I had an argument with a friend about the way the Flying Kick Style Strike of the unchained monk works.
The two standpoint are:
1. The ability allows you to move any way you want, including 60ft straight into the air.
2. The ability allows you to only to only move in movement types that you have access to. So if you have no fly speed, you can't fly with it.
I couldn't find any official post about it and i find it a bit ambiguous. Can somebody help me?
The monk leaps through the air to strike a foe with a kick. Before the attack, the monk can move a distance equal to his fast movement bonus. This movement is made as part of the monk’s flurry of blows attack and does not require an additional action. At the end of this movement, the monk must make an attack against an adjacent foe. This movement may be between attacks. This movement provokes an attack of opportunity as normal. The attack made after the movement must be a kick.
I only allow stuff i can see myself using as npcs as well. For me everything else always runs into the special snowflake problem. Why is there only one psionic in golarion? I know i will not build psionic npcs, as i hadn't had the opportunity to play one even get a full grasp of the classes.
As for martial/caster disparity:
Sorry if I overlooked your reasoning behind this as I've only glanced at the classes but: Why is the Steamwarrior Charisma based when almost everything about the class points to them being Intelligence based? I mean the class is set up as a almost dark age Tony Stark but instead of using his Int to invent his armor and operate it I guess he just sort of... I imagine use his natural Cha to convince others to build the suit for him. It just seems like a weird design choice is all.
You are right. It was a design-relic i have overlooked. The class started more as a magitech class, where it made sense to have it charisma based. When i lost the magic part of the class i forgot to change the attribute it is based on. I changed it to intelligence. Thanks.
Ciaran Barnes wrote:
I agree with acrobatics and removed it. However i don't agree with perception. I just think, that a class that is clearly a bit on the wild and adventurous side needs perception as a class skill. On top of that if it is wisdom based. It just feels odd not to have it.
Ciaran Barnes wrote:
Ciaran Barnes wrote:
I am currently not in favor of making it a standard action to manifest. A lot of fights are very short and blowing a standard action for a very limited use ability just doesnt feel good. The cavalier, inquisitor or paladin only use a swift action for their abilities, which they have an equal amount of uses.Changing the action might happen if i choose to go with you more "pick-your-own-manifestation-power" approach. I am certainly gonna draft a version of that, as i like the sound of it and more options for a player are always a big plus.
Ciaran Barnes wrote:
I always thought of it as a ball of pure elemental energy, but left out flavor for the players to come up with it. I will clarify, that the manifestation itself has no ingame effect on the square it is created in.
Thanks for the great feedback.
I present to you my first two selfmade classes:
The Elemental Adept:
I would greatly appreciate any suggestions, criticism or even praise, if you like the classes.
To be honest, i don't think that your soul blade should be its own class. It feels like a fighter archetype.
If you want it to be its own class, it needs to allow more concepts and be less like the fighter.
Overall you restricted the player too much, either through a lot of set flavour(Colors for transformations, etc), or through the transformation.
In its current form i would advise you to remake it into a fighter archetype. If you really want it to be a class, you need to broaden the possibilities and reduce the inbuilt forced color flavour.
Primal Hunter is absolute nuts. Tee animal companion is a far better chassis for evolutions than the eidolon and you will soon hit the level, where you can activate it every fight.
I almost forgot, but there is a feat that allows you to use your bow in melee without provoking. Unless the switch-hitting is based on concept instead of need I would just go that route.
This is point-blank-master. A ranger and a slayer gain it at level 6 if they choose to. A zen archer gains it at level 3. Normally it has BAB +11 as a prereq.
I would generally advice against a mounted archery build for a paladin.
The paladin is an awesome class that basically lacks only one thing: Bonusfeats.
Outside of that, with your current array of stats, you will have problems hitting enemies when you are not using your smite(evil) classfeature.
Furthermore you wrote, that you want to charge at enemies. An archer does not charge. Do you want to combine meleecharging with archery, all while mounted? I don't think the paladin is the right class for this.
And last but not least, dumping int on a paladin hurts a lot. Are you aware you only gain 1 skillpoint per level? For a mounted build this has to go into ride. So you basically don't ahve any skillpoints. Not even Handle animal for your mount, or any social skill.
I hope i didn't come off as to harsh, but this concept might spoil a lot of fun you can have in pathfinder.
The TPK's were never my fault as i got told by all my players. And after rethinking it, it was only one tpk.
First time they wanted to cross a 40 ft. wide street to keep on folloing the gaseous form of a vampire. A large warparty of the undead+cultists was moving along that street(Several thousands).
Second time they went up to another fortress. After they heard, that people trained inside the walls, they decided to stop this evil training camp. When they moved alongside its outer wall, they saw a group of enemies patrolling. They attacked and the sound drew archers onto the wall. They then cowered behind a towershield and tried to escape through a dimension door wand. The only user at the time was a alchemist with umd. He needed to roll a 14 and didnt to it for over 12 rounds. The Vitalist and the towershield fighter were slain in the process through forces moving into melee.
The spellcaster is an npc they rescued and keep on the short leash. As thus they mostly decided what he prepares and casts. As such, i let them blew all his level 4 and 3 spells. Now he is left with barkskin, two cure spells, some weak utility spells and his hexes.
I have killed them twice in this campaign. There are always consequences in my world. I must admit, i mostly dislike the taste of having the new characters introduced to the nitty and gritty details of this massive undead invasion. The pcs one of the few persons to act behind enemy lines and as such they are collecting important information for themselves on how to stop all this. The outside world does not even know where this all origins from nor who is responsable for it.Still a great post, thanks. I think i take the portal route and let the dice decide, which 1 or 2 of these guys doesnt make it out alive.
They have ropes and grappling hooks. But as i already said, climbing on the outside is no real option. The tower is in a the middle of a city, which is under full control of the organization.
Climbing is just a slow process.
I really like the portal idea. The BBEG is currently out for a hunt, to gain new undead minions similar to his axe beaks. He could teleport back and they make it through. They will be punished anyway, because the paladin will most likely die just to get them safely upwards.
Thanks for all the help and ideas.
Didn't they plan an exit strategy?
No. It baffled me, but i didn't feel like bringing it to attention. Their plan was to beat everybody inside and the walk out the front door, ignoring the guards posted there, as these where mindless undead and they just assumed, that they are controlled by someone inside the tower and will go on a rampage as soon as that guy is slain.
Don't they have rope?
They have, but not the time to make it work. And hanging outside of the tower of doom on a rope, while the enemies gather on top and on the bottom doesnt seem like a good way to survive.
They surprised me with their entry in the first place. Having the only supporter spend most of his daily ressources to get into a tower of which they have no clue how it is built/guarded inside.
The most creative player already told me he will jump out of the first window, take the falling damage and just run away with 60ft. landspeed. If he resorts to a selfish way to get out of it, i really fear for the others.
Having 1 or even two die is fine, just not 4 or even all 5.
The already searched all upper floors outside of the floor they can't enter in their current state (The floor with the 4 guys waiting behind the door).
The owner uses his ring of feather falling to get out, if he wants to. He has no concerns for other members of his organization. They are either good enough to get out or they are not worth to be a living part of his organization.
It can't be a hidden compartment they find by chance, as the +21 perception guy already checked everything. They really took a lot of time.
My PC's managed to get into a horrible position. They entered the 6 stories tall tower of the BBEG through a window in the fifth floor only to find out, that the BBEG is currently not at home. They then move downwards, locking four guys at the 4ths floor in by using the key of the second vault. On the third floor they triggered an alarm and got into a fight with 6 advanced zombie axe beaks. The alarm informed the second in command, who sent 2 inquisitors and 2 supporting clerics to investigate, while continuing with her ritual in the cellar.
We needed to end the session mid combat, while they are trying to get back up the stairs.
The group consists of four level 7 pc's:
I don't want to kill them all, but their only way is up and the shaman used most of his spells to get them into the tower in the first place.
How can a get some of them out alive without pulling punches? Getting captured is no option, as the BBEG and his followers never took a prisoner before. They kill everybody and resurrect them instead.
How is this build "extremely" powerful?
You are still a d8 class with bad saves, still rely on flank to get anything done, lose out on your level 2,4 and 6 rogue talents(these could be feats), heavily slow down your sneak progression, to a point where it progresses even slower as the sneak of a slayer and you furthermore rely on a familier, which will share your problem of low hp.
This build does decent in flanking position, but is horrible if it does not get it. The familiar of a d8 class in "full combat" mode will just get curbstomped all the time.
Brain in a Jar wrote:
I played a warpriest and i like the class, but it cannot do the thing i am looking for. Blessings are a tiny part of the warpriest and the swift action casting is purely buffbased, as it only works when casting spells on yourself.The magus multiclass does seems like opening a can of worms.
Somebody said it. A Hunter archetype with the essential magus class features in exchange for the animal companion and the teamworkstuff is quite a nice idea
I am currently playing a halfling inspired blade swashbuckler of Desna and when i was looking into the wording of panache and butterfly's sting, i asked myself:
Can i regain Panache when i forgo my critical strike?
Benefit: When you confirm a critical hit against a creature, you can choose to forgo the effect of the critical hit and grant a critical hit to the next ally who hits that creature with a melee attack before the start of your next turn. Your attack only deals normal damage, and the next ally to hit the target automatically confirms the attack as a critical hit.
Critical Hit with a Light or One-Handed Piercing Melee Weapon: Each time the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashbuckler's character level doesn't restore panache.
Panache only seems to need the confirmation of a critical strike to work and butterfly's sting works after you already successfully confirmed a critical hit.
Considering the hill giants:
Thanael, thanks for all the great help. I really hope you have an awesome day/week. Your help and effort is really appreciated
In terms of vibe, i am looking at a complex net of political relationship.
Additionally, there will be a hill giant kingdom invading the region from another dimension (Parallel Golarion-esque world).
My research has brought up the following books:
What does Complete Leadership offer?
Choose any vermin companion, i suggest the giant mantis for superior movement and apply permanent fast healing 1 and light fortification through the worm focus.
You hide or run away, your companion will shred the goblins to bits.
Edit: Just reread and noticed the ACG is out of bounds
Sorry i failed to mention, he is undead and additionally immune to: banishment, confusion, crushing despair, detect thoughts, dispel evil, dominate person, dominate monster, fear, geas/quest, holy word, hypnosis*, imprisonment, magic jar, maze, suggestion, trap the soul, or any form of charm or compulsion.
I didn't post the full statblock, as i tend to use my own way of writing them down.
NE Medium outsider (archon, extraplanar, evil)
Languages Celestial, Draconic, Infernal; truespeech
Flames of Insanity (Ex)
Second Skin (Ex)
Chaos Blade (Su): At 8th level, you can give a weapon touched the anarchic special weapon quality for 9 rounds.
Vision of Madness (Sp): You can give a creature a vision of madness as a melee touch attack. Choose one of the following: attack rolls, saving throws, or skill checks. The target receives a bonus to the chosen rolls equal to 1/2 your cleric level (minimum +1) and a penalty to the other two types of rolls equal to 1/2 your cleric level (minimum –1). This effect fades after 3 rounds.
Aura of Madness (Su): At 8th level, you can emit a 30-foot aura of madness for a number of rounds per day equal to your cleric level. Enemies within this aura are affected by confusion unless they make a Will save with DC 30. The confusion effect ends immediately when the creature leaves the area or the aura expires. Creatures that succeed on their saving throw are immune to this aura for 24 hours. These rounds do not need to be consecutive.
Spell Deflection (Su)
Spell Resistance (Su)
Channel Resistance (Ex)
Command Devourers (Su)
Energy Drain (Ex)
Spell-Like Abilities: A dread devourer is assumed to have one essence with 15 levels trapped inside it at the start of any encounter.
Trap Essences (Su)
My players are very system savvy and tend to build strong characters but never go the full distance of optimizing, even if they could.
But currently they are in a rather bad spot of group composition:
@Just a Mort:
Hello fellow forum users,
i am currently running a homebrew campaign, in which a highly organized undead scourge has overrun southeast andoran.
I have created the final boss for this campaign and i would like your advice on the following:
To my players: Don't spoiler yourself!
The boss is a corrupted Legion archon sporting 520 hp, Fort +24, Ref +6, Will +24, DR 20/good; Immune electricity, petrification; SR 36 as well as casting of a 18th level cleric.
He attacks with:
And his stats are:
He has permanent vision of Madness(+9 attackrolls, -9 to saving throws and skillchecks) which is included in the above stats.
By official guidelines he is CR 28 i think.
He will be accompanied by two nightwalkers.
Either i am missing something or this character will be dead rather fast.
I like the spelllist for the most part, as it focusses on buffs and not on spells relying on saves.
The class is flavourful but i am just not a fan of putting a permanent gun to the chest of the player.
I am playing a stormborn sorcerer currently. The stormborn bloodline has a copy of this ability with the only difference being that it grants shock.
I agree on the duration. I would like to have seen a 1+1/2 level scaling, as its rather odd, that it lasts only 1 round for 3 levels. Especially 3 levels where i get the most uses out of it.
I got a few concerns:
Overall this race-design feels far too good. With only one downside(vulnerability) but major upsides(swarming+full plant immunity) it feels offbalance.
Inspired by the post of Ssalarn(Link), I want to spice up my next campaign with some 3rd-party awesomeness.
Short summary of my gm-style and my group:
What the next campaign will be:
What i am looking for:
I am aware of Endzeitgeists website and i regularly read articles but i am looking for general feedback/suggestions.
Thanks in advance,
I must admit i a not a fan of making it a new class if it only works with a single build. A full class should be able to work with a big number of different builds.
As it currently stands, your dragon knight should be an archetype for the fighter. There is no reason of its not being one outside of it having a better reflex save.
Just swap out bonus feats and armor/weapon training at the appropriate levels for the dragon knight abilities and your fine. Perhaps remove some of the rather unneeded additions, like fleet or polearm focus. The player can just decide to take weapon focus for the weapon he chooses for his character concept.