Kabran Bloodeye

Dr.Candycane's page

22 posts. No reviews. No lists. No wishlists.


RSS


MadMonkeyMcKnight wrote:
How about forgotten trick?

Looks to be the same as the playtest, but the cost jumps to 2 + Cost of the trick emulated.


Having received the Ultimate Combat PDF, and remembering quite a bit of discussion about the Ninja and the following two items, I was quite curious how they would turn out and imagine some others might be as well.

-Ki based on CHA
-Vanishing Trick

Looking through the Ultimate Combat PDF, They stuck with Ki based off CHA.

Although, there is also a Rogue Talent that allows a Rogue to gain a Ki Pool based off of wisdom. With the way that the Ninja Ki Pool is worded, I wonder if this would allow the Ninja to take this talent, giving him 1/2 Ninja Level + Wisdom as his Ki Pool. Seems a reasonable trade off for a Talent, if you'd prefer to have a higher wisdom.

Vanishing Trick is almost unchanged, except that it (and most, if not all of the other tricks) does not come with 1 free use per day.


ThatEvilGuy wrote:
Has the divine hunter archetype been brought up in this thread? I can't seem to find it. I'm also presuming that the knight of the sepulcher is the aforementioned antipaladin archetype?

Lose Heavy Armor, Gain Precise Shot.

Allies gain use of Precise Shot, replaces Aura of Courage.

Divine Bond with Ranged or Throwing weapon only, adds applicable special abilites to the list.

Use lay on hands at ranged.

Very archery heavy.

Correct on the Anti-paladin archetype.


submit2me wrote:

@Cheapy: Shisumo briefly touched on combat performance rules, but otherwise no one ever really answered my question about actual abilities. I checked and double checked the board since I first asked. No one else has said a word about it beforehand either. =(

@Dr.Candycane: Thank you!

Combat performance seems to be about fighting for the benefit of a crowd, swaying their reactions and determining who is victorious in the crowds eyes.

Edit: Looks like more of a DM tool for a combat setup, like a duel, gladiator fights, etc.


submit2me wrote:

*bump*

Anything else ability-wise about the Gladiator? Also, the stats for the Butterfly Sword? It seems like it would just be a hybrid of a dagger/short sword, but I want to make sure.

Butterfly sword 1d4 19–20/×2 monk special quality,

Actually two weapons that can be seperated as a free action, drawn as one weapon.


Zark wrote:
Dr.Candycane wrote:


I am also an Inquisitor fanboy, and have had them in mind as I read this book.

I feel the Inquisitor archetypes within UC are a little too narrow in scope. Not saying they aren't good at what they do though.

There is a good number of Inquisitor leaning feats, some good options.
Bane for Two-Weapon fighting, Increased Bane Usage, Swap Bane benefit out for other benefits, etc.

The Inquisitors get some neat new spells though, Litanies. A whole line of spells that are cast as a Swift action and last 1 round, mostly with no save. Deny a target AoO for 1 round, Target Fatigued for 1 round, etc.

There is also new Teamwork feats, which should help with Solo Tactics variety. Nothing that will topple Outflank and Precise Strike as the go-to feats for Melee inquisitors though.

I'm starting to get interested in the Inquisitor too, but I was a bit frustrated when I realized it was hard or even pointless creating a Inquisitor using a bow (or any ranged weapons). They can't pick Precise Shot until level 5 and there are no Teamwork feats for a Inquisitor using ranged weapons.

So I wonder are there any new Teamwork feats for a ranged weapon Inquisitor ?
Are there any Inquisitor archetypes that let you swap Teamwork feats for something else that might be useful if you use ranged weapons?
Inquisitor is one of the most cool classes so I hope I will be able to create one using a bow. :-)

There are some Ranged Friendly teamwork feats, such as..

Target of Opportunity: When an ally hits with a ranged attack, you may
also make a ranged attack as an immediate action

There is an Archetype that replaces the Teamwork feats and Solo Tactics, the Spellbreaker.

Teamwork feats are replaced by a bonus to saves versus specific schools of magic of your choice.

Solo Tactics is replaced by the ability to increase an enemy's defensive concentration DC.

Neither seem real great, better off using 'Preacher' from UM as those abilities sync quite well at range.


Kaiyanwang wrote:

There is some love for the rogue?

Moreover, could you please elaborate the "no AOO when casting" spells? They seem.. quite powerful..

Rogues can get a small Ki pool, based on Wisdom as a Talent(Also allows +10ft movement increase by spending a point). Which it appears can fuel Ninja talents, which they can also pick up.

Rogue can pickup a Favored Terrain, like a Ranger as a Talent. Though, it's bonuses do not increase as you level.

Knife Master changes D6 Sneak attack to D8 Sneak attack with dagger-like weapons.

Looks like good lovin' to me right there.


KrispyXIV wrote:
Quandary wrote:


KrispyXIV wrote:
Anyone got 'Highlights for Witches' available?

I think Paizo´s holding out on that one until Ultimate Hairstyles of the Inner Sea is released ;-)

I suppose I walked right into this :P Ever since I pinned and killed a baddie last session with Prehensile Hair though, I figure my witch highlights her hair with the blood of her foes.

I was more wondering if Witches got anything to speak of in the book? Any hexes at all? Particularly cool spells?

No new Hexes that I see. A fair number of new Witch spells, a good number of which dealing with Guns/Ammunition. Some appear nice...

Walk through Space: You can spend a move action to teleport
30 feet or to stand while prone without provoking attacks
of opportunity.


I remember earlier someone asking about Called Shots.

They are in here, and they look to be pretty fun. Penalties to attack roll based on the location, Eyes, Neck, Heart, Arm, Hand, Etc.

Called Shots to the 'Vitals' (Includes 'Low Blows'), as an example.

Called Shot: Sickened, no running.

Critical Called Shot: Con Damage, Nauseated, Sickened, No Running

Debilitating Blow(Attack that does 50+Dmg): Con Drain, Nauseated, Sickened, 'horrifically wounded' and Con bleed.

Along with Feats to help you become a 'Vitals' smashing expert!


EpicViper wrote:

As long as spoilers are going around...

I'm a total Inquisitor fanboy, you see, so I'd like to know a bit more about what they can do now. This is a general question for sure, but specifically I'd like to know more about the Archtype someone mentioned earlier that believes magic items are evil.

Thanks in advance!

I am also an Inquisitor fanboy, and have had them in mind as I read this book.

I feel the Inquisitor archetypes within UC are a little too narrow in scope. Not saying they aren't good at what they do though.

There is a good number of Inquisitor leaning feats, some good options.
Bane for Two-Weapon fighting, Increased Bane Usage, Swap Bane benefit out for other benefits, etc.

The Inquisitors get some neat new spells though, Litanies. A whole line of spells that are cast as a Swift action and last 1 round, mostly with no save. Deny a target AoO for 1 round, Target Fatigued for 1 round, etc.

There is also new Teamwork feats, which should help with Solo Tactics variety. Nothing that will topple Outflank and Precise Strike as the go-to feats for Melee inquisitors though.


Souphin wrote:

Other than that one feat is there anything in there for sorcerers?

Anything...I'll even accept bloodlines?

There is no Archetypes/Bloodlines that I see.

There are some feats that work for Arcane characters, and a pretty good amount of new Sorcerer/Wizard spells.


I was trying to leave a little bit to the imagination! Especially since 'Deadly' is only a +4 to the Fort DC on a Coup de Grace.

The Kensai gains the 'Canny Defense' ability of the Duelist. Which is to add INT to AC.


Katana,
Exotic Weapon 1-Handed
Martial Weapon 2-Handed

1d8, 18-20x2, Deadly special quality.

Diminished Spellcasting,
1 less spell of each level than normal.


These 'Litany' spells I am seeing for Inquisitors and Paladins seem to have a lot of potential!


If by Stolen Lands you mean the first Kingmaker path adventure.

Kingmaker Spoiler:
Wait till the second adventure and you are all set! If you did not mean Kingmaker, you can still look there for a Dryad encounter.


I looked at this dip as well, as for 1 level you'd get...

Track: Really just a +1 Survival, Not complaining.
Trapfinding: +1 Disable Device / Perception for Traps and you can disable magical traps
Skills: Disable Device +Base Ranger skills added to list.
Skill Points: 6
Proficiencies: Martial Weapons, Light & Medium Armor, Shields.
Saves: +2 Fort / Ref
BaB: +1

Favored Enemy: Just one, and at a +2 bonus, but still fun and with a good choice useful and flavorful.
Wild Empathy: Sure, Why not?

I had planned on taking my level 1 Cleric into a level of Ranger(Trapper), but decided that what I really was after was an Inquisitor anyway.


Hey there guys!

I'm looking for some special locales/terrain/situations to spice up some upcoming combats. Things that keep characters on the move and help spice up those encounters which might otherwise turn into an immobile slugfest.

These can be by the book, or homebrew, I'm not picky about that.

Some things I've used in the past (And examples of the type of thing I am looking for)

-A combat against a large group of Magma-Men that when they died, turned into a 5ft-by-5ft puddle of lava that counted as difficult terrain and would deal fire damage to those passing through.

-A combat on top of a rapidly deteriorating frozen lake. A check was rolled for each round after the first that a character stood in the same square to avoid having the ice crack and the character avoid falling in by reflex save.

-Combat on top of a tower, combating an Air Elementalist. The wind would randomly change to blowing in a North/South/East/West direction, attempting bull-rush maneuvers against the characters.

What are some things other DMs have used in the past? Or things you always wanted to try?

Thanks!


Not my character, but one of a fellow player.

Piotre Huskins - Elf Druid

Piotre insisted that his strange actions were simply the way of his people and not some form of insanity. Elves being a rarity in party composition, we all gave Piotre the benefit of the doubt.

Piotre had a bear animal companion and insisted that a harness be constructed which could bear his weight as a rider. Of course this is possible, but Piotre did not plan to ride on top of the creature, but underneath, in a cradle-like basket attached to the harness.

When tragedy struck his bear companion and the animal fell into a pit from which it could not extract itself, Piotre spent days and much of his resources finding the components and knowledge to rig an elaborate pulley system on the ledge of the pit, by which he could extract his bear.

Piotre fancied himself a polite and well-mannered man and, as per his 'customs' would always remove both footwear and pants upon entering any dwelling. Leaving the pants folded neatly beside the entranceway.

When dealing with a merchant, the proposition to 'haggle' over a price was always met by Piotre with swift retaliation from his mighty bow. Piotre would later inform us that haggling was considered a sign of the deepest disrespect in his culture and that as such he could not abide it.

Piotre and his comrades conquered many foes and traveled far and wide. Until one day, when granted a wish by a genie, Piotre finally acheived what he claims he had been looking for all along. Piotre, in a carefully crafted, long-winded speech made his wish. His desire?

A canoe. A canoe that could magically travel on land. One that need no rowing. One that could attain a very specific speed of 88 mph. Once the canoe was in hand, Piotre blazed off into the sunset, never to be heard from again.


Imnotbob wrote:

Not Evil does not equal stupid and/or suicidal.

I'm going to back this opinion 100%. Killing an Evil monster in it's sleep would not set off my DM-ly 'You just did an evil act' Spidey-sense one bit.


Liongold wrote:
ok i know this thread is long dead. but... im fighting this point with my group right now. the way i read it i can shoot a crossbow, reload it, and 5ft shift. Right??

Yes sir.


Tomorrow we will be starting Kingmaker with;

Alchemist
Oracle
Paladin
Ranger

Light on the fun Arcane magic tricks, but should end up being solid.


A man caught stealing food for his family. The theft is punishable by imprisonment/lose of limbs/hanging/etc.

LG shouldn't have much of an issue with the punishment fitting the crime.

NG/CG might not feel the same way.