sanwah68 wrote: Personally, I am not unhappy with the change. Plastic should be a little more robust, and unassembled allows for easy moding The plastic doesn't really bother me other than the fact that we paid for the more expensive resin. The unassembled is a huge issue for me, though. Like Freedom Snake said, I don't have the time, the tools, or the experience to deal with unassembled minis. I realize Archon didn't have to give us anything, but such a huge departure from what was pitched...I can't even think of the right words at the moment.
Summersnow wrote:
A small part of my brain is afraid this is exactly what is going to happen. If the new Wizkids minis show up before there is a resolution for this, I don't know that I can put any more trust in Paizo.
lock wood wrote:
The only thing I see that specifically allows remote piloting a ship is this mechanic ability on pg 71 of the Core Rulebook Quote:
Since this is a 19th level ability, I would probably say that if the character has this ability, and has completely taken over another ships computer system (including disabling all countermeasures), I would allow them to remote pilot that ship. But the signal would not be encrypted and could be easily disrupted or counter hacked, and possibly traced.
Browman wrote: weird that they started on a Sunday then shift to Thursday after two episodes. That seems like bad planning. It was intentional. They goal was to get the football audience to stick around for the show, then hopefully follow when they moved it to Thursday. Thursday they will see if it worked.
Josheva wrote:
Based on the bolded part, the drone gets a move and a standard. Basically, you are giving up your move action to give your drone one.
I haven't had a chance to thoroughly read all the classes yet, but the Solarion definitely makes me hope for some class specific archetypes in the future. The Solarion needs an option to focus on either Graviton or Photon, instead of having to balance the 2, and an option to use your solar weapon at range would be nice too. A multi-Solar weapon option would be interesting too.
Brew Bird wrote:
The way I would rule it is it would increase the DC of any ability granted by the class that granted the Studied Target ability. For the Nature Fang, spells are a class ability of the Nature Fang, so yes the DC increase would apply, as would the DC of any talent selected. Same thing for the Serial Killer vigilante. Basically, you are replacing the word slayer in the Studied Target text with whatever the class getting the ability is, i.e. The DCs of Nature Fang class abilities against that opponent increase by 1. instead of The DCs of slayer class abilities against that opponent increase by 1.
Really like the new update, especially the shadow forte (needs the ability to move stealthily at full speed though). I would love to see a sniping forte. As for the Improved Forte ability of the Dual-Forte Trickster, I really wish those abilities had been included as part of the original Fortes. That way the new ability that helps set the Trickster apart would scale thru the entire class, and not end halfway thru the class.
Patrick C. wrote: I didn't even know there was an adaptation of the Shannara Chronicles. Should I look it up? Shannara Chronicles was on MTV. It wasn't horrible, but it wasn't great either. As for the races/cultures, I always felt like the Aiel were Arabic, Tear, Illian, and Altara were more Mediterranean - Greek, Roman, Turkish, etc. Then the Borderlanders were similar to Eastern Russians, Mongols, some Chinese. Sea Folk were very Caribbean feeling to me, and the Seanchan were from all over Africa. Finally, the rest of it felt like variations of European ancestries.
Hey everyone. I am working on creating a gambler type character, sort of a cross between Gambit and Mat Cauthon from Wheel of Time. I've been working on it for awhile, and I came up with the idea of using the Unchained Monk as my base. I am making it a chaotic alignment, and having the AC and ki pool use CHA instead of WIS, kind of indicating that he is bending luck to fuel his abilities. I am turning some of the Luck feats from 3.5 into ki powers, and getting rid of some of the existing powers (need help deciding which to drop - about 10-12). I also wanted to give him Deadly Dealer as a bonus feat, and let him act as if he has Arcane Strike as long as he has at least 1 ki remaining. This would replace stunning fist, and he would get the increased plus to damage at 4th level and every 4 after that, and at 8th level he could do it as a free action instead of a swift. I would let him flurry with cards and/or unarmed strikes(not sure if it should just be one or both). Finally, I want to replace the style strikes with abilities for using his cards. At 5th level, he would have basically a bonded deck of standard playing cards that were treated as masterwork and could be enchanted, and the cards aren't destroyed when he throws them. At 9th level, he would get the Ki missile ability from the Far Strike Monk archetype, and at 13th, he would get the Trick Throw ability from that archetype. I still need an ability for 17th level. Finally, I want to add Diplomacy and Sleight of Hand to his skill list, and remove a couple of skills (which ones?). And the couple of obvious changes, make ki strike (lawful) into chaotic, and for perfect self he get DR lawful instead of DR chaotic. So I need help deciding what powers to drop to add the luck powers? Should he be able to only flurry with cards or with cards and unarmed? Any recommendations for a 17th level ability? Any other abilities that I should replace and with what? Should I add some ranged feats to his list of bonus feats? Any other suggestions or constructive criticism appreciated.
Aelryinth wrote:
Feros, thanks for the input. I was hesitant to restrict spell access like that because there are some handy evocation spells (twilight knife, blacklight, darkness immediately come to mind) that work well. I considered giving it a specific spell-list, but I'm horrible at coming up with those. I ended up just using the Eldritch Scoundrel as inspiration. Something to look at though, thanks.
Okay, I've been looking for a good rogue/caster, and I haven't been able to find exactly what I was looking for. The Arcane Trickster didn't fit what I had in mind, and the Eldritch Scoundrel archetype took away far too much from the rogue in my opinion, so here is what I came up with. The Infused Scoundrel - a Rogue with spontaneous casting. I know it probably needs some alteration so please critique and let me know what needs changing. INFUSED SCOUNDREL (Unchained Rogue Archetype)
RaizielDragon wrote:
On the 15th level power, you might see if he will let you use it with the Spark of Life talent, since it works as a summon monster spell.
Calth wrote:
And where did that supposed rule come from? Please find me the rule that says a human can wield 7 weapons. A human can CARRY 7 weapons, but he can't wield them all at the same time. Pathfinder doesn't redefine the English language, it uses it to great effect.Most of the discussion is pretty well focused on a PC using MWF, with the use of other monsters as examples. Right now, as far as I know, there is only 1 PC race (Kasatha) that has multiple arms (I admit I might be wrong about that), so the multi-arm trait is relevant.
Advanced Race Guide wrote: Multi-Armed: Members of this race possess three arms. A member of this race can wield multiple weapons, but only one hand is its primary hand, and all others are off hands. It can also use its hands for other purposes that require free hands. The key word here is wield, which means to hold and use. Using a weapon is attacking with it; therefore, in my opinion, the Multi-Armed trait does grant attacks with the extra arms. The kasatha was built using that trait, so the Kasatha at least can wield weapons in their extra hands, which by definition means they can attack with them. As an extension of this, I would still say since there is no IMWF or GMWF, and MWF says it replaces TWF, a character with MWF could take ITWF and GTWF, but they would each only grant one extra off-hand attack, not one with each off-hand.
Another question regarding the Double Hackbut, and the spell "Reloading Hands".
Reloading Hands wrote: Once per round, phantom hands load a single ranged weapon or firearm with conjured ammunition. This ammunition counts as magical for overcoming damage reduction and attacking incorporeal creatures, but is the standard for its type (a normal bullet or pellets and black powder in the case of firearms). Conjured ammunition ceases to exist 1 round after it is removed from the weapon, or at the end of the duration, whichever comes first. Does the spell create a bullet and 6 doses of black powder when used on a double hackbut? And how long does the spell take to reload the weapon?
Stephen Radney-MacFarland wrote:
Thanks Stephen! Good to have some clarification; that certainly makes a big difference to my next character.
Okay, I have looked all over the place, and a lot of people think the double hackbut is overpowered. The one thing that NO ONE ever mentions is the fact that the double hackbut requires 6! doses of black powder to fire, according to Ultimate Combat at least, and I see no errata saying otherwise. Does the Ultimate Equipment Guide version supercede the Ultimate Combat version? If not, how does this work with paper cartridges? Can you make them, but for a higher price?
I feel like kineticists that focus on one element could use a little bit of versatility, so I had the idea for this feat. Let me know what you think, please. EXPANDED COMPOSITION
Also, as an aside, I think for kineticists that don't specialize, they should be get an infusion at level 7 and level 15. Kinda sucks that they don't, and this seems like it should be a standard part of the progression.
Infinityshift wrote: I think the idea of leaving the 2nd level replacement is good. Instead of doing the tiers though, I would just let the choose them as gunslinger -3 and let them have 1 deed per talent. I am of the opinion archetypes should have more restricted numbers of items from other classes but the choice to select what few items they get, i.e they only get one of the several deeds available at lvl 1 but they take what they want so they have the freedom to build what they want. I do think you have a good idea here for a base of the archetype. Anyway thats just my opninion I worked on this a bit more with another member of my group, and here is what we came up with. DESPERADO Have Gun: At 1st level, the desperado gains the Amateur Gunslinger feat and Gunsmithing as a bonus feat. He also gains a battered gun identical to the one gained by the gunslinger. This ability replaces 1st studied target. He still gains Studied Target at 5th, 10th, 15th, and 20th level, but all bonuses are reduced by 1, and the number of targets he can study is reduced by 1. He does not gain the ability to study an opponent as a move action until 12th level.
The Firearm Combat Style is almost identical to the one in the Trophy Hunter Ranger archetype.
Infinityshift wrote: I need to read more of the slayer myself but from other archetypes, instead of replacing the slayer talents entirely, let the player use them to learn deeds. Talents are one of the core atributes that make each slayer unique. If you just replace them with deeds then you may as well just give the gunslinger studied target and call it a day. They still get Slayer talents at the other even levels, and they have more skills and skill points. I get what you are saying though. Maybe leave the 2nd level replacement as is, but then make it an OPTION to take Firearm Combat Style as a Slayer Talent at 6th, 10th, 14th, and 18th level, and each time they take take it, they gain access to the next tier of deeds. So if I chose not to take it at 6th level, but waited until 10th, I would still only get the 3rd level deeds, and so on.
I like the Slayer class, but I want to play a character that is good with firearms, so I developed an archetype for the Slayer class (still need a good name, if anyone has suggestions). I've basically taken some things from other archetypes I've seen. I feel like something is off, but not sure what. Please critique for me. GUN SLAYER (again, not the final name) Have Gun: At 1st level, the gun slayer gains the Amateur Gunslinger feat and Gunsmithing as a bonus feat. She also gains a battered gun identical to the one gained by the gunslinger. This ability replaces 1st studied target. He still gains Studied Target at 5th, 10th, 15th, and 20th level, but all bonuses are reduced by 1, and the number of targets he can study is reduced by 1. He does not gain the ability to study an opponent as a move action until 12th level. Firearm Combat Style: At 2nd level, the gun slayer gains the Extra Grit feat and can use any 1st level gunslinger deed. Every 4 levels beyond 2nd, he can use use any gunslinger deeds at his level-3, i.e. 3rd level deeds at 6th level, 7th level deeds at 10th level, etc. This ability replaces the Slayer Talents gained at 6th, 10th, 14th, and 18th levels, and the gun slayer cannot select Ranger Combat Style as one of his Slayer talents. I have thought about giving him the Gun Training ability, but not sure what to replace. Is giving up Swift Tracker enough for that? Or should I give it to him twice by replacing both of the Slayer's Advance? Or just give it to him once by replacing one or both of the Slayer's Advance? |