I would say giving -4 to saves vs one school would not be of equal power considering you're going to base it off whatever you're casting next. It lasts 1 day per level. I would say -4 to saves vs spells from one school for one round would be about as powerful but it's really in the spirit of the spell.
Spell descriptors is something else though, but you'd have to be creatively descriptive. Like giving them giant ears to me more susceptible to fortitude saves on sonic descriptor spells, that might be worth a -4
you could do tons of mundane things. you could make peoples butts grow so they get stuck in their saddle or their waist shrink so their pants fall down and entangle them. make some party members see blue as red and red as blue if they're teasing you about how your stink cloud spell is just your dirty farts.
You could make peoples hand swell up so they couldn't hold their weapon. You could make someone really ugly so that they have a hard time talking to people. you could make peoples feet shrink only slightly then start a cobbling business where you sell people too small shoes and they think their feet have just grown and they buy more shoes
you could make your own face all messed up when you're doing naughty burglary type things so later no one can identify you. you could make your own arms seem very small and try to win arm wrestles with your deceptive strength.
Hi all, Im trying to make a build around getting spinning throw/improved ki throw as quickly as possibly. My groups campaigns rarely get up to a very high level before we're started on the next thing so that's why I'm trying to do this.
My first idea was a human lore warden fighter/brawler that got it by level 9
each of these builds got improved trip and power attack at first level, which i like
here's each feat and it's prerequisites
Improved unarmed strike - none
Combat reflexes - none
Vicious stomp - improved unarmed strike, combat reflexes
Power attack - +1 bab, str 13
Improved bullrush - power attack
Greater bullrush - improved bullrush, bab +6
Combat expertise - int 13 (or combat stamina, or brawlers cunning)
Improved trip - combat expertise (or dirty fighting)
Greater trip - improved trip, bab +6
Ki throw - improved trip, improved unarmed strike
Improved ki throw - improved bullrush, ki throw
Spinning throw - improved trip, improved bullrush, ki throw
Paired opportunist - none
I'm trying to find builds to get it even sooner than 8, and im hoping for full BAB progression. does anyone else have any builds?
With one level of the chavalier archetype outrider for lashunta race one can get combat expertise and one improved maneuver feat. I cant figure out how to make that work with something
But the rules are vary clear when you can take an immediate action
immediate action wrote:
However, unlike a swift action, an immediate action can be performed at any time—even if it’s not your turn.
I think RAI is that immediate actions are not subject to initiative other than in regards to how long you have to wait to use another one. I'm willing to FAQ it though.
Readying an action rules say that your readied action must occur before your next action (as quoted above). If you use an immediate action do you loose your readied action?
(FAQ this post instead of the OP because it's got to be a clear and concise question.)
I forget the feat but there's a feat that lets you have an ioun stone bond object. I would say yes and that you could probably use the crafting feature of the arcane bond feature to create the ioun ward your self. (that also probably makes your claim extra legitimate)
Edit: Syries is probably right about not having both a bond object and familiar. (though I was pretty sure that wording was only on the sorcerer bloodline)
That doesnt stop you from having constructs though. Your ioun ward would then only count as a bond object and get none of the familiar abilities.
Edit 2: that archetype is really cool by the way! It sucks that you can only have one instance of bonded force. I want my shard blade and shard plate darn it! Where on Roshar can I find a full set.
I dunno about apple but androids can "find in page" same as control f. Just google it if you care, figured you might wanna know that.
shadow walk wrote:
In the region of shadow, you move at a rate of 50 miles per hour, moving normally on the borders of the Plane of Shadow but much more rapidly relative to the Material Plane.
Holding mine. It depends whether the threat is coming from the shadow or material plane. You are on the boarder. If it is on the shadow plane you are normal speed. If the threat is from the material plane you move 367 feet for every 5 feet of your movement.
Now I'm only really familiar with the old Castlevania but I'd actually say not a castor for a Belmont. Ask your DM to let you make a "long flail" whip with a flail end so that you can make a whipe that's bludgeoning and slashing. That gets around skeleton resistances. Trade trip if you need to. I would say something like swashbuckler or or daring champion cavalier (which trades mount for swashbuckler stuff including level to damage)
I bet you I can make a fighter Belmont too. Warrior spirit can give your whip undead bane,and/or holy, or any bane or other weapon enchantment you need. (pick it up as early as level five with the feat)
If for you d&d = fantasy than I've got some good news. I haven't checked it out yet but luckily the good people of paizo just released a new system a few months ago (4th from the top, top left hand side of your current browser page). Maybe it's time for a new system?Based on the (very little) I've read it seems kinda dune-ish rather than sci-fi. Dune seemed like space fantasy to me.
Enlarge person specifies that your equipment grows, therefore one can conclude that if the polymorph sleffect doesn't specify your equipment either merges or grows that it doesn't grow or merge. DM should make a strength DC to break out of it based on material, thats not in the rules I don't think though, but the armor is essentially acting as any wall, and walls/cielings are covered in the rules.
It's not on a seperate track it's on the same track with different starting points. When hp-(damage+non-letal damage) = 0 you're staggered, when <0 you're unconscious. Additionally if your "current hitpoints" (hp-damage) <0 you're dying. Power attack adds to non-letal damage because a non-lethal damage roll is a kind of damage roll.
The spell is cast as part of the creation. I don't know if you need a scroll every day but I'm fairly certain you must use UMD if the scroll isn't on your spell list, you can't use read magic to fudge it.
Alternately you can get someone else to cast it.
Perfect Tommy wrote:
When you find that GM;Make sure to retrain each martial weapon proficiency that you're not using too. Who need martial weapon proficiency (cutlass).
Edit: whoops that's a class feature. What I meant to say was all those bladed weapon proficiencies from being a tengu.
GM Tyrant Princess wrote:
I've been using the wound threshold rules since they were released, because that whole "fine until 0 hp" thing always bugged me.
Goku's power level doesn't go down when he gets punched. HP is all about experience and rolling with the punches. A commoner who rolled an 8 on his damage roll with his spear got an 8 on everyone who doesn't have some kind of damage absorbing hide (DR)level 10 fighter takes 8 damage, level 1 wizard takes 8 damage, Tiger Takes 8 damage, Storm Giant takes 8 damage.
The difference between a level 1 wizard and a level 10 fighter, or even a level 1 fighter, is combat experience
The wizard feels the spear penetrating his arm and all his muscles tense. The only pain he's ever felt is his brother punching him in the arm and tensing seemed to help with that pain. Tensing against the spear though only helps it jab in deeper. The wizard feels another sharp pain as the spear is pulled out. He see's blood. His blood. He faints going unconscious at the sight of it.
That same spear attack against the fighter goes a littler differently. The fighter has been sparring for years. He knows that when that spear hits him he's got to loosen up and let it push him back otherwise a lucky hit from a stronger person might run him right through. The tip of the spear pierces his arm and he staggers backwards before it can go too deep. Sparring weapons dont pierce flesh though and this pain puts him off guard. If he takes another hit like that all the adrenaline rushing to his head might just make him pass out.
That same spear attack against a level 10 barbarian. The barbarian is in the heat of his rage giving him unnatural combat instincts. The spear comes his way. He isn't fast enough to dodge completely but it barely grazes his arm as his body memory kicks in and he rolls with the spear as if it were the same as the hundred spears that have struck that spot before. His callused skin creates a resistance for the spear reducing it's effectiveness. He also knows that if he yells loudly or clenches his teeth right as it hits he wont feel the pain till later.
Volkard Abendroth wrote:
How the hoot are you getting 5 uses per day? Item mastery gets you max 3. Once at 8th, once at 14th, once at 20th. You can't even increase the daily uses with abundant tactics because it's not a combat feat.
Volkard Abendroth wrote:
Edited because I realized it's the build you posted before.
after getting power attack and cleave a barbarian could only get 3 of those and would limit himself to 2 ragepower options by using none of his feats on extra rage power if he wanted pounce at lvl 10.
Extra attacks are absolutely the best kind of extra damage though. Improved cleaving finish could be amazing paired with come and get me.
Other than spell sunder what are these rage powers?
you have 5, or 9 if you include your feats
You want pounce at ten though right? so that's 2 or 6 with feats
If you want to spell sunder at low levels you're using them all plus 1 of your feats, leaving you with 3 feats.
but the number you get isn't really what i'm interested in arguing rn, I just want to know what the cool low level rage powers are.
Volkard Abendroth wrote:
The lack of two-handed specific feats is kind of my point too. The fighter has weapon specialization/greater weapon specialization to boost his damage alongside weapon training. All the barbarian has to boost his damage is power attack
Archers have deadly aim point blank shot, rapid shot, manyshot, clustered shot
the two weapon fighter gets improved two weapon fighting, greater two weapon fighting, double slice, two weapon rend,
All of these feats to increase power because up front the two-handed fighter gets his strength bonus half again. That's what he means by feat intensive. All that other stuff is bonus, stuff you get to pick because you're not stuck picking the next in your feat chain to stay viable
Darksol the Painbringer wrote:
VMC barb counts as a barbarian of 1/2 his character levels for the purpose of qualifying for rage powers. He couldnt get pounce till level 20
Edit: and honestly that's what keeps the barbarian better at higher levels. If the fighter could get greater beast totem and come and get me than i'd probably have made a post about fighters being better at every level.
Rogar Valertis wrote:
First Advanced armor training the feat can be taken at every 3 levels, so The fighter can start getting one level after the barbarian.
The fighter on a 15 pb can max strength and get 14 dex giving him an edge with the first armor training. If he's got a greater point buy and starts with 16 dex he can use the feat advanced armor training rather than replacing his 7th level boost. that's without any stat items.
At level 10 the game changes completely around and the fighter basically stops having any chance to be as good as the barbarian i agree with that. What I'm saying is that the fighter is better than the barbarian in EVERY department (other than saves) not just one department from level 3 to level 10.
I see what you're saying. If I didn't make it clear I believe that the barbarian gets better than the fighter starting with pounce. I believe a high level barbarian is way better at his job than the high level fighter (hitting things)I also see what you're saying with superstition. It's even a tie in my opinion between picking reckless abandon and superstition for the fighter's 11th level rage power. It's just that saves aren't one of the main things im looking for in my big sword guy, they're great to have but making a saving throw isn't that exciting.
And I also don't see how spell sunder makes much of a difference at low levels. Are there that many threatening ongoing spell effects at levels 6-9? all the castys get dispel magic at level 5 or 6 too anyways.
Thanks I guess I mean't fighter seems to me to do exactly what barbarian does, other than saves. Or to put it another way the fighter with VMC barbarian can be built to be exactly like the barbarian but better at all of those things.
If the barbarian takes spell sunder at low levels or he has to give up one of these things (saves, competitive to hit, pounce at 10) because of scarcity of slots.
I haven't seen the rage power that can disarm traps.
And the "armored juggernaut" is an "advanced armor training" option that explicitly allows stacking with adamantine armor but nothing else. so heavy adamantine armor gives DR3/- and this stacks with the DR2/- from armored juggernaut
So this to me actually doesn't sounds like him doing something lolrandum cause chaotic It does sound like something thematic and a response to actual events in the campaign.
What I think you should do is have all chaotic deities snub him. like "you think you're worth our time of day? we're deities we've got bigger s&!$ going on" and have even lesser demons just pretend he's not there for a while (but make it clear that they're doing this like "the imp looks at you through the corner of his eye but seems to be trying to pretend you're not there") because the lords of abyss or whatever dont make war on eachother just cause, and taking on the player would be an affront by someone that orcus couldnt ignore.
Then have like envoys of a neutral evil or neutral chaotic deity come to the character like "hey we heard about what you did, you've got guts and we currently have something in the works against orcus"
But the snub is the important bit. The punishment for pissing off an evil deity is you're out of evil club. Classic evil dieties like lucifer are all moody goth kids. No one's coming after you because we are better than you and we dont care what you think
Edit: read a little more of the thread and my assumption giving the player the benefit of the doubt was incorrect it seems
so here comes puny str 19 fighter level 2 with his +6 to hit and +9 damage (ABP - always be powerattacking) and big buff 23 str raging barbarian level 2 comes up behind him mad as heck with his +8 to hit and +12 damage (ABP) to slap the the fighter's ice cream out of his hand. The ice cream falls on an elf wizard's foot killing him instantly, because... elf wizard. This happens to be enough experience to boost the fighter and barbarian both to level 3 and the fighter AM MAD now too (he variant multiclassed barbarian). Both the fighter and barbarian are now +9 to hit and +12 damage.
The fighter takes a natural progression after this.
meanwhile the barbarian only gets power attack progression. He can take witch hunter to add another +1 damage at the same progression against spell casters but even then he's always short for damage
-2 at 4 weapon specialize
in addition if the barb takes reckless abandon at 2 and weapon focus at 5 when the fighter gets weapon training he can stay at the same to hit rolls, but only if he takes both those. He can be ahead until 5 if he takes weapon focus before 5 but if he doesn't take weapon focus he'll be behind by one from 5 until sometime after greater rage
Defensively speaking he's better off
The fighter gets that +2 will from rage at lvl 3 too so the barbs got way better saves from the start.
the fighter is down 2 for 5 of those levels, down 1 for 4 and down 4 for 1 of them. The barbarian also hands down winds on fort and dex saves because superstitious applies to those and armed bravery applies to only will.
Fighter is top dog for DR though
As for AC the barbarian if he's smart is taking AC hit's at power attack progression thanks to reckless abandon, which might be mitigated by beast totem if he's going that rout? (he should go that rout, whispers greater beast totem) His beast totem would only just keep up with his reckless abandon so he's basically only getting what he can buy for AC. The fighter gets to have full plate and it's getting better every couple levels by allowing more dexterity bonus.
At this point what I see going for the barbarian other than those saves is fast movement and trap sense.
wait wait wait what's that on the wind? It's levels 10, 11 and 12. For the barbarian 10, 11 and 12 spells pounce, greater rage, and come and get me. Starting level 20 the fighter is never going to catch up again. But Why did we have to wait this long?
nb4 a barbarian with VMC fighter doesn't get weapon training till 11, making it useless at lower levels.
Is there something I'm missing here? Are barbarians doomed to play second fiddle until they learn to strike a swinging sword from a warriors fist? I illustrated this so clearly because a lot of games don't get to level 12 and im sure many people who enjoy optimizing as much as me curse ourselves with having less fun by looking at the numbers and obsessing over "why didn't I play a VMC fighter?" while we wait for a come and get me that might never come
So I've noticed a bunch of feats like [url:http://archivesofnethys.com/FeatDisplay.aspx?ItemName=Improved%20Ki%20Throw]Ki Throw[/url] what say something along the lines of;
ki throw wrote:
Obviously these can't be taken without pre-requisites. This is the entry at the end of the Bonus Feat section of the monk and UCmonk
A monk need not have any of the prerequisites normally required for these feats to select them.
Never the less having an expanded number of options is good.
Does anyone know of a list of all these feats?
List of feats I know so far
I think it's worth noting a few things. Other than Ki Diversity which has faction prerequisites anyway all of these feats have a specific level mentioned. Also worth noting is improved/greater spring attack specifically calling out only needing spring attack (and improved in regards to greater) which I think is just great forethought.
Malik Gyan Daumantas wrote:
It replaces sacred weapon with flurry of blows. You get monk damage progression but you don't get to enhance it. It's not pointless if you enjoy the monk abilities but want to have 3/4 cleric casting. People have been trying to make a good monk/cleric multi class since the beginning
Monster Codex isn't a bestiary. Just tell the player they've gotta pick from the bestiaries because they're carefully balanced by the developers if you think the troll is unbalanced. Rolling to know things for polymorph spells seems like a real buzz kill thing from player perspective. How long did he spend looking through monsters getting excited to use a spell that he picked just to get to the table and not get to do it because of a s$#$ty roll? I'd feel cheated.
Drop that roll thing completely. Either let them or don't let them, being upfront will avoid hurt feelings.
There are many ways to allow two styles at once
Pummeling style specifies unarmed attacks only
both of these are specific cases, so the specific over general rule doesn't apply.
If one has ascetic style and pummeling style active their weapon attacks are treated as unarmed strikes and their unarmed strike damage from a full attack is totaled before applying DR.
I'm sure this has been answered officially before but I can't find it.