Yes, shield bashing with your gauntlets would deal advanced damage, because the damage increase is applied to your attacks with the gauntlet, and the gauntlet counts as a shield. So since your shield bash is also a gauntlet attack, it gets increased damage.
So that you can shield bash with your gauntlets. See Iron Tortoise for reasons why.
By RAW, yes.
So that you can shield bash with your gauntlets.
It works the same as the basic bonus feats for monks. So they're still available later.
Yes, no, maybe. Haven't really looked at it at this time. We've got a lot on our plates, but it's certainly possible.
jeremiah dodson 812 wrote:
Considering that you quoted a review that specifically cited editing issues, I have to ask: Have you downloaded the latest version of the PDF? We announced it and put it up a few days ago. It addresses nearly everything in the post you quoted and then some.
Allow me to answer for you:
1) You can change the disciplines (except Sleeping Goddess) each time you re-pick the customizations. That is intentional.
And I'm back with the promised updates:
Just so you guys know, April Augmented is a free release. Well, technically it's Pay What You Want, but you can totally pay $0. It's on DriveThruRPG, so if you want you can just go pick it up now.
Lets you heal at range without having to move. Sometimes you can't move, can't move far enough to heal your ally, or don't want to move from the position your in, but still need to heal someone. Martial healer lets you do that
Got a new feat also, just added to the doc:
I'll be keeping an eye on this feat as it might be a little too tanky, but I'm looking forward to your feedback.
I've updated the wording of the medic's resuscitation ability. The intent of the original ability was to provide a larger window in which the medic could revive dead allies so that the medic could focus on fighting off enemies and (hopefully) still revive the ally later after it was safe. Since the ability wasn't being used in such a way, I decided to make it more closely match the breath of life spell. The new wording reads:
I'm taking the opportunity to bring something to public attention. It was pointed out to me that I made an error, or rather failed to correct an existing error, with the witch doctor's magical assistance ability.
In the alpha stages of the Medic, they could use triage as an immediate action. I removed this for some fairly obvious (I think) balance reasons, but failed to catch that the witch doctor archetype retained that wording. In any case, the witch doctor's wording has been fixed so that Magical Assistance is strictly swift action only. My apologies for the mistake.
I'd base having the stuff for triage on an alchemy crafting kit or material competent pouch and their infinite contents over just assuming they have everything all the time and let them use it with a one step lower initiator level multiplier if they don't have it.
What would be the functional difference between requiring some sort of pouch vs. just them having the materials beyond making another thing to track on the class? If it's only purpose is to be destroyed or taken away, and even then its absence doesn't actually prevent the medic from performing their duties, then it doesn't really serve any purpose.
Aren't you adjacent to yourself? That effectively removes any restriction on the movement from triage.
No, you are not adjacent to yourself.
You can Aid Another yourself with Careful Healer and First Responder.
Uh, you can aid another yourself by yourself anyway.
I suppose if you're one of those people who's their own worst enemy, you wouldn't be able to do so, but there's nothing in that text preventing you from using Aid Another as a standard action on yourself.
That aside, in order to use Aid Another as part of Triage you need Bolstering Treatment not Careful Healer or First Responder.
Bolstering Treatment*: The medic can perform an aid another action on the target of her triage ability as part of applying her triage.
First Responder only increases your movement when you triage.
First Responder*: The medic may instead move up to twice her speed when using her triage ability. If the medic is using her triage ability as a full round action, she can instead move up to triple her speed. This does not count towards the limit of expertises she can apply to her triage ability.
While Careful Healer is an efficiency booster allowing you to heal yourself when you use your Full Round triage (because you can't be adjacent to yourself so you can't normally heal yourself with the full round action triage).
Careful Healer*: As part of using triage as a full round action, the medic may heal herself in addition to any allies adjacent to her during her movement.
The bonuses from Aid Another are +2 to attack rolls or AC until the start of your next turn. Generally speaking, not an efficient use of a standard action. If you're a halfling, you can get it up to +4 attack or AC. It's a minor buff that can be applied when you heal an ally. For the medic themselves, it serves to make them a little tougher or a little more accurate for a round, something that a d8 3/4 BAB front liner is going to need, especially since "target the healer" is a pretty straightforward and extremely useful tactic.
New medic update is released. Some of the notable changes:
That should be everything.
Jack of Dust wrote:
The class also doesn't get more than any other out of Constitution (though their hit points are a bit fragile for my taste). The class is built to get "stuck in." That means they need AC, Reflex, Initiative, Acrobatics and Escape Artist in order to improve their defenses while they run around healing people.
All of that comes from Dexterity. In addition, Weapon Finesse and Deadly Agility are built into the system, so DEX to damage is a very real probability for them. The necessity of dexterity is one that every martial class faces to an extent. The medic can live without dexterity, so can the Harbinger, Mystic and Stalker, but that doesn't mean they aren't better off capitalizing on it.
Jack of Dust wrote:
Yes, they do have a surprising amount of potential as assassins. Let me know if you get a chance to test one out, I love getting feedback.
Jack of Dust wrote:
There's all kinds of stuff in the document as both feats and expertises to allow medics to excel at clearing up conditions. I think the only things they really have trouble with are ability burn (which is Psionics only IIRC) and if they get paralyzed or something to prevent them from using triage. Overall I think the class manages to be quite solid, but not so much that it overwhelms other options to fill the role.
Jack of Dust wrote:
To clarify, does the Medic only regain the use of Triage when they elect to use the full round action to recover maneuvers or can they regain it by simply spending the standard action to recover maneuvers as well?
I did actually go back and redo the wording to make this absolutely clear. It now reads:
In addition, if the medic has no remaining uses of triage available for the encounter when she uses her full round recovery, she regains one additional use of triage.
So it only applies when she recovers maneuvers as a full round action.
Jack of Dust wrote:
The Medic's Improved Treatment ability seems pretty good. My only concern is the fact that you can only treat one person at a time with it. Convincing some parties to stop for just one hour is already a tough ask. Convincing them to stop for three or four hours to treat all of them just isn't feasible. Would you consider making it so that the Medic can Treat Deadly Wounds of multiple creatures similar to how Long Term Care can be provided to multiple creatures?
Figuring out the exact wording that Improved Treatment needs is one of the things on my to do list.
In other news, some new text has been added to address the issue of medics going broke on triage in extremely long fights. The following change has been made to the medic's maneuver recovery.
A medic may recover maneuvers in one of two ways. She may take a standard action to assess the situation and her allies to regain one expended maneuver. Alternatively, the medic may spend a full round action to reassure her allies of her presence, granting all allies within 30 feet temporary hit points equal to 3 times her initiator level and a bonus to fortitude saves equal to her initiation modifier for one round. These temporary hit points last for one minute or until lost, and stack with temporary hit points gained from other sources, but not from additional uses of the medic’s maneuver recovery. If she does so, the medic recovers a number of expended maneuvers equal to her medic initiation modifier. In addition, if the medic has no remaining uses of triage available for the encounter, she regains one additional use of triage.
Bolded is the important part.
If you want to give it a run and let me know what you think, I'm happy for the feedback. But I don't want to repeat the same mistake I made before with this class, so I don't want to add any new verbiage until it's been vetted a bit.
This creates a similar issue to the old text about triage only being able to heal wounds from the current encounter. Mainly, I don't think that there is a problem that requires being resolved anymore. Compromise is all well and good, but only if it actually improves the end result, and I'm not sure that this would.
It varies from table to table and person to person. I know of people who consider Wands of Infernal Healing cheesy, but in one of the games I play in the GM gave each player a custom teamwork feat that gives DR 5/- and Fast Healing 5 for each ally with the feat within 3 squares. There's a mythic ability for the guardian that just outright gives you Fast healing 5, but at the same time, boots of the earth also exist.
So, y'know, there's some wiggle room and it allows people to form a lot of different opinions.
Considering there are lots of ways to obtain constant fast healing and the vitalist exists, full healing out of combat really isn't an issue anyway.
It's an issue of perception too though, which is something I've learned over the course of working with DSP. Unfortunately for me, I've got a hard time accepting anything less than ideal results when I write stuff.
Still trying to fix the math on Medic's triage ability. After doing a bunch of calculations, I think the best option is to stop trying to tie the healing to WIS and just make it a steady amount. So triage healing is now a flat amount per level (5 hp per level). I'm also removing the text limiting triage to healing only recent wounds/conditions, since that's only causing more problems than it solves.
A fluff sidebar was also added to help give some grounding to how triage heals.
There are valid points to both sides of the argument (actually, there seems to be about 12 different sides, but that's not really pertinent).
What I'm concerned with is ensuring that the medic is an effective combat healer, something that is tricky to do largely because it's pretty alien to pathfinder's current metagame and the points of comparison are, quite frankly, very ineffective at accomplishing this given task.
The numbers on triage are honestly pretty impressive, in how well they map to expected damage from enemies. The end result being that you can essentially treat each triage use as equivalent to the use of a good boost or counter (attack negation + movement is about 3-5th level counter).
I think, in approaching the design of this class, it's a mistake to assume the presence of alternative healing methods. Angel of Mercy can assume that Silver Crane is available, and Witch Doctor can assume the presence of wands and scrolls, but the medic class should be able to stand on its own as a healer.
Medics now have a good Will save progression and Cura Te Ipsum provides a scaling +1 - +5 insight bonus to Reflex and Will saves for 1 round when the medic uses a strike. Improvised Treatment turned out to be largely useless and has been replaced with the following:
Improved Treatment (Ex): Starting at 2nd level, when the medic treats deadly wounds, the creature she treats recovers hit points and ability score damage as if it had rested for a full day. At 6th level, when the medic treats a creature’s deadly wounds it recover hit points as if it had rested for a full day with long term care. At 11th level, when the medic treat deadly wounds, the creature recovers hit point and ability damage as if it had rested for 3 days.
Still working on some other stuff.
It's untyped damage and works as such. Hardness works, but DR does not.
Aside from the little fluff thing I mentioned earlier, about the only criticism I have is that Triage feels a little too powerful with the move plus the heal all in a single swift action. Not game-breakingly powerful, but it feels a little generous in terms of action economy. My impulse would be to take away the movement from the swift action activation, but keep it with the full-round activation. The swift move+heal just strikes me as the kind of thing my players would use to move and get a full attack even if the person getting healed was only down by a few HP.
Don't think I'm disregarding your concern when I say this, but if that's a tactical maneuver your player decides to make, they're leaving themselves open to retaliation and that's something you should take advantage of.
Specifically: Use of a full attack prevents Cura Te Ipsum from activating, which lowers their Reflex and Will saves. Frivolous use of a triage can cost the party healing at the end of combat, which they will likely need, and with the medic out of position, the opportunity to have another monster retaliate on a different PC is ripe for the taking.
It is possible to use Triage offensively, but doing so entails some notable risk on the part of the medic, and can end up causing more harm than good if used irresponsibly against an intelligent opponent.
Good idea, I'll look into those. Something to speed up noncombat healing would probably be nice for the medic, I agree.
The following text was added to Triage, please note:
A medic can only use this class feature to heal injuries gained during the current encounter; hit point damage, conditions, and other effects that the target had before initiative was rolled are unaffected by the triage and medic's expertise abilities.
I get it from a mechanical standpoint, you can't just have infinite healing. I was talking more from a fluff perspective. When a battle's going on, he can patch you up better than a lot of healers, but as soon as the fighting stops he suddenly loses his miraculous powers. I could see the whole "patch up until you get proper treatment" thing if Triage granted temp HP, but it's honest to goodness healing, just like you would get from a divine caster. From a suspension-of-disbelief standpoint, this makes no sense
I would argue that hit points themselves make no sense from a suspension-of-disbelief standpoint. Just what exactly a hit point represents is never made clear, and they have practically zero effect on your character until you drop from 1 to 0. They could be your character's vitality, or luck or stamina, or just bags of meat tied to your character's body, or (and perhaps especially) some strange, undefined combination of all of the above.
Because hit points exist as such a gray area, the action of restoring them is up to the fluff of the class. Yes, a medic can save your life and get you up and running so you don't need a doctor. They do that in real life and in fiction all the time. Sometimes that's not always the case, but for storytelling purposes and mechanical balance it's necessary to accept a certain level of abstraction. Temporary hit points don't solve this problem, and come with a slew of issues all their own like stacking, duration, recovery and capping all of which make defining their use in the context of triage and related medic abilities difficult beyond the point of the benefits outweighing the cost.
The medic is a combat specialist, their training is related directly to combat and their abilities kick in when they and their allies are in danger. Once the danger has passed, there's no need for the medic to act frantically and proper healing and rest is always better.
Seems rather interesting, but triage seems weird as a per encounter ability. Is there a good explanation why this couldn't be used outside of battle, or is this just infinite healing outside of battle?
It's largely just the infinite healing outside of battle. It's also to present the medic as an in combat healer. They're not doctors, clerics, or alchemists. The job of the medic is to get you up and fighting fit so you survive long enough to get proper treatment.
Those of you who saw our free April Fool's Release yesterday might have been wondering what was up with the Ambu-lancer. Now that the national day of silliness has passed, I can finally answer that question.
This right here is the playtest for a brand new Path of War base class, the dedicated savior of overzealous Warlords, stubborn Warders and overeager Stalkers everywhere:
Complete with four archetypes (including the Ambu-lancer, also in this playtest), favored class bonuses, and new feats, the medic brings a unique style of aggressive in combat healing to the table. So read, critique, and enjoy!
Hello friends and fans of Dreamscarred Press. We wanted to say thank you for all your support of our work in Pathfinder with a special release for you. This free release is available by following this link. April Augmented provides new material for your games including three new archetypes, a new prestige class, a new race and a new monster class!
As another thank you, we've included errata for Path of War! I know you've all been waiting for it, so just follow this link to get all the fixes.
The archetypes and styyle feats have to be the best part, specially the Myrmidon -what a simple elegant solution-. Thou now I yearn for Initiating archetypes for Brawlers, Slayers, Bloodragers, and Swashucklers.
Those classes haven't been forgotten. Exactly how we'll be bringing them into the Path of War fold is still up in the air, but plans and discussions are being had.
So... Aegis. The Initiator's Soul customizations... it reads as if you can select disciplines and maneuvers each time you re-customize the armor. Am I correct?
That is correct.
Mirror Soul came up very late in the development cycle, it was an idea that was floated with enough backing to have some material written for it. However, it did not have the time to be properly vetted through playtesting or Dev investigation, so it was never added to Path of War: Expanded.
Perhaps we'll explore the idea further down the line, but for now, Mirror Soul has been scrapped.
What kind of archetypes are available for the core classes?
So, seeing as I wrote most of the core class archetypes, I might as well be the one to summarize them:
Barbarian: Primal Disciple- A raging warrior that uses fighting styles passed down through her clan from her ancestors. Her ancestral insights allow her to recover from rage more easily and her use of Primal Fury, Piercing Thunder, Golden Lion and Thrashing Dragon makes the Primal Disciple a powerful, durable combatant that is not to be overlooked.
Bard: Rubato- The rubato is a bard who taps into the Primal Song and channels it in both life and war. Theories abound about the Primal Song, though most accept that it is an echo, a shard, of something even more
Figther: Myrmidon- The Myrmidon is a man's man of a fighter who spends grit to become a rough and tumble, ready to go adventurer who can overcome obstacles through sheer force of will. He has access to a variety of disciplines: Broken Blade, Golden Lion, Iron Tortoise, MithralCurrent, Piercing Thunder, Primal Fury, Scarlet Throne, Tempest Gale, and Thrashing Dragon, allowing the Myrmidon to fill a multitude of different fighting styles.
Monk: Monk of the Silver Fist- The Monk of the Silver Fist is from a mystical order of dedicated bodyguards. They sheathe their hands and feet in gauntlets that serve as both shield and sword with which they defend their charges. Those under the Mark of the Silver Fist will find themselves under the watchful protection of a powerful guardian who brutally punishes any foe who dares attack their charge. The Monks of the Silver Fist combine the powers of the disciplines of Iron Tortoise, Eternal Guardian and Mithral Current to become powerful off turn attackers and protectors.
Paladin: Knight Disciple- The Knight Disciple is a holy warrior who protects the innocent with a powerful Guardian's Shield and the Mark of Censure, which supernaturally limits the damage an enemy can do. Though they don't cast spells, their training gives them access to many unique abilities and the maneuvers they learn from the powerful Golden Lion, Iron Tortoise and Silver Crane disciplines make them excellent healers and protectors.
Ranger: Ambush Hunter- The Ambush Hunter Ranger works closely in concert with a specially trained animal companion, one who can utilize the very same maneuvers that the Ambush Hunter themselves can use. Ambush Hunters can learn from a number of disciplines based on their chosen ranger style, and when working in concert with their animal companion, are part of a fearsome and nearly unstoppable duo. Primal Fury is the discipline used by Ranger and Animal alike, while the ranger also gains use of Golden Lion and one of Broken Blade, Iron Tortoise, Piercing Thunder, Scarlet Throne, Solar Wind, Tempest Gale, or Thrashing Dragon depending on their combat specialization.
Rogue: Hidden Blade- The Hidden Blade rogue is a specialist in concealed weapons and stealthy maneuvering. They are so good with their use of concealed items that they can draw their blades faster than anyone else and even navigate the difficult extradimensional spaces that most adventurers use to store their items more easily. Their Gambits allow the Hidden Blade to take advantage of enemies' exposed weaknesses, and their specialization in Mithral Current, Veiled Moon, Thrashing Dragon and Broken Blade, Shattered Mirror, or Tempest