I feel part of the problem with all of this? Magic isn't actually that hard to learn in Pathfinder. Literally half of the entire human population of Golarion is fully capable of learning magic, and even some of the smallest hamlets and thorps with maybe 50 people likely has at least one Adept who provides simple spellcasting, along with an apprentice or two for the future. Remember, you only need 11 in a casting stat to cast Level 1 Spells.
Been looking at the Berserker sphere, and in particular Advancing Carnage, when a thought occured to me.
If I activate the Advancing Carnage on a Brutal Strike, are all the following attacks also brutal strikes, or just that initial attack?
Edit: And tossing in another question that occured to me. If you strike the ground via Shatter Earth and have Shrapnel, what size category does the ground count as for the Shrapnel's area of effect?
So, due to my own personal annoyance with the lack of a good Martial Tradition for a Ki Blasting Sage, I cobbled together this:
Ki Blaster martial tradition
I'm now wondering if this would be too specialized, or if you can even take Critical Genius with the Ki Blast.
So, was looking at the Street Fighter monk archetype, and I noticed a sort of oddity and was wondering if it should be changed:
In the Ki Pool monk feature, it mentions that they can spend a Ki Point to gain an extra attack during a Flurry of Blows. Street Fighters traded out the Flurry of Blows for Flurry Strike
Can the Street Fighter still spend a ki point to get an extra attack, but now during Flurry Strike instead of Flurry of Blows?
Drahliana Moonrunner wrote:
Having four legs doesn't actually confer any advantage in a grapple. A Rhino only has a CMD of 20. Extra legs is a defense against trip, against which a Rhino would have a CMD of 24.
A low-balling Fighter, with 15 base strength and putting his level up points into that strength, would have 18. BAB +15 + 4 Str -4 One-Handed Grapple would have a CMB of +15. Thus, he'd successfully grapple that Rhino on a roll of 5 or higher. He'd then be able to Pin on subsequent rounds on a roll of 2 or higher.
Meanwhile, the Rhino's only got a CMB of +10, versus that same fighter's CMD of 25 (if you also include the -4 to CMD because of the one-handed method), so the Rhino would need to roll at least a 15 to break free.
That Fighter isn't going to have THAT much trouble pinning that Rhino. and this isn't even a fighter designed for grappling.
In fact, I looked up the grappling rules, curious as to where that bit with the -4 penalty came from. You could do all of that. . .with BOTH arms tied behind your back. And still only have a -4 penalty.
There are many possibilities in this setting if you use your imagination.
And that imagination is being used by things like the Advanced Bestiary. Because Paizo has OTHER ideas that they want to use and its clear that they have neither the time nor space to deal with every single idea that players could want in their games.
Except. . .Pathfinder isn't made by the first party (Wizards of the Coast). So it can't be 1pp.
But that's then an 18 pt buy (5+17-4). I do find the build intriguing, So I'm nitpicking to figure out how to actually do it while still being mechanically sound.
>_> How'd you get 7 charisma on a Halfling with point buy? They have a +2 Racial Bonus to it.
Even if that's a 7 before racial, that'd be a 17 pt buy (12/12/10/10/18/7 = 2+2+17-4). If you mixed it up, then yeah 20 pt buy would fit.
Found another minor error: You need lv5 Monk or BAB +5 to get Crane Wing; Since you only have 2 levels of Monk, you'd need BAB +5 which you don't get with this build until that third Hunter Level (Character Level 7)
So, swap Dirty Fighting (which has no prereqs) and Crane Wing, and that's fine. As for the Combat Reflexes? I'd say drop Lookout and at lv11 get Paired Opportunists as the Hunter Bonus and Combat Reflexes as the level 11 feat.
I'm also rather curious as to how you reached the base saves you have listed, I came out to just +13/+8/+5, or +14/+9/+6 with the Halfling Luck racial bonus.
That HP total seems. . .off. 9d8+3d10, using PFS would be 66, plus maybe 7 for Hunter favored class for 73 total. Not sure where the last 5 points are from.
Be aware: "Fools for Friends" isn't a normal trait, it's a Campaign Trait from the Second Darkness AP.
And lastly. . .what point buy is that using? The array of 10/14/10/10/18/10 looks like a 22 point buy. . .which is really odd.
So, what kind of outfits are your Magi, Bards, and Witches required to wear?
That's why Sorcerers are superior. They can just do magic instictually, and thus can still wear fashionable clothes instead of frumpy robes and pointy hat.
I dunno. Those higher level characters can just casually do some pretty absurd things.
Like falling from a mile-high airship and walking it off with nothing more than a few scrapes and bruises that'll heal in a week's time. (20d6 damage isn't that much, really.) Same fall in reality would end up with a person broken and bleeding on the ground. If not dead.
I just want to point out something in regard to the Telekineticist:
From the playtest -- "Telekineticists use strands of aether to move objects with their minds"
The Telekineticist is a master of Aether, just like the Pyrokinetic is a master of Fire, and the Hydrokinetic is a master of Water.
If you want your Aether to rip open portals for teleportation and such. . .why not?
My Personal favorate secondary class to gestalt with a primarly martial class (like the Bloodrager) is the Rogue.
The martial class fixes up a number of aspects that can make it painful to play a rogue, and all the rogue tricks and the extra skill points make it much more enjoyable to play as a character outside of combat. Not to mention the sizable boost to overall damage due to gaining all that Sneak Attack damage.
Man, I remember a time when a bad roll at character generation meant you had to suck it up and play that character with 6 or so in an ability score.
And now, for some reason, wanting to play with that same kind of handicap is seen as powergaming and other such "awful" things.
And yes, a statdump IS a handicap. That low wisdom of course means low will-saves (both from enemies AND players), that low intelligence means only a single skill point per level, and the low charisma is likely going to end up meaning that orc will be boned in most any social environment.
Gee, It would suck to have to play such a character in a vacuum with no support from other characters, right? And that's of course the only way you'd be playing such a character, without any backup ever!
City of Heroes. . .I remember the sheer power of teams composed entirely of Defenders.
The multiplicative way that all the buffs/debuffs they had mixed just made them so ridiculously powerful that they'd just curb stomp -everything-
It was actually fun, because in a very real way in CoH, Empathy (the pure healing one) was actually one of the weakest defender primaries. . .
Viscount K wrote:
And with the players having 60 rounds of stuff. . .that say half a minute per person becomes Half an Hour.
Greater Invisibility isn't an "I Win" button.
Downsides to it? First off, it only lasts a round per caster level (11 in this case, with the lv11 sorc). By the time he casts it on the fourth person on the party, the first person is down to 8 rounds left on his Invisibility.
Second, casting it on the entire party used up more than half of that caster's allotted 4th level spells.
And then there's all the counters that have already been mentioned, from the mundane (bag of powder stuff like flour) to the magical (see invisibility, glitterdust, and such).
Lastly? Unless the party has a way to see invisibility themselves, this means they can't even see each other and thus have just as much idea of where the rest of the party is as your foes do.
The main problem that the original poster, Sebastian, ran into was that the party only had the one encounter. The moment you start adding more encounters you'll find that tactics like casting Greater Invis on everyone start to fall apart because it just doesn't last long enough for multiple fights.
Lord Embok wrote:
Don't forget when the Tarrasque gets back up in the next few rounds.
From my perspective. . .(the stonelord dwarf), The combat essentially felt like a regular nonmythic fight. The only really noticeable aspect would be the fact that the winter wolf acted twice in the round. Other than that though, combat went smoothly even with the lack of real cooperation due to the one-shot nature of the session and characters.
My best guess as to why it's so popular is that unlike previous MLP shows (and a great many girl shows), is that instead of being written for just the kids of female persuasion, it was written for the entire family.
Hence, all the more adult-minded jokes and references that will go straight over the heads of the kiddies, but cause the parents to bust a gut laughing.
Mirror Mirror wrote:
You know. . .10 lv4 Fighters is a CR 9 or so encounter. It's in that annoying gap between 9 and 10, due to the number of creatures.
Now, if this were a lv6 Sorcerer, that suddenly becomes 6d6 damage. Add another 6 for the proper bloodline, and now you're doing an average of 27 damage. Huh. That's only 7 less than those monsters' HP.
But a Large Bat (3rd level summon) can. It has an INT of only 2, so I don't know if that's enough for it to understand the order to keep you within 30' of your buffees. (You are the buffer, your comrades are the buffees.) Also, he doesn't speak any languages, so you need Speak With Animals, etc. and perhaps a Handle Animal check. The Hound Archon avoids all that. You really need an intelligent summoned monster for this tactic to work.
Feral Speech hex perhaps?
Old Gumphrey wrote:
The thing that really bugs me about this thread is that it wouldn't even exist if the 7 was in Strength. It also wouldn't exist if the character was a sorcerer and the 7 was in, well, any other stat. I've seen barbarians with 3 Intelligence, and nobody even bats an eye, but as soon as you dump Charisma, somebody wants to complain about it like it's some sort of game breaking social disease. I'll really never understand the phenomena.
Oh, that's just because it's frequently agreed upon that Charisma is the least useful of the 6 abilities unless you're playing a class that is heavily dependent on it.
For flavor, how about a Rogue(Spy) mixed with Inquisitor(Infiltrator)?
Super secret Secret Agent type character. Plenty of skill points thanks to rogue, all good saves, Improved Evasion + Stalwart. Only really need at most 16 wisdom for Inquisitor spellcasting, and it can be done in light armor without issue due to being divine. Would probably drop a feat or rogue talent into Weapon Finesse, and then pick up a Dueling Weapon so that you can add your Dex Mod to your damage dealt.
And just for the contradiction, Truth Inquisition. Just for the idea of routing out the truth through lies and deceit.
Whited Sepulcher wrote:
Still means you'd be unconscious though. Thus, any time Guarded Life can be used, you're going to be unconscious. Raging Vitality just makes it so that you aren't bleeding and dying in the process.
Personally, I prefer the mix of Guarded Life and Diehard.
Then you just don't fall unconscious ^_^ Becomes mighty difficult to kill the barbarian then!
But doesn't that mean, since you have more nonlethal than hp, that you immediately fall unconcious?
Which would thus mean, rage ends. ..and you lose at least 40 hp at your stated level 20. And then you're at negative, and bleeding. . .