said ally is likely 17, so if he wants to hit 7 or lower, he will succeed with his reverse-assistance 95% of the time! That's actually a nice (ab)use of critical failure mechanics! ![]()
Recently, I've read a nice thread that introduced me to the idea of "Reverse Gating", e.g. the ability of a sufficiently skilled character to "automatically" succeed at low-difficulty challenges. And it seems to be an quite lovely idea. Similarly, the Assurance feat (intended to replace the "Take 10/20" mechanics from PF1?) may attempt to do this. How about we simply remove Assurance and graft this "Reverse Gating" mechanic into the UTEML-system itself? Task________Untrained
Task________Trained
Task________Expert
Task________Master
Task________Legendary
While the success-percentages are just guesstimates and can be ignored entirely, the "no chance" and "success" entries are the essence of this proposal. IMO, an expert shouldn't need to roll for trivial tasks, a master shouldn't roll for low tasks, and someone legendary shouldn't roll for hard tasks. ![]()
Pathfinder 1E had both Retraining rules as well as Martial Flexibility and the Paragon surge spell. Pathfinder 2E fighters have two lovely class features: Combat Flexibility(gain a 8th-level or lower fighter feat for 1 day 1/day) and Improved Flexibility(gain a 14th-level or lower fighter feat for 1 day 1/day) These two class features are amazing inasmuch as they offer the fighter some daily flexibility in his abilities - he can, in a fashion similar to a prepared spellcaster, suit his abilities to the situation he expects: If he is hunting a dragon, he might focus on archery, if he expects to face invisible foes, he might train blind-fighting... Since this very useful mechanic also allows the fighter to "test" certain fighting styles and evaluate the usefulness of feats, the idea of granting such "Flexibility" Class features to all NON-SPELLCASTERS might help with the evaluation of the class feats. Some quick examples: ============================================ Alchemist Class abilities:
01 Infused Reagents, Advanced Alchemy, Quick Alchemy, Research Field
Infused Reagents, Advanced Alchemy, Quick Alchemy (As normal per Rules update 1.6; but save space in the class table for Advanced Alchemy by simply writing the "level limit" of Quick Alchemy/Advanced Alchemy in the basic ability descriptions. Potent Alchemy: (Hard-Bake "Powerful Alchemy" as passive into the class and remove the limit to "quickly" crafted items.
Research Field / Focused Research / Advanced Research: Research Field A) Bomber:
Focused Research:
Advanced Research:
Thesis:
Double Brew, Alchemical Alacrity
Similarly, I'd love to grant the other non-spellcasting classes (Barbarian, Monk, Paladin, Ranger, Rogue) similar flexibility. What do you guys think? ![]()
Level 11, and you're looking at a "Boss-fight", so probably CR = APL +4 or +5. Since you want a "martial, speedy-fast fighter-type" who is a solo enemy versus a party of 5(!, the usual CR calculations assumes a party of 4) level 11 PCs, you're going to have to create some circumstances in your boss's favor. I'd suggest an Agile Prana Ghost Kineticist 15 with the Terrakineticist Archetype; have the party face it in various terrain that changes the abilities of the Boss. Thanks to rejuvenation, it can even be a recurring boss! ![]()
A few links regarding encounter design and various levers that drastically affect difficulty. A 12th-level party (I'm assuming 4 PCs) has access to 6th-level magic and possibly quite potent options already - it is no surprise that they consider themselves powerful enough to challenge a BOSS. However, there are a few *difficulty spikes* as you progress in Pathfinder...here is a short overview: 1-4th:
5th-8th:
Death & many other statuses can be cured, Food/shelter/sleep/climate cease to matter as problem, terrain-based obstacles (apart from under-water-things) no longer provide a serious challenge. 9th-12th:
Plane Shift, Planar Ally/Planar Binding, Scry & Teleport become available and both vastly expand the horizon / effective operating range of your party, their options and their ability to acquire information. Simple mysteries can be solved easily with divination, travel time matters much, much less, and planar traits start to matter. This is the stage where you can reliably expect to face interplanar opposition and enter the big stage. This means Scry-&-Fry tactics become available. 13th-16th:
Greater Teleport & Greater Scrying allow for more precise information / travel leading to Scry and Die-tactics, Simulacrum increases agency, Greater Curse Terrain also massively reshapes the environment. This "stage" of difficulty / power isn't very different from 9th-12th, except that the players have more and better tools to act, rather than the rudimentary options they had before. 17th-20th:
Mythic:
Only an extremely convoluted PLOT can slow you down, but there is no more stopping you. ============================================================= After this brief sketch of the various "stages" of Pathfinder, you should demonstrate why the BBEG *is* the BBEG, simply by letting him show that he plays one or two "stages" above the PCs. How to design such a boss battle: 1) Have them face an "actor" that pretends to be the BBEG while the actual BBEG is doing more important work - a senior, trusted lieutenant at least, if not the right-hand-man of the BBEG. This scales down the CR and allows for an interesting fight the players might even win - with the dramatic reveal of the mistaken identity at the end. 2) Create a proper environment that limits the player options (use any/all methods from "The 9 Classical Ways to make PF combat hard") and have the BBEG escape via Contingency. 3) Have them fight a Simulacrum (or several) of the BBEG. This may be extremely challenging, so if they realize they fought him at half strength, maybe they wise up to his true power. ![]()
Concerning your writeup on the Adaptive shifter: According to AoN,
You currently claim they learn 2 Reactive Forms at level 1,
Furthermore, according to AoN, Stretching Form is not a lasting form - your guide claims it is. Finally, I disagree with your rating of Giant Form - Swift action Enlarge Person is very useful at levels 1-5 before you learn wild shape, and I don't see too many alternative low-level options that would make one regret learning Giant Form. Other than these details, Thanks a ton for writing your guide! ![]()
1) Calling card isn't a social talent; it's a part of the Serial killer archetype. 2) Reknown & Obscurity deal with the Fame of the Vigilante's Social identity, while Calling card & the intimidate bonus of Reknown/Obscurity apply to the Vigilante's vigilante identity. => An obscure serial killer is unknown in his social identity, but "famous" in his vigilante identity. ![]()
Havocker witches could qualify for this at level 1; and two such witches could unleash interesting combos: Example: Havocker witch #1 has Electric Blast (Air for Elemental Commixture);
This allows for a Touch attack that deals damage and forces a save vs nausea + blindness, with a successful save still inflicting blindness! This looks like a very powerful option to me. Obviously, the witches could use their ordinary spells to achieve further combinations. ![]()
I suggest a kineticist. Start with the Aether element -> you get invisibility at-will at level 6; expand into Air for extra range and mobility (240' touch attacks at will at level 7; later 960' touch attacks at will); you have a limited amount of options, so it is much less complicated than a spellcaster. If you want, you could ask your DM if he allows VMC(Rogue) as that allows your character to telekinetically disable traps and be a much better rogue than the normal rogue. ![]()
I recommend a (Aether) Kineticist -> you start out as ranged attacker who telekinetically throws coins or pebbles at enemies; once you pick up kinetic whip, you have reach and can melee, once you hit level 10, you can grow to large size regardless of your initial size(kinetic form). Kinetic Blade/Whip can "mimic" using a real weapon while in fact replacing its stats/damage entirely. ![]()
I've recently encountered an interesting reply on reddit within another Paladin dilemma thread; it was very awesome. Allow me to quote it here: /u/john_stuart_kill, Ethics PHD wrote:
Even though I do not have a PHD in Ethics, this sums up my views on paladins and I cannot help but agree fully with the above. ![]()
The Astral Plane is a vast, mostly empty place which can be visited via (Lesser) Astral Projection. I'm thinking of the astral plane as VR-MMORPG for a bunch of azlanti citizens who have managed to create a -comparatively simple- occult ritual that creates an effect similar to Lesser Astral Projection. Some *founders* of this project - Golarion is boring, let's explore the Astral plane and create our own world there! - decided against terraforming the moon and used Aether Architect to create an ever-expanding city, further improving it with Illusory Walls & Permanent images. While the Astral Plane writeup does have some clues what challenges the Astral plane can provide - shulsagas, astral leviathans, planar travelers, the river of dead souls traveling towards judgement with various outsiders defending or hunting them... How would you envision a large(10.000-50.000) group of [wizards and/or members of a highly advanced magical culture] who treat the astral plane as "gaming" environment without permadeath act there? ![]()
Example build: Guy, the LN Slayer Stats (15-pointbuy): 18 STR (10pts, +2 racial)
Traits: Indomitable Faith(+1 Will), Valknar Graduate(+1 performance Combat, +1 CMB Bullrush) Weapons of choice are a Heavy Steel Shield (one-handed weapon, 1d4 B) & a gladius(light weapon, 1d6 P / S) 01: Power Attack, Shield Focus
Develop the character as you wish further. This one eschews the "TWF" route for AoOs and control both close (Shield bash + (Improved/Greater) Bullrush & far (reach via two-handed polearm that benefits from high STR & Power Attack) ![]()
/me copy-pastes his reply from the other thread: I suggest the following: 1) Have 20 pre-generated characters; keep them simple & straightforward; give them a quirk, a flaw, a goal, and three "bond options"
2) Do not force the players to pick the pregens, but have them as template, tell your players: Pick one of these, or make one like them - with a quirk (=personality trait that "colors" the character), with a flaw (a weakness, not necessarily mechanical), with a goal (something that character wants to achieve) and three generic "bond options" as outlined above. 3) Once the PCs have picked their characters, have them apply the three bonds to other PCs - irrelevant if the "bonded" PCs are party members or "rival party members". 4) Offer quests, take the goals of the PCs into account, and watch what happens. Stay on your toes; if a PC reaches/fulfils/changes his goal, prompt the player to find/create a new goal. Have the relationships change/evolve throughout the game to avoid them becoming stale and static; offer boons (free traits/feats/ability score increase/spells known) for changing relationships/reaching IC goals. ![]()
I suggest the following: 1) Have 20 pre-generated characters; keep them simple & straightforward; give them a quirk, a flaw, a goal, and three "bond options"
2) Do not force the players to pick the pregens, but have them as template, tell your players: Pick one of these, or make one like them - with a quirk (=personality trait that "colors" the character), with a flaw (a weakness, not necessarily mechanical), with a goal (something that character wants to achieve) and three generic "bond options" as outlined above. 3) Once the PCs have picked their characters, have them apply the three bonds to other PCs - irrelevant if the "bonded" PCs are party members or "rival party members". 4) Offer quests, take the goals of the PCs into account, and watch what happens. Stay on your toes; if a PC reaches/fulfils/changes his goal, prompt the player to find/create a new goal. Have the relationships change/evolve throughout the game to avoid them becoming stale and static; offer boons (free traits/feats/ability score increase/spells known) for changing relationships/reaching IC goals. ![]()
I really like the new Aspis Agent PrC - options for rogues, bards, mesmerists, vigilantes, (remote-) triggering traps & best of all: Crucial Taunt! Now that is an *awesome* ability perfect for a recurring antagonist OR a PC who wants to hit an annoying, recurring enemy with something that makes the next encounter much easier! Something like a Human Slayer 3 / Vigilante 2 / Aspis Agent 10 looks like a fun build... I'm really glad that there are non-spellcaster PrCs unique, interesting & powerful enough that they warrant choosing & playing them! ![]()
Quote:
Alright, you're a Sylph Psychokineticist, and you want a competent, if not necessarily amazing character. First, let me congratulate you on picking an amazing class (personally, my favorite from all the wealth Paizo has published so far). Onto concrete advice: [Disclaimer: My experience with PFS is zero, so take everything with a grain of salt. If I miss something or make a mistake, please refer to more experienced PFS-players/GMs than me.]
Sylph:
Psychokineticist:
*Burn works differently; you no longer benefit from +HP, +Fort/Reflex save, +AC, +Init, +Atk, +Fortification... but *you no longer suffer nonlethal damage from Burn, which makes talents such as Kinetic Healer/Void Healer more effective
Since you've chosen a physical blast, you don't have to worry about damage(or WIS, in this case), but instead you have to focus on ACCURACY, especially since you no longer get +DEX from Elemental Overflow. As such, I'd recommend that you swap your WIS & DEX scores. As Kineticist, your Willsave is your weakness; Psychokineticists may start with high WIS that compensates that partially, but as they accumulate burn, the weakness reappears and may grow more pronounced. As such, Traits(Indomitable Faith, +1) and feats(Iron Will, +2) are necessary to augment your Will save.
Example build stub: Sylph Psychokineticist: Alternate Racial traits: Breeze-kissed FCB: +HP Stats:
Traits: Indomitable Faith(+1 Will), Reactionary(+2 Init) 01: Infusion(Extended Range), Point-Blank Shot (+5, 1d6+4 dmg 30'/120')
*Kinetic Invocation ![]()
Let's see what makes a character "not suck": 1)Have meaningful actions ["Power"] 2)Use your actions ["Action Economy/Finesse"] 3)Survive long enough to act ["Defenses"] Thankfully, you have selected a class that naturally uses the swift/immediate action via the Hypnotic Stare; therefore, we only need to gain useful options for the move action and standard action you get each turn. Move action options:
Standard action options:
Finally, the kitsune race lends itself to enchantment spells(+1 DC) and your hypnotic stare nerfs will saves by -2(-3 later) as swift action; therefore you can use enchantment magic at +3 effective DC. --------------------------------------------------
Kitsune Mesmerist(Vexing Trickster) Stats(15-pointbuy)
Traits: Resilient(Combat, +1 Fort), Focused(magic, +2 concentration)
01: Consummate Trickster +1, Hypnotic Stare(-2), knacks, Mesmerist Trick(??), painful stare; Realistic Likeness
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Let's see... Spear Dancer can make your birds blind faster, and Order of the Flame can make your birds much deadlier thanks to Glorious Challenge. Build stub:
Alternate Racial traits:
Stats (15-Pointbuy) 12 STR (5 pts, -2 racial)
Traits:
01: Bestial Challenge 1/day, Hunting Pack, Order of the Flame, Tactician 1/day; Totem Beast(Bull), [Escape Route]
1st lvl: You have a Small Bird with 14 STR(Full-atk: bite(+4, 1d4+2), 2 talons(+4, 1d4+2 each)) You can use Aid another: Atk to grant +5 to atk, +4 AC, +4 skills. Bestial Challenge can make your bird even more dangerous... Your birds have the bodyguard archetype & take toughness as feat. At 2nd lvl, you pick up a 2nd bird...
Tactician -> Escape route can set up flanking easily... Your birds need every bit of atk bonus they can get to land their Dirty Tricks... ![]()
Err, Blightburn paste has no text that mentions it is "used up" at any point - alchemist's fire, antitoxin, antiplague etc are pretty obviously "used up" if you throw/drink them, for example. As such, I suppose it falls to GM adjucation wether Blightburn paste is actually an "consumable alchemical item". ![]()
Blightburn paste costs 5.000gp, not 4.000gp; is labeled as "alchemical tool" and -as far as I can comprehend from its text- definitely not an *consumable alchemical item*, which is required for Full pouch. ![]()
Build Stub for Penitent: Human (Constable, Order of the Penitent) Cavalier 6
Stats(15-Pointbuy)
Traits: Reactionary(+2 init), Indomitable Faith(+1 Will) 01: Apprehend, Tactician 1/day, Cavalier's Order, Challenge 1/day, ; Improved Unarmed Strike, Escape Route, Improved Grapple, Snapping Turtle Style
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If attacked, you counter with grapple via Snapping turtle clutch. ![]()
I've recently been accepted into an Ironfang Invasion AP PbP with a few variant rules (E6, everyone gets a free lvl of brawler later to encourage flexing into teamwork feats; some D&D 3.5 material is allowed upon request; everyone starts at level 2 w/ 2.000gp starting gold) and am playing a middle-aged Human Hydrokineticist who uses Kinetic Invocation to pick up Silent Image as 1st-lvl utility wild talent. I'm really excited to see how much utility a Kineticist can bring to bear; I'm looking to pick up elemental whispers at level 4 for infinite familiars - ravens for scouting/communication and -starting at lvl 5, where familiars get the "speak with master" ability- goats for disposable flanking partners/trap springers. ![]()
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You're not doing this strategy - barring exceptional circumstances - at level 1. You're building for level 3 or 5, where this strategy saves you time in combat because you don't have to deal 40+ damage and can instead force save-or-dies with high DCs early. Tying someone up is a viable alternative *if* you're the only grappler - the best way is have someone else pin, then apply CdG via Throat slicer - see the build stub above. ![]()
I suggest the following setup: Human (Eldritch Guardian, Mutagen Warrior, Martial Master) Fighter 5 Alternate Racial traits:
Stats(15-Pointbuy)
Traits: Reactionary(+2 init), Indomitable Faith(+1 Will) 01: Familiar(King Crab, Mauler Archetype); Improved Unarmed Strike, Improved Grapple
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Bushwhack + Telekinetic Maneuver from the Small Aether Elemental greatly accelerates your combo. ![]()
Hello everyone, I've been wondering how to act against the following "Enforcer" a GM has been using in a campaign: It is -as far as I know- an "Eldritch Guardian Fighter" with a Small Aether Elemental as familiar who has the Bushwhack feat. Because the Familiar is constantly invisible, and can fly, it can surprise the party easily. Its CMB / CL for Telekinetic Maneuver scales with the fighter's BAB and feats, and it has at least 700ft range and can basically instantly telekinetically pin someone in the surprise round while staying invisible and far away. I know "See invisibility" exists, but this particular tactic seems extremely effective... Does it work like this by the rules, and if it does, what tactics can you recommend against it? The party is at lvl 5, a Whip Magus, a Geokineticist, a Slayer and a Cleric(Evangelist) of Abadar with the Leadership Subdomain. ![]()
Alright, let's look at the rules: She can’t use her kinetic blast without the kinetic blade form infusion or an infusion that lists kinetic blade as a prerequisite. This means you cannot "use" your kinetic blast without the kinetic blade infusion (or blade rush, or kinetic whip, or blade whirlwind, or whip hurricane). No restriction on what infusions you can "choose".
Onward, to the actual choices that matter! 1st - You get kinetic blade for free, but you still have to pick a normal 1st level infusion. For Earth, you have Pushing Infusion and Draining Infusion available (and extended range/kinetic fist, but you couldn't ever use those, so...) 3rd - your infusion is replaced by the archetype. 5th - For Earth, you have Bowling Infusion(free trip attempt), Entangling Infusion(free entangle/root effect), 7th - For Earth/Earth, you have Magnetic Infusion, Rare-Metal Infusion. 9th - If you are still Earth/Earth, you have to pick up one of the lower-level choices. 11th - see above 13th - see above; you have now exhausted the available substance infusions for Earth/Earth 15th - another element and no infusion! 17th - pick a substance infusion from your new element 19th - see above ![]()
A series of useful links, particularly the "9 ways to make PF combat difficult" is good. Single bosses CAN work, but you should be careful to build them more defensively(so they don't instakill your characters and are not killed instantly) and grant them extra actions - the agile mythic template + the feat Hero's fortune are a good start. What level is your party when they meet the boss? ![]()
Err...the things the OP is asking for is possible, easily. If Variant Multiclassing is allowed: STR-based Ninja 20(VMC Oracles, Waves mystery & legalistic curse) If VMC isn't allowed: Waves Oracle 1, STR-Based Ninja 19 Generic idea: Zabuza's shtick is basically Obscuring Mist + Sneak Attack with a Greatsword. That works lovely in Pathfinder. For his more advanced stuff, e.g. Water clones and other stuff, use UMD with scrolls (also compatible with Naruto-ninja-flavor). Ninja is actually a class that works great with high STR; at low levels you can use 18 STR & Greatsword to kickass in melee even if SA isn't an option, and shuriken add your STR to dmg, so you can deal respectable damage with shuriken even if SA isn't available. If it is, awesome! Consider adding some Intimidate-related feats(Power Attack, Cornugon Smash, Hurtful) and if your DM allows it, take Damnation feats to represent his "demonic chakra". Shadows of Fear is also a lovely feat that allows you to "flank" a shaken target 1/turn by yourself. Vigilante is extremely awesome too; furthermore Slayer is also very awesome - both classes can easily replace Ninja in the above build. ![]()
Cheap version: Hoodwink Cowl (75gp), blind & deaf Straitjacket (5gp), grappled Fetters (15gp), entangled & 1/2 speed Manacles (15gp) restricted hands;
Manacle barbs (15gp each for manacles/fetters) Certain actions deal damage to the prisoner ============================ Alright; so for 140gp, we have a blind (no targeting) & deaf(20% failure for spells with verbal components, grappled(-4 dex, casting spells forces a DC 10+5+Spell level Concentration check), entangled(-4 dex, casting spells forces a DC 15+Spell level Concentration check) prisoner at 1/2 speed, who takes 1 damage if he
and take 1d4 dmg if he attempts to use a STR check to break his fetters/manacles.
You can upgrade the manacles/fetters/straightjacket to masterwork if you want... Using magical options, Bestow curse to reduce mental ability scores/inhibit actions with a 50% failure rate/inflict Spellblights and Insanity(Amnesia is best, because it locks away class abilities and most spellcasters gain their power from class levels) ![]()
Alright; PFS... Human Aerokineticist 12 Human alternate racial trait: Focused Study(Skill focus at 1st, 8th, 15th instead of Bonus feat) Traits: Indomitable Faith(+1 Will), Cosmopolitan(+1 linguistics, linguistics as class skill) FCB: +1/6 of "Extra Wild Talent" Stats:
01: Infusion(Extended Range); Skill Focus(Linguistics), Orator
----------------------- You have +9 linguistics at 1st level, and can use it for most social purposes. There's your "social skills" covered. With Air's reach and Extended range, you can attack from 240', which should be enough for most cases. Kinetic Blade allows you flexibility for melee; kinetic Leap + Air's leap offers you crazy jump checks; wings of air allows you early flight, Void offers you a negative energy blast and "darkness-infused lightning" for special evil points as composite blast. Elemental whispers allows you to summon talking, expendable scouts(Ravens) or trap-testers/flankers(goats). Windsight can be combo'd with Wands of Obscuring mist for one-sided Fog of War; check with your party if this strategy is viable. Similarly, (Greater) Eyes of the Void can be used with Deeper Darkness(Via Scroll?) for one-sided vision. (Greater) Windsight allows you to see around corners, Snake Infusion allows you to shoot around corners. Suffocate for the evil touch... Kinetic Leap and the "Extra Wild Talent" feats are non-essential, feel free to change those; furthermore, the expanded element is also non-essential. ![]()
I'll leave some links here: 1) GM's Guide to challenging encounters
2) The 9 classic ways to make PF combat difficult
3)The Bestiary Guide for Dungeon Masters
4)The Adventuring Day
5)The Comprehensive Guide to Alternate Goals in Combat
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The guy hyperspecialized around just killing people may be stumped at traps/haunts/social challenges that cannot be overcome with "just killing people". I generally agree with your argument, however - hence the Skald CM concept above, which turns your entire party into combat maneuver specialists who can use AoOs to perform combat maneuvers with extra effects. ![]()
Guys...the true combat maneuver master is the SKALD (I'm partial to the Spell Warrior, but YMMV). Rage powers: Strength Surge(3rd), Savage Dirty Trick(6th), Unexpected Strike(9th), Superstition(12th), Witch Hunter(15th), Spell Sunder(18th). "Rage-cycle" your allies, let them use Unexpected Strike for sudden AoOs and +Level CMB Dirty Tricks with damage + additional effects and sunder spells. You can also use Flexible Fury to switch to Impelling Disarm, Knockdown, Animal Fury+Savage Jaw (optinally: Body Bludgeon).
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