2) Why not? A mirror or holy symbol is not an attack, the fear rests within the Vampire itself. So if the Vampire can see the mirror or holy symbol, he could be affected. The 50% chance would come into play if a Vampire on the material would encounter an ethereal cleric presenting a holy symbol or mirror. 3) Not sure, but he could not return from ethereal to the material or affect anything in the material home without invitation. 4) I would rule that once reduced to 0 hit point, nothing modifying hit points affect the Vampire before he returns to his coffin. I know the RAW only talks about damage, but we can deduce that the fast healing doesn't work as well, hence I would say that healing doesn't work at all untill the Vampire reaches his coffin. The RAW doesn't go into details because for an NPC it doesn't need to be. I have a Vampire PC in a campaign I DM, and I had to make some rule calls to make the Vampire a bit in line with the classic image and expectations from popular fiction.
I'm having fun at het moment with Calliaste Shanda the Lillend. I figured that a celestial freedom loving creature who is also a bard would have a spiritual side, but she is also 'relentless against evil'. So when they first encountered her, I played the song 'Spectrum' from Florence and the Machine as her 'inspire courage' theme. It has this great mantra:
So the party trashed her flying consorts with fire, but she got away.
She appeared to the 'local heroes' on their way and warned them to protect against fire (favored by the party sorcerer and alchemist).
So the next week, Zikomo Hears-the-Father approaches our villanous cabal, babbling that he had a vision: 'I saw a black skinned elf with long flowing white hair call out to the moon: My Lord, Prince of the Moon, I besiege thee for help. A dark and foul evil has once again taken root in the wild and beautiful caer bryr, and they kill fey and tree alike. I dedicate my dance and song to You, to give me council in this hour of need.' So now, the party is facing the moon dogs. With preparation and luck, they foiled the infiltration attempt, but are still slow to muster their forces towards the combat. But again, Calliaste followed the dogs in and is providing support with song (cue in Spectrum) and spells. The party is really bent on her demise, so I'm curious if she'll be able to escape again... Anyway, she has already a new surprise in the making for the villains. She has appeared to a tribe of Iraen barbarians a few times during the past weeks, and they are close to following their 'goddess' to purge the evil from the caer bryr. The party ranger/rogue has found their trails during a scouting yesterday, so if they play it smart, maybe they can ambush the Lillend then. Calliaste turns out to be a great recurring opponent, and the party will get much satisfaction when they can finally take her out.
anthony Valente wrote:
Great. I'm the original poster and I like this solution very much. If you want to use your swift action for other things, the feat still has some benefit.I hope Jason likes it as well.
Dennis da Ogre wrote:
Indeed, the carefull balance between the different weapons gets screwed up. A solution could be for the feats to allow you to 'exchange' a point of critical multiplier for an effect. This is like the alternative sneak damage feats.
DougErvin wrote:
I think you are missing the point a bit. Let's compare a human 6th level melee fighter with an archer fighter, with standard point buy of 15 points as default in Pathfinder.The archer has 15 dex to start, +2 (human), +1 (lvl 4), +2 (gloves of dex +2) for a total of 20 dex. Suppose 14 str, a +1 longbow, weapon focus and specialisation, and off course weapon training. Attack: 6(bab) +5(dex) +1(weapon) +1(focus) +1(training) = +14
So a full round attack with rapid shot and manyshot would look like this: +12/+12/+7. If the first attack hits, it will do 2d8 +12 damage. The other attacks do 1d8+6. If the attacks are within 30ft, point blank shot adds +1 to both attack and damage. The melee fighter has 15 str to start, +2 (human), +1 (lvl 4), +2 (gauntlets of ogre power +2) for a total of 20 str. Suppose a +1 longsword, weapon focus and specialisation, and again weapon training. Attack: 6(bab) +5(str) +1(weapon) +1(focus) +1(training) = +14
Full round attack: +14/+9, damage 1d8+9. The archer will do a lot more damage! Now some people will ask for a comparison with a 2 weapon fighter. But to have greater 2 weapon fighting, the fighter would need dex 17! Either this means less str, or else a lot less hit points, which the melee fighter needs more than the archer to begin with. And if he does take 2 weapon fighting, he can only add half his str to his off-hand attacks. And it has to be a light weapon, further reducing his damage in both hands as he needs the same weapon to benefit from weapon focus and specialisation. I'm pretty sure the 2 weapon fighter will do little better than the sword and board.
First of all a question: What was the problem with Manyshot in D&D 3.5 to rewrite it completely in Pathfinder? Forgive me if I missed previous discussions on that. The Manyshot feat as it is now gives too much power to Archer archetypes too soon, especially when combined with the new feat Deadly Aim. At level 6, by combining Manyshot with Rapid shot, an archer can shoot 4 arrows with a minimum of feats. Only a -2 penalty from rapid shot applies. Only disadvantage with manyshot added is that the extra arrow can have no sneak or crit damage. It seems that 4 arrows a round is very strong compared to a melee fighter who takes much higher risk in close combat and has to get by with 2 attacks. The alternative being a heavy investment in 2 weapon feats with higher prereqs and penalties. I would propose to at least put prereqs on Manyshot so that it can not be taken before level 11-15. Then it would still be very powerfull, but as it is written now, I think it is not very balanced.
I think the swift action is too heavy a requirement for Dodge as it stands now. There are a lot of better uses for a swift action, especially if players have access to items out of Magic Item Compendium, than to get a +1 or +2 bonus to AC. I would either remove the swift action or improve the Dodge bonus a bit.
The feat was too abusable. I'm glad this incarnation is gone.
What you could do is make a feat out of it that let's you swap a weapon as a swift action to surprise a foe. Effect could be to make opponent flat footed against your next attack. Something like a feint with an added bonus because you have a hand free that you don't use for a shield or a second weapon, but for the sole purpose of confounding your foes. But not something which could be used with 2 weapon fighting. You can only use 2 weapon fighting with 2 weapons. Then you would really keep all the flavor you see in fiction. But also in fiction, the swap does not make the user making more attacks in the same amount of time. Look at the movies, it makes the user confound his foes! I'll leave it up to others to make something out of it if they wish. EDIT: Apparantly, I completely agree with Kalyth. I should read down the line of posts before I reply
Robert Brambley wrote:
Well said, and a very balanced opinion. I fully agree with you Robert.
I studied the new skill system a bit.
But for some classes the advantage is much higher than for others, and at the same time, some skill combinations have unexpected results for some classes. I will give an overview of all classes for comparison with a few numbers:
Barbarian 8 / 8 / 0 / Spot, Search, Tumble, Balance
Comparing column 1 and 2 we see the difference in number of class skills between D&D 3.5 and Pathfinder. A lot of classes have less class skills in which to invest skill points, with serious gains for Rogue, Bard, Ranger and Monk. Also note that the melee classes fighter and paladin have no advantage at all. They already have the least amount of skill points and for them there is no synergy. Further, the rolling up of Jump into Acrobatics has some strange results: The barbarian can now all of a sudden Tumble through enemy ranks like the best of them. Not exactly what you’d expect Conan to do. But he must be able to make a large jump because he is so strong, that’s for sure. On the other hand the Ranger loses Jump, which is really weird considering that these guys move in wild lands where there is many a creek or crevasse to be jumped. But I have a proposal to solve the above 3 issues all in one go: A new skill Athletics (Str) = Swim + Climb + Jump. Class skill for Barbarian, Bard, Druid, Fighter, Mond, Ranger, Rogue. This would remove Jump from Acrobatics off course. I would add Escape Artist instead. If you are lithe and agile enough to tumble, getting out of bonds or someone else’s grip should be easy as well. And it fits the same classes. Acrobatics (Dex) = Balance + Escape Artist + Tumble. Class skill for Bard, Monk, Rogue. The last change I would propose is to roll up Ride with Handle Animal. If the most useful skills Listen, Spot and Search get combined, then why not combine Ride and Handle Animal. All classes which have one of those as class skill also have the other, with the exception of the Monk, and I have no idea why the Monk should have Ride. The only difficulty is finding the correct ability for the combination. I would propose this to remain Charisma, which would be a small bonus for the Paladin, the class most associated with mounted combat. Handle Animal (Cha) = Handle Animal + Ride. Class skill for Barbarian, Druid, Fighter, Paladin, Ranger. The above combinations would be very beneficial to the Fighter and Paladin. This would also be a solution for quite a few people who have been voicing that those classes should have more skill points. To conclude, I would also propose to make Knowledge (Nobility) a class skill for the Fighter. The Fighter is a formally trained warrior, as opposed to the Warrior NPC class. As part of that training, he would need to know about who’s in charge of a nation, and what the colors of the different hireling companies and regular armies are. I find it strange that the cleric would know this and the Fighter not. Jason, I hope my effort to compile this is of use to you. And to the community on this board: Please comment and discuss. Organized Play Characters
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