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Sorry if my wording came up wrong or as an attack. I know more stuff comes into play when making a character (concept, backstory, etc) than just numbers but comparatively speaking seems to be better mechanically to go crossblooded with verdant and then the bloodline you want than that bloodline and spelleater. You keep DR and have FH7. Also Primarlist costs nothing and you can exchange unwanted BL powers for Superstition+.

Also not really that much of a high level, already at 4th level you are +1 above spelleater.
SpEat 2, 7, 10, 13, 16, 19
VerdB 1, 4, 7, 10, 13, 16, 19

I was checking, I will still go Spelleater route because like I said concept matters and it fits better the backstory to not be verdant in my case. While mechanically I'm giving up more (now is DR and +1 FH).


Question about the 1st level power:
At 1st level, you gain fast healing 1 while bloodraging. Your fast healing increases by 1 at 4th level and every 3 levels thereafter, to a maximum of fast healing 6 at 19th level. If you have a bloodrager class feature that also grants you fast healing (such as the spelleater’s blood of life class feature), you can stack up to half of your fast healing from such abilities with the fast healing gained from this ability, but you cannot do so by an amount that exceeds your Charisma bonus (minimum 0).

That gives me FH7 at 19th level and not FH6.
What's the official take? So far it seems already a contestant against Spelleater, it it's FH7 is pretty much no question.
Many thanks in advance.


blahpers wrote:

Speed is powerful.

Superior speed means you have more potential positions on the battlefield, which means you have more tactical options. You're more likely to flank your opponents, avoid being flanked by opponents, take advantage of high ground, and get into positions where you can full-attack multiple foes.

Superior speed means you can run away if you need to but your opponents cannot.

Superior speed cuts down on travel time. This is important when plot-relevant events are happening quickly.

Don't worry about a monk's enhanced speed not stacking with other things. That just means you have the speed boost of haste essentially built in to your character. Get some nice boots that other players might not use for want of a speed boost.

Boots of striding? also enhacement bonus.

Also it cuts down travel if everybody is as fast, if not then you move at the speed of the lowest or at horse speed. Also is not like the wizard isn't going to cast teleport (as it happens in my group) and nullify that speed.

And I agree certain amount of speed is good, but once you are over 60ft is not actually needed unless you want to be fast just for the fun of being fast, but you can't because game pretty much doesn't let you.

As for possitioning or fleeing, lets say other stuff enters in the game like Acrobatics, and in my groups reached certain level, even if you maxed Acrobatics and have like 22-24 Dex you're going to eat the AoOs yes or yes, and be lucky if it doesn't trip/grapple you because of it. But that's another story.


I dunno, classes like Magus can teleport through the battlefield with little to no invesment.
Even in Starfinder fleet give you 10ft while in PF it gives you just 5.
I'm not asking for "free" movement from the get to go, but at least not hinder the one that is there, I don't think anyone would call a monk broken for having 10ft extra from boots. Casters might already be flying at 60ft why not allow the monk to move at 200ft by then? and maybe jump high enough to puch the flying teleporting planeshifting speaks in draconic dude?

Sorry if I sound like I'm ranting, isn't my intention.


A question, and excuse me if this shouldn't be here, but why is speed so capped in PF? what's so broken that for example the monk's speed in enhacement (so can't stack with almost anything) but barbarian's isn't? I mean, is just going from A to B in less rounds, it doesn't give you anything to attack, defense, damage, etc, so why all the hindering?


Pax Miles, to influence the attitude of someone with diplomacy takes 1 minute (or you get a -10 I think), something not very doable in combat


Pizza Lord wrote:

Like the others said, you have to attack to fight defensively, but if you go total defense before you move you get the AC bonus (which would make you very hard to hit, barring bad luck).

Your next best bet (since Tumbling is probably not option or you would have mentioned it) is to say something to your beefier friends like, "Draw it's attack so I can move safely away" or some other way to tell them to provoke its AoO (it shouldn't have Combat Reflexes). Hold your action until after theirs if you to.

Tumbling? you mean Acrobatics? is not an option unless you have it heavily optimized, I played a monk with 24 Dex and maxed ranks and I was failing Acrobatics to not provoke a lot because it's tied to CMD, and we all know what happens with that.

Ideally the best option in these cases is teleporting away, but most martials don't have that option.


Imo is more funny this part:
"If a creature’s nonlethal damage is equal to his total maximum hit points (not his current hit points), all further nonlethal damage is treated as lethal damage."

I remember discovering that the bad way, my monk wanted to incapacitate a trouble maker so I decided to attack non lethally, you know, like a tap in the back of the head or punch in the stomach, long story short I not only left him unconscious, I instakilled him because my average damage was like 30 and he had like 8 HPs.


Luck is an elusive lover. My char in the last game had 41 AC and got hit 100% of the time, meanwhile the character with 27 AC, against the same enemy and having to defend against a similar number of attacks, he didn't get hit even once (I'm suspecting foul play though because this pattern has been repeating for a few months). My char died, and his survived easily and even killed the monster becoming the hero of the town.

Use total defense and don't attack if you think the chances of doing anything are that low, also, fighting defensively is not a great idea if you aren't build for it OR you aren't going to get help/reinforces, is just delaying the inevitable. Also imo in this system the best defense is going full offensive.


PossibleCabbage wrote:
Jurassic Pratt wrote:
Master of Many Styles can't be chosen with Unchained Monk.
But you can pair MoMS with levels in the Brawler class, which I believe is the plan if you read closely.

My mistake then, I understood as he was playing an Unchained Monk and wanted to "dip" into master of many styles. Yeah, if he goes Brawler and then dips into CRB Monk with master of many styles archetype that can be done.


dipping in the archetype Master of many styles with Unchained monk?


Thanks, that seems more logical than what my GM ended doing, making me flee at 4x my speed in opposite direction after already moving almost twice due charge.


Sorry if this was already answered, I didn't find it in the search engine.

So, imagine I declare charge against an enemy, and turns out it has a fear aura (I aready moved already almost twice my movement as charge states) that causes panicked, what happens? I guess I drop anything I was holding/wielding, but do I flee? I don't have any more movement and charge must be done in straight line. Do I end where my charge ends, in front of my enemy?


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Merm7th wrote:
Avoron wrote:
Merm7th wrote:
They can spend a point to add 20+lvl to any physical roll and succeed at the seemingly impossible.
Wow, a +20 bonus to Acrobatics! So fighters will finally be able to master the world-shaking power of jumping eight or nine feet in the air!
At 5th lvl that would be an average of 12 feet using one point and jumping from ground lvl. At 10th it would average 15 feet. That would allow the fighter to hit the 20' square which is enough within most dungeons. Outside they launch themselves off a climbed obstacle.

This reminds me of a monk (in 3.5 though) I played that moved at 250ish Km/h and had Jump of 60ish and tumble of 30ish (but in 3.5 you didn't need more than 15 in tumble unlike PF where you need as much as you can). While running my jumps became 100ish. All of this at 8-9th level, what did all of this mean? nothing, fly was still better, feather fall was infinitely better, and actually due rules everytime I jumped I fell prone (you can ignore the first 10' with tumble 15, but the rest means d6, thanks to monk I got an extra of 20', but if I jumped more than 40' which I did, meant I was falling prone) rules that PF maintain. But I was pretty good at withdrawing and fleeing that's for sure.

All I wanted was a char that didn't need magic and spells items to do awesome stuff but even what I did was above human, was still worse than low level spells or cheap wands.

As for something mentioned above:
"It's a teamwork game!"
Says the quarterback to the waterboy. Except in this situation the waterboy doesn't become the hero at the end of the movie and is still the waterboy


30 minutes? it doesn't even take me 2 when I play full casters, and 2 that aren't in my actual turn as I check my spells and their utility in other player/enemies turns.

True that I've seen players take 5-7 min in their turns (problem with most beginners it that they don't do anything out of their turns to save time in theirs), but they were new players or beginners in the caster department.

Anyway, preparation is everything, you choose spells for broad situations and think those situations beforehand instead of just picking randomly and see once in the encounter if said spell will world in said situation.

Casters require a little more effort in char creation and every time you level, but that is done out of game, you don't need and shouldn't spend time of the session stalling the game just because you didn't do your homework.

PS: Maybe they don't have it writen in a card or similar and have to check the manual to see what the spell does? I since a long time make cards with the description of each spell and then prepare "decks" each day, it helps a lot speeding things up. My current group adapted to it and they like it.


Volkard Abendroth wrote:
Will.Spencer wrote:


Kageshira wrote:
1. I don't enjoy being useless and meaningless, just being the comical relief doesn't do it for me either. When you reach the level in where weapon damage is the least effective way to end encounters is when martials stop being useful and just become furniture
Dead is dead. It does not matter if it was the fighter hitting for 500 points or the wizard casting Flesh to Stone. The outcome is the same either way.

The "result" is the same, sure, but the means are not, is not the same to pick a jet to go to Australia or crawl and swim to there, there're differences and one is more effective, harmless and takes less time than the other.

LoBandolerPi wrote:


1. According to you, which is that level where damage is not effective in combat? I have played several campaigns and this never happened to me. Sometimes while playing a caster I even desisted to try to overcome certain SR and started buffing the martial mates. So did the others when I played the martial.

2. I have only read 1 person in this thread giving this opinion. It is clearly not the majority of the opinions.

I didn't say damage, I said end encounters, is different. Weapon damage might be a good way of dealing damage (as it doesn't cost spells or per day features), but is not very effective to deal with encounters beyond 10th level. Also not every encounter is a combat.

As for which level, depends on the group and level of optimization, I've seen it happen beyond 7th level, I also seen it don't happen till 11th level. Just for example in a previous game there was this admixer sacred geometry wizard with 5 of those feats and an equally optimized druid and the martials were pretty much a nonentity (Paladin and Monk), you could have a dog or a horse and would be the same.

As for point 2, is not the majority in this thread true (though I read more than 1 person saying martials being weaker is ok), but in similar threads that argument gets mentioned a lot and by different people and to the point I don't think people is joking anymore and they genuinelly believe that.

This is also my opinion that I get from personal experiences (mine and from friends) and from what I get from the mechanics. Is not meant to be an absolute truth.


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Too much sarcasm in here.

Couple of things, and this is my opinion:

1. I don't enjoy being useless and meaningless, just being the comical relief doesn't do it for me either. When you reach the level in where weapon damage is the least effective way to end encounters is when martials stop being useful and just become furniture

2. There's this thing called levels, which measure the power of a character, characters of the same level should have similar power. I don't get why people think casters SHOULD be more powerful than martials at the same level. If it takes the same exp to reach X level as a martial and as a caster, why caster SHOULD get way more benefits?

I know true balance is hard to achieve, but the disparity between some classes is absurd and pretty obvious. Luckily I found a nice and experienced group (after some bad) so the disparity problems are reduced quite a lot


Well, it was an insta-death, from 68 HPs to -20, so not much process of dying there, it was instant.


Since when games end at 7th level?


Barbarian Android


Monk: Benny Hill's Theme


My question is, what does someone being dead only for 6 seconds or less experience?, my char got killed but in the same turn they breath of life him back.

PS: Dunno if this goes here, if not, I apologize.


Isn't the familiar a magical beast and NOT an animal? Is beastspeak still valid?


Is actually not really necessary, the math is not that hard. I always read that it drags down the turns as a mayor detractor, but I never seen that happen, at worse I've seen taking 45-60 seconds. Writing down the numbers in the app will not save you that much time really.

Srly, taking into account that from 6th or so level the chances of failing are reduced drastically, at 10th level are almost non existant so you have a feat that gives you two metamagic feats and that ignores their spell level increase for free (as long as you can cast the total level, like any other metamagic feat) and can be taken multiple times.


If not specified it any feature that requires activation takes a Standard Action.


I would argue that the armor in question must be tangible and solid, stuff like Mage Armor shouldn't work.

Wooden armor mentions it can be removable, so I think is tangible, solid and visible.

Now that I think of, the "Can a monk use it and not lose his bonus AC" can be a good way of knowing if the "armor" in question is considered armor or not.


blahpers wrote:

I think Claxon was referring to Kageshira's post. The GM in question's interpretation does mesh with the design team's ruling on defending weapons and "wield". I think that ruling is garbage and happily ignore it, but it's not as though there's no basis for it.

The OP's GM, however, has no basis at all for his ruling apart from Rule Zero.

Can you explain me why this exist then?

"When you are fighting defensively or using the total defense action, this shield bonus increases to +2."

If designers think you have to attack with both weapons, I can't never get the +2 bonus when I'm in total defense action, nor when I charge (because I don't attack with both weapons) or when I make a standard action single attack. I don't think RAI was that you had to attack with both weapons to get the benefit.


Taking into account he's removing an important part of the trait under arbitrary reasons not based on the actual rules, ask for a "refund".

I had a GM that forced me to attack with both hand and offhand attacks if I wanted to get the benefit from TWDefense, because that went against the feat benefit and description I asked to change it, he didn't allow it so I left (there were other things going on but that was the last straw), I don't have a problem with a GM who in session 0 states his personal changes in the rules, as long as they have some ground and isn't over petty things, out of spite or to screw players, but when they don't say anything and then counter you with "in my games this doesn't work like that, and no you can't change it now" really grinds my gears.


Perfect Tommy wrote:

Besides, it isn't actually that difficult to do 60 points of damage.

7th level rogue, enlarge lead blades Tsetsubo with +1 vicous merciful weapon and sapmaster/sap mastery and accomplished sneak attack. Presume sneak and strength of 16.

3d8 +10+ 10d6 + 4 +3d6 = 74 points of damage.
No dex to dmg, trait bonus

Are you multiclassing? why accomplished sneak attack?

Also, maybe is just me, but there's so much stuff going on there to consider it a "common" ocurrence.

As for the feat, imo, is not something you'll use frecuently unless you build your character entirely about it and even if you do you need several buffs from party members. Imp Trip will perform similar with less optimization leaving your friend's spells open for other situations.


toastedamphibian wrote:
Kageshira wrote:
Ok. Also I didn't ask this but I assumed it, that if you have racial/stat requirements from classes/feats/traits you can't use them but you still "have" them (as in you don't gain a new feat to replace the one you can't use anymore), right?

Right.

Consider retraining. Or play a little reincarnation roulette.

This happened a couple of games ago, GM didn't (still doesn't) allow retraining, so retiring was probably the best choice, that or play something really suboptimal and die again or ask for more wealth per level to compensate the lost of stats.

To be honest I, as player, didn't want to reincarnate because this was probably going to happen, but in character imo it didn't make much sense that someone doesn't want to come back from the dead specially when he still has stuff to do in life.


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Ok. Also I didn't ask this but I assumed it, that if you have racial/stat requirements from classes/feats/traits you can't use them but you still "have" them (as in you don't gain a new feat to replace the one you can't use anymore), right?


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Instead of creating a new thread and seeing this is more or less related I'm going to steal this for a second:

In case of reincarnation, what happens with favored class race bonuses?


jbadams wrote:
Yes, permanently increasing your abilities will give you all of the relevant skill points, HP, initiative, etc.

Wait, skill ranks are reatroactive?


My 2 cents.

In an game that ended at 11th level, wizard character picked it at 3rd level (and then again at 5th, 7th, 9th and 11th). He has NEVER failed a roll, out of 5 players 3 enjoy math and physics and all confirmed he NEVER failed a roll.

I consider this feat broken.


RAI says you always hit the same spot in a continuous combo, so yeah, I'd say you always add the damage together in that instance.

RAW it says whenever (the important part) you use a full attack action or flurry of blows while unnarmed before putting a comma, so I'd say yes in that regard too.


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Zenogu wrote:
so why would a monk want to trade down, other than getting around immunities?

To use Medusa's Wrath for several turns instead of just once per stunning fist.


Dark Midian wrote:
Rajnish Umbra, Shadow Caller wrote:
Dark Midian wrote:

Perhaps this passage from Ultimate Campaign will help you.

Ultimate Campaign pg. 191, Retraining wrote:

Spells Known

[...] Note that this retraining is unrelated to the ability of sorcerers (or other spontaneous spellcasters) to learn a new spell in place of an old one at certain class levels. [...]

I don't think it helps that much...

That being said, yeah, cantrips and orisons are spells.

If you keep reading that part, it goes on to say that it's free and instant, not that it doesn't include cantrips. Nowhere in any of that does it say that 0 level spells aren't included and I would certainly hope the OP's GM wouldn't play mental gymnastics with that statement.

Yeah, didn't work, he basically says that there's nothing there that says you can change a cantrip. I think that, even though the manual says cantrips are spells, he doesn't think cantrips are spells.

I don't think he's going to change his mind unless I find something pretty explicit. Thanks anyway.


Question. Upon reaching certain levels, certain caster classes can swap a spell known for a new one (losing the old one of course). Can you do this with cantrips? My GM says I can't but he can't give me a straight answer of why, meanwhile nomatter where I look everything points to cantrips being spells for all intents and purposes.

Thanks in advance.


Question. Upon reaching certain levels spontaneous caster classes can swap a spell known for a new one (losing the old one of course) can you do this with cantrips? My GM says I can't but he can't give me a straight answer of why, meanwhile nomatter where I look everything points to cantrips being spells for all intents and purposes.

Thanks in advance.


James Risner wrote:

Apparently I needed to re-read Extra Attack which references Flurry.

Here is another problem, just because they have Flurry with Monk levels doesn’t mean they can use their Iroran Paladin pool to Extra Attack. Classes are written from single class point of view. Just like magus can’t use non magic spell slots casting spells that also appear on the magus spell list in spell combat and Cleric 1/Wizard 19 can’t swap out wizard spells for cures, the Iroran Paladin can’t expend ki points to Extra Attack when using their Monk levels Flurry.

Iroran Paladin explicity mentions that it's ki works like that of a monk thought.

And taking into account that officially Ninja ki and Monk ki stack for uses and abilities, I don't see why can't Iroran Paladin ki and Monk ki stack


Castilonium wrote:
The ki ability does add an extra attack.

Only on Flurry of Blows, and Enlightened Paladin doesn't have Flurry of Blows, so unless he multiclasses he can't get an extra attack by spending ki.


vhok wrote:
Kageshira wrote:
blahpers wrote:
You can do the same things a monk can do with the ki pool ability.
Except make an extra attack as a swift action in a Flurry of blows.

not true. if he gains flurry of blows somehow, like multiclassing, he can use the ki pool for extra flurry attack.

the option is there he just can't use it normally because he doesn't have flurry of blows.

Just to humor you, irrelevant on the subject, he can't as a enlightened paladin (the class we're talking about) use that feature because he doesn't have flurry of blows.

It's also a bad design that a class can't use one of his own class features unless he multiclasses into another class, both from a mechanical point of view and a lorewise point of view.

Imo it should be like Ninja, the extra attack being usable on full attack actions and not just in flurry so you don't need to be forced into multiclassing just to use that. Enlightened (Irori) Paladin isn't that good just to beging with, it trades some of the best Paladin spells, auras and armors just for adding Cha to Dex on CA.


blahpers wrote:
You can do the same things a monk can do with the ki pool ability.

Except make an extra attack as a swift action in a Flurry of blows.


Epic Meepo wrote:

Am I reading the same negative energy affinity rules that everyone else is reading? Because I don't see how they make a creature weaker at all.

Sure, you can't be healed by cure spells and channeled positive energy. But you can be healed by inflict spells and channeled negative energy, which are just as easy to come by.

Try to look from your partners side view, the cleric has to prepare "cure" spells to the rest and "inflict" to you, and when he channels positive energy you must be away from them...

In a normal party, the Dhampir is the lonely wolf.

Epic Meepo wrote:


Also, if you have negative energy affinity, you're completely immune to energy drain. Think about that. You're getting half the benefits of a permanent death ward spell for free. That's a huge benefit.

Resist level drain and Negative energy affinity are two different habilities


I apologise for what i going to say but it's me or anybody else thinks Dhampir is a little bit weak? Negative energy affinity makes you unfitable for the most parties.