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Spellslinger wizard 1. Gun feats, wand scroll access and reach spell buffs touch spells with +0-5 to hit or save dcs. For a bad touch cleric I would say its worth the loss of a level. Magic bullet isn't too bad either. The question is does it count as being casted through a pistol dagger if a magus spellstirkes with it. Mmmm x3 crit multiplier. Also shooting healing is glorious.


Feral combat training

Choose one of your natural weapons. While using the selected natural weapon, you can apply the effects of feats that have Improved Unarmed Strike as a prerequisite, as well as effects that augment an unarmed strike.

No where in the feat says the natural attack using feral combat training no longer count as their original attack. So it seems to get all the benefits of being a claw and all the benefits of being an unarmed strike.

This could mean I could double dip on feats. Like weapon focus claws and weapon focus unarmed strike for +2 to hit.

With Martial Versatility do I apply both weapon groups to the feat?
If I selected unarmed strike would it apply to the natural, monk. and natural groups? The second like "While using the selected natural attack" changes to "While using the grouped weapons" right?

So can I apply this and let close weapons use my monk damage and have a fun time doing pummeling charge with shield bashes.

Does shield spikes and amulet of mighty fists stack then?
Lets say I have shield master and a +1 holy frost shield spike on a +4 bashing shield and a +1 acid flaming amulet of mighty fists.
Will my attacks be +4 holy, frost, flaming, acid shield, use my monk unarmed damage to replace the base damage and be counted as 3 size categories larger due to bashing and shield spike applied to my unarmed strike(shield bash). This seems to match how magus, arcane duelists, and magical ammo stack.
I may lose a size catagory on the bash depending on if the shield spikes change the shield bash or the shield spikes replace the shield bash.
Also what would my bashing spiked monk unarmed damage dice be?

Fun paradox if you go the route it only applies to natural attacks.

Monks unarmed strike class ability has a clause in it where unarmed strikes are both natural and manufactured weapons. Which means close weapons and monk weapons now count as natural weapons. Which means they are a natural weapon selected for the feat. The feat makes them qualify to be applied to the feat.


I feel like the class should have improved unarmed strike no special progression but be proficent in unarmed attacks or boxing in some form but the class does seem very front loaded.

I like inspirational expertise the ability to actualy get a bonus from a knowledge check instead of just learning something I already learned from system mastery. That and I get to yell "He is a human the heart is a vital organ aim for the heart"

Personaly I love finding little munchkinish tricks so might as well see what can get quashed or clarified in this playtest before its needed in an errata.

Inspirational Expertise seems like a fun ability make knowldge check for everyone to get +4 then pull out your monsters encyclopedia to change your bonus as you do some research and pop an inspiration to get a even higher check and hope you get a high enough dc to find out something new. If the monster transforms or polymorphs it could be another check to boost the party. I would like to see more party buffs of this style to be a commander style investigator moving my chess pieces I mean leading my allies to victory. Having diffrent styled investigators as options for talents would be nice.

Studied Strike (Ex): At 4th level, an investigator can
choose to make a studied strike against the target of his
studied combat as a free action upon successfully hitting
with a melee attack to deal additional damage.

From the wording it seems to make the studied strike a free action attack on its own instead of a boost to an attack damage. Does this mean DR would apply to both the attack that triggers studied strike and studied strike too? How about other damage modifers like bard song? It could get silly stacked with sneak attack. dagger with 2d6 sneak attack and +3 bard song would be: +1d4+str+2d6+3 Then free action Studided strike 2d6+2d6+3.

Everyone else already went with the big problems with Studied strike so ill skip that. I would love to see the study abilities to become a stacking buff that improved as combat progressed. Granting larger bonuses as combat vs the target goes on as you study his fighting style better. To make it viable later just add progression to which the speed the buff increases or let the investigator spend inspriation to skip some studying. Just be sure you have to have the target engaged combat with someone to start gaining the bonuses. +1 to hit every round up to your int modifier capped by investigator level could work.

The other classes have them count as their parent classes to feats. Will studied strike count as sneak attack for feats such as blinding sneak attack?

Their capstone true inspiration seems to make many of their talents obsolete. The talents to not spend an inspiration to gain a bonus to the skill does nothing when the capstone gives them that ability unless they get the ability to upgrade their inspration to +2d6 for free if they have the talent.


I would like to see better focus on the animal companion.

The class needs a source of full bab but what if instead of giving it to the ranger we had a class bonus that gave the animal companion +1 bab at first level and every 4 levels turning it into a full bab animal companion. Fix its HD progression as part of class abilites so it is not a dip.

The hunter can be stuffed with animal companion buffs like giving the companion bonus feats and stats or even letting the companion qualify for fighter feats. Let the pet keep the enemy away with lunge and abilities/feats that disrupt movement.

A companion version of Gang up as a teamwork feat would be great too. To let the hunter and pet be more flexable in flanking.

More skill points would help as it seems to have minor MAD. Ability to grab from ranger or druid spell list would be nice too.


I personally think the Hero points are a bit too rare. One a level makes them come very slowly in a large player game on slow exp progression. To make up for the rarity I can see the power they provide. It does feel great to interrupt an action to stop an enemy teleport escape or to take a turn right as a death spell is cast to cast death ward on the target.

I prefer the action point system and the smaller bonuses over time. I can divide them up over the adventure. My group would use it for important actions and end up using most or all of them at level time. Play time to level seems to be at 1 every 40 hours of play for my group. If they had more points and had the hero point actions take up more than one point I would enjoy it more.

If it was something like 5 points a level and capped at 15.
1 point to stabilize
3 to recover a spell
3 for action interrupt
5 for impossible act.
8 for life saving.
Something like this would give it a use other than death bomb. It may be nice having a death bomb option but if DM sees it as something that must be used to survive the final encounter to make it exciting it feels kinda lame. Its like if a shooting game that let you death bomb to save your life but have just enough unavoidable bullet patterns where you have to bomb to match the number of bombs you earn.

Also the heroic fortune spell in APG looks to be easily breakable. A second level spell with a material component cost of 100 gp to get a hero point which can be used to restore a spell slot seems a bit over powered. Considering it can recover any slot. A level 2 slot and 100gp for a level 9 spell rememorized. One thing I do like is the fact the component is diamond dust so it can be used in other spells. I keep my dust in 100 and 50 gp increments with a bit of granite on the side for stone skin. I approve of priced components being more interchangeable.


When does a bard need to use the action for inspire compentence. When the action is started, when completed or through whole time the action is performed?
For example if a wizard was creating a staff of the monkey king and the bard performed Journey to the West to aid him would the bard need to be level 7200 to have enough rounds of bardic music to give his support to the wizard? Before you say that is silly some other epic plays like Beowulf and Ramayana are done is epic format for multiple hours at a time over multiple days.


  • Less extreme is Diplomancy checks take 10 rounds to attempt. That is a large majority of bards rounds per day.

  • Opening a lock 1 round action. Perform, start picking perform round 2, complete picking?

  • Concentration music for linguistics also seems out of the range.

  • Climbing and swiming anything seems like a large drain of resources.

For most other checks a simple aid another is easier and does not require usage of music.

Facinate also seems one that has a big loss. A first level bard can't even use it to distract for a minuite.

I loved the idea of when sneaking having a back up plan. Guards appear, Bard proceeds to use Rickroll while the party sneaks ahead to finish the job.

ps. Something fun with frightening tune, if it is a visual based performance such as dance it should be till bard is no longer visible. Target is feared turns around to flee, cone of vision moves, and the frightening tune ends as the bard is no longer in sight. "When I turn my back to it I can't see it thus I am no longer afraid, also I gain immunity for 24 hours."

pps.Pathfinder Chronicler in the phb still has uses/day. I blame the sudden change to rounds per day after the play test finished. I hope this doesn't happen in the advanced players guide. I see it with summoner nerfs on multiple fronts too much like Champions Online launch nerfing. One or two changes at a time is fine but piling multiples and the nerfing gets exponental as the multiply with eachother. It seems strong basline but has a low top end.