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![]() Q'Qwaan wrote: Bump. Since the duration is one defined by a specific point, I don't think is works with the spell per se. That being said, I feel it might be reasonable to allow it to extend the deadline to the end of the turn after the next. It's not my call, however. ![]()
![]() Sorry, I keep calling this thing Lift (because it's biotic lift from Mass Effect...) but it's actually called Gravity Hold And Psychokinetic Hand, for completeness ![]()
Pathfinder Adventure Path Subscriber
![]() Appreciate the responses! I removed all wording about Proficiency returning it to cavalier default. On the Dragon Dive:
It should be noted that I took the baseline for how effective this archetype should be from a cavalier that had the feats Ride-by Attack, Wheeling Charge, and Spirited Charge. Because all cavaliers that charge have those feats (they do!). Since the Dragon Knight is unmounted, I had to bake those in somewhere so it could stay competitive. Hence the wording in the 3rd and 6th levels of Dragon Dive, and the 2nd level order ability are variants of those feats. You can do similar with spring attack wording, but I figured I'd keep it as standardized as I could. The Dragon Dive / Dragon Jump / Jump Attack is the bread and butter of a Final Fantasy Dragoon, so my philosophy was to make their signature move accessible. AND I desperately want to avoid the schlock that is Branch Pounce. So I'm reticent to place mechanics that require high ground or set DC's. If I require high ground, I'm denying access to the signature move...which is most of the time in practice. There are a lot of low ceilings in the game. If I require an acrobatics DC, it is relatively easy to find a way to blow it out of the water and then you either gain a scaling bonus above the DC or, if it's set, why make it at all if it's automatic success? Ultimately I removed that wording from Dragon Dive entirely and simply declared that it's "acrobatic yadda yadda" opening up the idea of the Dragon Knight leaping horizontally, or off ceilings. As you point out, the original Cavalier's Charge does grant a bonus of +4 when charging which got left out of my document, so I can add it back in. Finally, thanks specifically to Cyrad for that effort! The idea of Impaling Critical is interesting. I admit I'm not sure how valuable the current 18th level ability is, so I'll keep that as a possibility. Keep it coming guys, critiques and counterarguments! ![]()
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![]() Lazaryus wrote: I'm assuming that you lose proficiency with shields. Also add an ability so that lances deal mounted charge damage when you charge, maybe even automatically confirm critical threats made with lances. Shields: I can add that line back in. I don't see many people using shields, but several spear weapons will allow the option. Not sure if it's a net gain or not. Lance damage: I had a line about lances doing triple damage in the Order section (trying to keep good formatting so it is still viable to take the Archetype without the Order and vice-versa). I took it out because every Dragon Knight would use a lance, just like every charging cavalier uses a lance and spirited charge. Damage vs. vanilla cavalier does drop off significantly without it, though, so I'll tack it back on. Right now, it's happens at level 9. I reckon that most Cavs take spirited charge between 5 and 7 depending on race, so that should be fine. I also kept it as tripling for the entire spear group on a charge since the weapon group is pretty tame. It does open some interesting options for Charging Hurlers. That may or may not bite me. ![]()
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![]() Spiritualist
It is a shared consciousness, is it not? ![]()
Pathfinder Adventure Path Subscriber
![]() Mavrickindigo wrote:
I think a lot of us are confused as to how this became a pet class. I figured they were always more martial than that. Granted, I do not watch many things that qualify as magical-child genre. Outside homebrewing, the solution is just to dip one level and the go do something else. Which means you lose a lot of vigilante goodness, but whatever.![]()
Pathfinder Adventure Path Subscriber
![]() Ditto for most of Zerri. It seems to me that the form of the familiar just changes, but you never gain Improved Familiar as the feat. Considering that the familiar eventually gets the change shape universal ability, it feels intentional, if unusual. Given that Animal Guide replaces the entire vigilante specialization and denies access to two-thirds of the talents, having an improved familiar with a familiar archetype is not completely out of left field. Also, I'm no expert on magical children in pop and anime, but I never envisioned them to be a pet class. Faq'd anyhoo. ![]()
Pathfinder Adventure Path Subscriber
![]() There are feats like Quick Reposition that allow for maneuvers to be used in place of attacks. Additionally, given that the Dimensional Agility line calls out monks, it is expected that there are a number of options/archetypes for monks to use combat maneuvers in a more economic fashion. ![]()
Pathfinder Adventure Path Subscriber
![]() The dragoon was mine. To clarify a few points: As Cheetah's Sprint does indeed only benefit from a run or charge; the whole Dragoon thing has a two round spool time, and requires a high or absent ceiling. The Metamagic Rager archetype should be used. On round two you need to charge downward to make Branch Pounce function. If your initial jump is higher than your round two movement, your target may be outside your charge range. Ergo, get Extend metamagic on Cheetah's Sprint to make it last two rounds and maintain a charge lane of up to 700 feet. A reach weapon and/or Lunge is desirable. Not only is it fashionable for a "dragoon" and works out with the Akitonian Blade, but since you will eat AoO's coming down on larger targets (which will have a higher than average frequency encountered outdoors), reach tactics will help you hit first...although you still land adjacent to the critter and likely eat an AoO anyway if it's not dead. Note that I have yet to actually use this tactic inside a PFS scenario proper. All the scenarios I seem to play on that character are indoors and full of EXTREME BOOKKEEPING!!! ![]()
Pathfinder Adventure Path Subscriber
![]() If a character is airwalking and wants to gain / lose altitude, can they jump and "land" on the air? Or jump out of the air to the ground, as a counter? It seems to me that if it is possible to jump on the air, then you should be able to climb higher with a series of "bunny hops" upward. On one hand, jumping is separate from airwalking, so is not limited to the 45 degree angle, but that somewhat subverts the first paragraph of the spell. Ergo, can you jump on air? Thanks! ![]()
![]() That's what I meant. I can't see us disabling portals in combat, so if we all take a moment to position ourselves and before resuming, maybe we can mob Tig-0 into scrap before he does much of anything. As long as we don't actually attack or fix a portal we are paused, apparently. Ed and Pinpi were both intent on hitting themselves with wands, but that is over multiple rounds, so are we in pseudo-rounds? ![]()
![]() I guess I could also spam Charm Monster until it sticks, and then just use the opposed charisma check to shut the robot up. I still have my reroll, just in case, and it'd avoid delving into table variance too much. Or we could just murder hobo the robot. Because murder hobo is the way of the pathfinder. What does everyone else want to do? ![]()
![]() It is no purpose. You've nerfed it because it prolongs combat without actually altering anything. We can buff more, and that's about it. I can try more suggestions like Kro proposes but ultimately if the GM hates mind controlling effects, then Ed is screwed a bit :( I can also try suggesting Tig go dismantle the Azers, or wait in the anteroom for 30 minutes, but am still wasting spells on things the GM is apparently gonna nerf if it's not a "reasonable suggestion"... ![]()
![]() The other point, if you demand that Alchemists use two hands for one of their keystone and primary abilities, is you are essentially saying that alchemists cannot be armed except for natural attacks or armor spikes (which they aren't even proficient in!) and meanwhile, wizards can wield daggers and quarterstaff while casting fireball. Supernatural abilities are more like spells than weapons :) If your imagination cannot wrap your head around it still, consider as an example: I flavor my alchemist, Hein, as making his bombs from clay-like or putty-like chemicals - he's grenadier after all, why not use C4? So one hand comes off his crossbow and dips into his munitions pouch (so selecting the type of bomb), and then quickly scoops up a bit of primer from another pouch and mashes them together with the liquid catalyst. I can see that happening in 3 seconds with only one hand :). Pinpi, of course, may use completely different alchemical ingredients, but the mechanics will be the same at a per-round basis :). ![]()
![]() Alchemy is a Supernatural ability and only requires a single hand. I don't have the ruling off-hand, but it acts more like spell casting in this instance - that is, it is not a weapon. Think of it like a weapon-like spell, such as scorching ray. You can use scorching ray in a grapple, albeit with a concentration check, and STILL get to make the ranged touch attack that might provoke. Bombs are supernatural, but still provoke (per their description), if Tig-0 threatens while grappling, but don't require a concentration check since they are supernatural. Short answer, bombs are weapon-like supernaturals, not weapons. |