Mr. Bonkers wrote:
The Magic Warrior Magus archetype can spend 1 arcana point to fly (or use another beast shape 1 power) for one minute per class level. If you go with the original (somewhat poorly written) version , then you can do it at will for free.
Either way, lots of flight + spell combat etc for damage could make the boot blade work. You could make your mask an Eagle and call your blade your talon or something.
Ah, thank you, kind ferret. I was definitely over thinking it. I'll definitely consider a whip cabalist if I pursue that archetype!
Vigilante Talents wrote:
Whip of Vengeance (Inner Sea Intrigue): You get Whip Mastery as a bonus feat, Improved Whip Mastery at 6, and treat your vigilante level as your base attack bonus for the purpose of other Whip Mastery based feats. Did you want to use a whip? Cool, grab Weapon Focus at level one and this at level 2. Do you not care about whips? Then ignore. Good choice for cabalists to deal their bleed damage from afar.
I feel dumb for asking this but searching on d20pfsrd isn't helping me. How do I use the whip to get bleed damage? Is it just a matter of a wounding weapon that I can use at more of a range? Thanks.
Thank you for that information, I will keep it in mind in the future. That's a shame about Mikaze, I definitely enjoyed their posts.
The Tetori is an archetype for the original monk and uses all of its stats and features that are not modified by the archetype.
Unchained monk archetypes, of which are are a few, should indicate somewhere on the page that they are for the unchained monk.
As for what the unchained monk is, I'd say that it's an attempt to make a class that more closely and effectively accomplishes what people think the monk should do: a hand to hand combat expert with some mystical powers. I'll leave it to others to say whether it's balanced, but it's definitely stronger than a core monk that doesn't take any archetypes.
This is a necro, but I have been looking at building a hunter recently and came across your guide.
For anyone who is looking to use pack flanking etc but doesn't want to get a 13 int for combat expertise, beginning the build with a one level dip in Wild Child Brawler will allow you to sidestep the Int requirement. You also net some extra HP, 4 uses of Martial Flexibility per day, and Improved Unarmed Strike (useful for reach builds). You fall behind one level on spells and other abilities, but your AC will be at full progression.
Dragon Style allows you to " ignore difficult terrain when you charge, run, or withdraw." When charging through difficult terrain, does it still take two squares of movement per square of difficult terrain, or does "ignore" mean you treat it exactly like normal terrain and move through it using a normal amount of movement?
To be clear, does a Dragon Style charge that passes through ten feet of difficult terrain take ten or twenty feet of movement to get through there?
Thank you in advance for any help you can offer.
Aziraya Zhwan wrote:
This is a good suggestion, but I think you mean the Bounty Hunter Slayer Archetype for dirty trick on sneak attack opportunities.
I realize now that, of course, you can't guarantee a particular type of outsider with that spell. So this isn't as helpful if you can't learn a particular Janni (or other Genie's) true name. Not as helpful as I'd hoped.
Still, I suppose you could use your own castings of plane shift for a similar effect. Again, only really useful if you're going somewhere thousands of miles away.
If you need to go significantly farther than the practical range of Wind Walk, like, say, the other side of an earth sized planet (earth's circumference is ~24900 mi), one of your clerics could use Lesser Planar Ally to hire a Janni to use plane shift to take you first to the astral plane or an elemental plane, and then again to shift you within 500 miles of your destination; then you could Wind Walk or something the rest of the way. It's probably only efficient over super long distances. It'll cost you 500 gold plus their fee, but that's not so bad.
I don't know the Bestiary that well, maybe there is some sort of Outsider you can get with actual Teleport or Greater Teleport to be a proper taxi service.
This Spell has me pretty confused.
Lesser Entice Fey wrote:
I'm particularly confused by the last chunk concerning the perform or knowledge check. It says you have to make a check and the result -20 is the HD limit of what you can call. It also says that rolling 20 or fewer doesn't mean you can't call a fey at all. But then what DOES it mean? If the HD limit of what I can call is zero or a negative number, that seems like I can't call a fey at all. Does anyone have any thoughts on how to interpret this?
Blake's Tiger wrote:
I think it depends on how "depends on form" is interpreted. I think Chameleon and Nauseating Flesh would still work. Preserve Organs would be wasteful because you get those free. Spontaneous Healing would definitely work.
Yeah, only good reason to get Preserve Organs is if you're going for Mummify. Though, since so few discoveries seem to be worth getting with this Archetype, it may well be worth getting a useless one to pick up those sweet Mummify immunities.
Both of the above Vigilante talents add (with qualifications) half of an Avenger Vigilante's level to damage. One of them effects finessed weapons when you use strength for damage, the other effects unarmed strikes and gauntlets. You could conceivably have both talents; if you did, would their effect stack when finessing your unarmed strike and using strength for damage?
I know that two abilities that add the same ability score bonus don't stack (ala Warpriest/Monk), but I couldn't figure out if the rule is the same for abilities that add your level (or a fraction thereof). Intuitively it seems that the same rule would apply, but I figured it was worth asking the forum. Thank you in advance for any help you can offer.
**Edited to correct a terminology error.
For Monstrous Physique, I'd recommend checking out Bestiary 5's Gegenees. It seems like it was maybe supposed to be a humanoid (giant) but as it was published, it is a huge monstrous humanoid (giant) with six 2d6 slam attacks.
Darksol the Painbringer wrote:
The Sensei Monk gains Bardic Performance off of wisdom, but it looses flurry and generally isn't that strong in the sort of direct combat that I feel like these characters are geared towards. The Evangelist has already been mentioned. I know that there is a Medium archetype that gets performance, Storyteller, but that is probably more mystical than you're really looking for. No other ones are springing to mind. I think Exemplar may be the way to go.
I have a small suggestion for an addition to your feat section. As an alternative to Combat Expertise, you may want to mention Dirty Fighting from the Dirty Tactics Toolbox:
Dirty Fighting wrote:
The primary benefit is that it does not have the Int 13 requirement that Combat Expertise does; many monks can't spare the points for that score. Plus it can be useful if you are going for maneuvers.
Anonymous Warrior wrote:
Not as far as I can tell. However, a GM may well be willing to allow one to purchase a "masterwork flying kit" based on the climbing kit. A +2 Competence bonus for some fins or something that strap to your clothes, priced comparably to a climbing kit, maybe a bit more to account for the more exotic nature of the activity. The rules for masterwork tools leave room for developing custom ones for other skills.
I read it as costing one additional burn on top of the burn cost of the initial composite blast, so 3 burn. Here's the rule, so others can weigh in:
Aetheric Boost wrote:
You infuse a simple blast you know with aether, causing it to deal 1 additional point of damage of the same type for each of its damage dice; it otherwise acts as the simple blast. At 15th level, you can also infuse a composite blast with aether. To infuse a composite blast in this way, you must accept 1 additional point of burn.
Turin the Mad wrote:
True, but it is still limited by your intelligence modifier +1. So a higher INT is still key to learning many languages.
I apologize if this has been answered before; I did some searching and couldn't find it.
If you are maintaining a spell with a duration of "Concentration" in combat, can you only cease concentration (and end the spell) on your own turn? Let's leave aside for a moment why you'd want to (I've got a sort of screwy situation in my head where this might be useful, but now I'm honestly just curious). My instinct is that you can't because nothing says you can and the default is that you can't act off turn. In the duration section of the magic rules, it says:
A spell that depends on concentration is dismissible by its very nature, and dismissing it does not take an action, since all you have to do to end the spell is to stop concentrating on your turn.
So, if something doesn't take an action, can I do it off turn?
Thank you both so much for your prompt responses. I had based my conclusion on a misunderstanding of the duration section of the magic rules, but having re-read it I see that you are correct.
Your answer raises a follow-up question to me; if a character was inside the cloud when the spell concluded, would they count as having left the cloud? That is to say, if they were nauseated would they continue to be nauseated for 1d4+1 rounds, or would their nausea end once the spell ended. Thank you again for your help.
I don't feel qualified to comment on the OP nature of the Shaman (though it strikes me as quite good), but in the context of the conversation I think it's worth noting that the 3.5 Spirit Shaman casted off the Druid spell list with a mechanic that was similar to the Arcanist's. So I don't know how much of a counter that provides to the argument that the PF Shaman should be more like the Druid.
Dwarf. If the speed bothers you, grab the Exploration Subdomain and see through walls (to find monsters). Alternatively, if you want to be a face you can grab the conversion inquisition and use Wis for your social skills. You'll be really tough and a great caster. Plus, you'll still have longbow proficiency if you want to go ranged and you can use racial traits/feats to boost your saves super high.
I'm considering a Fated Champion Skald for an upcoming campaign; I wanted to actually see what spells were covered by this ability:
Far Seer wrote:
I'm trying to determine what other spells qualify as spells "that predict the future." Harrowing and the greater version seem to qualify, assuming my GM is willing to let me take the time to mess around with a harrow deck. But what else? Contact Other Plane seems like it may qualify, assuming I use it to ask about the future. Any other ideas? I like the archetype and I can't imagine I'd frequently be using Spell Kenning to deal damage directly, so I am not terribly concerned about the downsides of this ability, but I want to make sure that if I take this archetype, I do so knowing it's full potential. Thanks.
While it's certainly prudent and advisable to work to overcome phobias and other difficulties with subject matters, it's not realistic to do so before continuing this game.
Your friend (and maybe you also, use your judgment as to the dynamics) should talk to your DM, explain that it bothers them. If necessary, ask the other players who recognize the issue to support you. From your description, it doesn't sound like this issue is central to the adventure, so your DM should be able to help, assuming they are cooperative. If it can't be resolved, for whatever reason, then that is unfortunate and your friend should perhaps consider another adventure with a plot and or gm that better suits his needs.
I'm far from an expert on theorycraft, I'm sure people will come along and explain this in more detail and with better ideas. Basically, the ability of a wizard to defeat a large opposing force (especially if they do not have similarly powerful casters at their disposal) is based around a few elements.
1. Wizards have many ways of defending themselves that cannot be defeated by mundane means. Wizards can fly, use greater invisibility, and employ all manner of abjurations to avoid enemies. They can shapeshift to get tougher or to hide. A wizard can base themselves on another plane, even their own demiplane, and attack via astral projection. All of this is to say that it is not so simple as surrounding them and drowning them in grunts' blood.
2. Wizards have many means of attacking without exposing themselves. On the simpler side of things, they could turn invisible/fly etc and begin to summon allies to help them. But they don't even have to be on the battlefield to command minions. They could dominate or otherwise control powerful creatures to go and attack their enemies. They could bind a powerful outsider. For example, a very high level wizard could, from the other side of the world, bind an Olethrodaemon and order it to greater teleport directly to the enemy's primary citadel and destroy it. Without some serious high level aid, a mundane army would have no hope of stopping it. Wizards can build simulacrums of powerful monsters, and can use astral projection do all of this from a safe, extra-planar location.
3. Even if you fight a wizard in person, they have many means of retreat and escape. Teleport, plane shift, contingencies, even time stop/wish, means that getting the drop on a wizard may not be enough, unless you can end the fight before they can act.
In practice, it's just too hard to pin down a well-prepared wizard and they can too easily fight from any number of defensive locations with little diminution of their offensive power.
Alchemist with Feral Mutagen is a popular Natural Attack build, from what I understand. For an absurd number of Natural Attacks be a Ragebred Skinwalker with the Extra Feature feat and always be in bestial form, so you have Gore/Hoof/Hoof. When using your Mutagen you will add Bite/Claw/Claw (All Primary) to your routine, for 6 natural attacks at level 2, 4 of which will be primary. Take the tentacle discover if you want to add even more attacks.
Battle Herald requires Inspire Courage, which Skalds do not get. Too bad, because it seems like a fun version of the PRC
Not Skald related, but if you're looking for a different spin on a Battle Herald, try the Evangelist Cleric Archetype, which does get Inspire Courage along with some other Bardic Performances.
Secret Wizard" wrote:
Ugh you're totally right, you did make that super clear, my bad. I too am a great fan of Hobgoblins; I have a bit of an instinct to chime in for them.
Edited for quote nesting.