I think this could work if they decided to re-do wands. Instead of charges, they could be limited to a number of uses per day (say, x + CHA). Characters with higher CHA would get more uses out of wands, whereas those who dumped CHA would suck as wand-wielders.
Oooh, fun thread...
Rules vs. Flavor
Powerful and Flavorful Builds
Evil parties vs. noble parties vs. slightly sketchy parties
Sandbox" (open route, open destination) vs. "railroad" (set route, set destination) vs. "freeway" (open route, set destination)
Silly vs. Serious
Non-caster: Vigilante. Lots of fun choices in this category, Rogues and Brawlers and Unchained Monks, but Vigilantes win out due to sheer versatility.
Arcane: Bard. Love Bards.
Divine: Shaman. This one has so much flavour. Favourite full caster in the game.
Nature: Shaman again. What, they can totally be built as a nature-based class. Otherwise, I'd say Hunters.
Psychic: Mesmerist. The nega-bard. :D
Marc Radle wrote:
Eh, it's alright. I guess I consider all Kiss cheese as a default. It's still fun, and I do have a Kiss Army magnet on my fridge. :)
Rush is a great show. I've seen them many times as well.
1. Kiss - Destroyer (Yep, first one. Such cheese)
I had a couple K-Tel albums before that, but I can't remember which songs were on them. I had a stack of 45s as well.
First concert: Rush w/ Cheap Trick in '77. Good times!
We did the same thing with clothes pins, clipped to the top of the GM's screen.
Each one had a piece of masking tape running down the length of it on both sides with the characters name on it.
1. Half-elves, but they only barely edge out Humans in that regard. I love that Pathfinder has fleshed out human ethnicities to such a degree: Ulfen, Varisian, Shoanti, and so on. Half-elves benefit from this, as they pass for humans well enough. Or they can lean more towards their Elven heritage. Plus, they get a lot of nice racial traits and alternatives. I love Elf Blood/Elven Immunities, as I hate ghouls, and I tend to dump WIS in most of my characters.
2. Same as above. I wish I could say Changelings, because I love their lore. But their stat bonuses are just weird.
3. Catfolk make me cringe.
I like it. It's a pretty solid book. From what I've seen, the hybrid classes introduced in the ACG have been a pretty substantial and well-accepted addition to the game. Kudos!
So far, I've gotten to play 3 of the classes...
Brawler- Love the Brawler! If you know what you're doing, Martial Flexibility is a hoot. I kept a cheat sheet next to me, a list of combat feats I qualified for and could pick up on the fly. A total of 23 of them at first level! Fun! First time I've ever played a martial who felt like she could do literally anything.
Shaman- Love, love, love the Shaman! Terrific class. More so than w/ the Oracle, this gives me the non-aligned (to a specific deity) divine casting class I was looking for. I love the primitive/tribal feel to the class. I went with the Speaker for the Past archetype, because I hate that whole familiar-as-liabilty-because-it's-also-your-spellbook type thing. Still very flexible. Fun class.
Warpriest- Still a fun class with lots of potential. The action economy kills it a bit. The Artifice Blessing was fun, though. Golem bothering you? Adamantine door in your way? Stone wall? No problem. Bam, Bam, Bam, all done.
There's a couple more classes in the ACG I'd like to play, namely the Slayer and the Hunter. I'm relatively new to the game. These are the first new classes that have come out since I started playing. They feel like my classes. I'd say the ACG is a hit, at least in terms of how well received it's been in games around here. Much more so than the occult classes, which are still not allowed in many games...
Thanks for the advice, everyone. Looks like I'll be changing my weapons too daggers, and perhaps carry a short-sword for back-up.
You might want to take a look a the Knifemaster Rogue archetype then.
It bumps your sneak attack damage up to d8s for daggers, but d4s for everything else.
The point is this is one of the few classes/archetypes that can solo straight the Arcane Trickster prestige class. If you're looking to play a trickster, this is pretty much your best shot.
Does losing progression on your Steal Spell hurt? Yeah sure, but nowhere near as much as losing BAB progression or spellcasting progression from multi-classing. Bard spells work pretty well for an Arcane Trickster too. Just add Acid Splash (w/ Two-World Magic) for some ranged touch sneak attack goodness.
Polymorph says wrote:
While under the effects of a polymorph spell, you lose all extraordinary and supernatural abilities that depend on your original form (such as keen senses, scent, and darkvision), as well as any natural attacks and movement types possessed by your original form. You also lose any class features that depend upon form, but those that allow you to add features (such as sorcerers that can grow claws) still function. While most of these should be obvious, the GM is the final arbiter of what abilities depend on form and are lost when a new form is assumed. Your new form might restore a number of these abilities if they are possessed by the new form.
So the short answer here is nope. When polymorphed, you lose all racial traits that were dependent upon your original race: darkvision, resistances, and the like, even alternative racial traits.
You also lose all class abilities that were dependent upon your original form. I don't see rage as being form-dependent, so that one should be fine.
Olaf the Holy wrote:
Maybe not, but Improved Critical is definitely worth it.
Note: Spellstrike with a two-handed weapon can be done with a reach weapon as well, and this had the added benefit of removing that pesky combat casting dice roll. Spellstriking with Improved Critical and a Bardiche or Fauchard (15-20 crit range!) is definitely worth it.
I had a quick question about the Velvet Blade archetype for the Slayer:
Treacherous Blade wrote:
At 7th level, a velvet blade can capitalize on how others underestimate her and allow her close to them, assuming she is harmless. She gains the Betrayer feat as a bonus feat, whether or not she meets the prerequisites. Additionally, when making her first attack against a studied target that believes her to be harmless or to be an ally, the attack counts as a sneak attack, even if the target isn't flanked or denied its Dexterity bonus to AC, and the velvet blade gains +2d6 sneak attack damage, increasing by 1d6 at 10th level and every 5 levels thereafter.
So my question is this: would this +2d6 sneak attack damage be in addition to 2d6 sneak attack damage the Velvet Blade would already have at 7th level? As far as I can tell, this archetype alters Studied Target, but Sneak Attack is otherwise unchanged.
Increasing damage for a Knifemaster Rogue? Yes, take Combat Expertise + Improved Feint and sneak attack every round. Those extra d8s will help out your damage a lot!
A level of Brawler or Swashbuckler will let you bypass the INT 13 requirement for Combat Expertise. Swashbuckler lets you substitute Charisma for it, and Brawler let's you ignore the INT 13 requirement. Snakebite Striker archetype even lets you bump up your sneak attack a notch.
Or you can just take a level of Mesmerist and skip taking Combat Expertise altogether. The Vexing Daredevil is a pretty sweet, combat oriented archetype that combines well with the Knifemaster Rogue.
...and surprising, THIS is also a combat feat and qualifies for Martial Flexibility:
When you need to be the biggest bully in town:
Your physical might is intimidating to others.
Benefit: Add your Strength modifier to Intimidate skill checks in addition to your Charisma modifier.
I have the Elder Sign tattooed across my back. It's 10.5" in diameter and based off this artwork:
I think it works best as a peekaboo tattoo. It shows off well when I'm wearing a tank top, but you can't really see the whole thing unless I take my shirt off.
A couple quick tips:
a) Check the in-play tab. Some natural attacks need to be activated, which if you are playing on your computer, you can do in game.
b) If you are wielding a weapon (say a two-handed weapon like a spear), your natural attacks like claws will disappear.
c) Bloodrager claws from the Abyssal/Draconic bloodlines only show up while in bloodrage.
(edited to add the last one)
Honestly, I haven't gotten a handle on how to play a Medium either. My biggest concern would be being able to find the requisite locations to summon the various spirit legends. With an overly restrictive GM, that could really bog down your character. Expect a huge amount of table variation w/ that one.
Two best ways around that (that I can think of):
a) Play an archetype like the Relic Channeler who brings their spirit legend foci w/ them. Or...
b) Choose one legend as your default and drag around your spirit legend location w/ you. For example, you can call forth the Hierophant spirit legend at any altar. Bring a small altar with you in your backpack that you can set up wherever you camp. That way, you'll always have access to at least one of them...
I went with the Anger focus for mine, which had really decent damage output in Ectoplasmic form. Aura of Fury is worthless, though, as it doesn't specify whether it affects allies/enemies. It just affects everyone within a 20' radius.
The biggest downside to the Spiritualist, IMO, is the lack of any Summon Eidolon type spell. You really have no means to bring your Phantom out quicker than the one minute ritual. Phantoms aren't too roleplay friendly, i.e. you're not likely to be walking around town with your ghost buddy. That means there's going to be lots of times you're caught without your Phantom, which is pretty much your main class feature.
That said, the Spiritualist's spell list is surprisingly good with quite a few lil' gems. There's some good tricks too: have your Phantom deliver your Ghoul Touch as an immediate action, then follow up immediately with a CDG. Boom!
You can also buy the PDF, print it and put it in a binder with sleeves to allow for "double-sided" pages. That way you have the reduced PFD costs, and can still have a hard copy in front of you for reference.
Heh, I already purchased the pdf, and we have a colour printer. I could print it out and make do. That's likely what I'll end up doing.
But I'd still pay good money for a (new, not overpriced) quality printing. Even after purchasing the pdf.
captain yesterday wrote:
Every adventure path they reprint is just adding competition to the new one's being released, plus then there isn't as much incentive to subscribe.
Yeah, I'm not sure I see that at all.
Of course, there's bound to some competition amongst APs as more and more product becomes available. That's a given, and I don't see how to avoid that other than to quit producing APs altogether. But I don't see how producing anniversary editions cuts into their subscriber base.
By and large, the customers purchasing the anniversary editions tend to be newer/casual players who, for the most part, aren't likely to become subscribers. Likewise, subscribers are subscribers because they are diehard fans and don't want to miss out on the new hotness. Anniversary editions come out years after publication, so they aren't likely to cut into the subscriber market at all. If anything, if there's enough new content, they might even constitute a second purchase for them.
I'd say this falls more into diversifying your product line to appeal to entirely separate customer bases. The comic book industry has been doing this for years, repackaging older editions and reprinting them as graphic novels. It's a pretty nice revenue stream for them and one that's not likely to cut into their monthly publications.
Midnight Anarch wrote:
It is a shame, and I do hope they would reconsider.
I've been looking to run Carrion Crown, and I greatly prefer having a print copy in front of me, rather than pdfs. Unfortunately, that one is long out-of-print/not available. I was looking for used copies, and the cheapest I found was $49 for Haunting of Harrowstone on ebay. And that's just the first book!
Most of the development work for them is already complete and "in the can". Repackaging and selling anniversary editions just makes good sense.
And part way through (although I have given them a free revive) they start complaining that "ughh why can't I just dig through the walls to the end of the dungeon" or "I want to leave the dungeon why can't I"
You call THAT being a pain in the ass? Believe me, I've seen players being MUCH MORE of a pain in the ass than that!
It sounds like your players just aren't engaged w/ this scenario. No worries. Let them out. Find a loophole in your 'inescapable deathtrap' scenario, some secret door or mechanism or plot device they had previously missed, and open the door. Let them go head back to town, restock and recover, learn a bit more of the dungeon's backstory, maybe even go up a level.
That dungeon will always be there when they're ready.
Their spell list is also quite a bit different. The Spiritualist is more like a spontaneous divine caster, with spells most closely matching the Shaman list.
Also: They do not have the Summon Monster SLA (as mentioned).
And they don't have anything akin to the Summon Eidolon spell. This turned out to be a huge disadvantage, as I wasn't able to find any way to bring out her Phantom quicker than the 1 minute ritual.