Elf Archer

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SillyString wrote:
if I pick up the combat trick from levels in rogue, then gain levels in slayer, can I pick up the combat trick again from the slayer talent?

I would say no, under the hybrid class description at the beginning of the chapter it says you can multiclass with the parent classes, but any redundant abilities do not stack. The rogue talent ability states that you cannot select the same ability more than once, as does the slayer talent ability. Since Rogue is a slayer parent class id say both those clauses in the abilities would prevent you from doing that raw.

Now my own opinion, I would probably allow this at my table because it doesn't seem op to me. A fighter can get a feat every other level and this combo can only do this twice and it waters down each classes other abilites, sneak attack and studied target.


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This is an alpha build for an alternate casting system I am working on. I have a few goals in mind with it, I want to give casters more versatility, I want to bring spell-casters to be more inline with other characters at higher levels, I want to increase the fun of playing spell-casters at low levels, I do not want to utilize the existing pathfinder spell-casting material as much as possible, and I want to prevent nova builds. So here it is below.

Mana based Spellcasting
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Mana- A spell caster gains a pool of mana points equal to half their levels in a spellcasting class rounded down minimum one plus their casting ability score. At each new level after 1st level a spellcaster gains a number of mana points equal to their Mana pool die.

Bard: 1d3
Cleric: 1d4
Druid: 1d4
Sorcerer: 1d6
Wizard:1d4

Spent mana points are recovered at a rate of 1 per level per at least 8 hours of rest. A full day of of rest up to 16 hours with no major interruptions recovers twice this amount. you can never heal more than your total.

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Cantrips and orisons-
Cantrips and orisons act differently than other spells, these are magical abilities that expend very little mana to cast, but require a pool of mana to always be available. Prepared caster classes can choose to prepare cantrips or orisons whenever they are preparing spells, for each cantrip you prepare you effectively lose access to one mana point that day. Whenever the character would recover mana points from rest they may choose to regain any number of mana points spent on cantrips effectively losing access to the cantrips the prepared, but opening up the points to be used for other spells.
Spontaneous casters lose a number of mana points equal to the number of cantrips they know but always have access to those spells.

Spells-
Spells cost a number of mana points to cast equal its spell level to cast.
Prepared spellcasters must spend time investing the mana and preparing its use,
during this preparation the wizard is focusing his magical energies to produce the
desired magical effects. Cleric preparation involves prayers which align the divine energies inside of them to channel the spells. Druid preparation involves meditating to
align the natural energies within their body.

Wizard schools- A wizard can expend double mana points to spontaneously cast any spell from their chosen school, spells from their opposite schools always cost double mana points to prepare.

Cleric domains- A cleric may prepare one domain spell of each level each day for one less mana point than it would normally take.
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Any input will be greatly appreciated.


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I have only done 2 so far but am looking for input on what I have, I'm also converting the base classes from the book into pathfinder hybrid classes. (Swordsage = Monk/Magus, Warblade = Monk/Barbarian, Crusader = Monk/paladin).

These are the two styles I have made and am seeking critical input and suggestions for balancing.

-Shadow Hand-

Shadow Style-
Prerequisites- Wis 12, Stealthy feat, Stealth 1 rank, or sneak attack +1d6.
Benefit- whenever you and an ally are adjacent to a creature you and that ally gain the benefit of flanking.
Normal: You and an ally must be on opposite sides of the creature to gain flanking benefits.

Shadow Strike-
Prerequisites- Wis 15,Shadow style, Stealth 3 ranks, or sneak attack +2d6 and Shadow Style.
Benefit- You gain sneak attack +1d6. Whenever you are using Shadow style you gain a +2 on damage while you are flanking a target.

Shadow Stalker Strike-
Prerequisites- Wis 17, Shadow Strike, Spring attack Stealth 5 ranks, or Sneak attack +4d6 and Shadow strike.
Benefit- You can move at full speed while stealthed and only take a -5 penalty to your check. You can use the spring attack feat and retain your concealment to strike a target. If you end your turn where you could make a stealth check to retain your concealment you can take it as a free action.

-Diamond Mind-

Diamond Style-
Prerequisite- Int 12, Weapon focus (light blade*), or Fighter level 1.
Benefit: While in this stance each successive miss by an opponent grants you a +2 dodge bonus to AC against that opponent, This bonus lasts until the start of your next turn.
* light blade refers to any weapon in the light blade weapon group*

Diamond Strike-
Prerequisite- Int 15, Diamond style, or Fighter level 3 and Diamond style.
Benefit: While in your diamond style stance, for each miss made by an opponent against you during the last round you get a +1 damage bonus, this bonus becomes a +2 bonus when you are wielding a light blade*.
Also, as a standard action you may make a melee attack as a touch attack against an opponent you could normally attack.

Diamond Flurry
Prerequisite- Int 17, Diamond strike, or Fighter level 5 and Diamond Strike.
Benefit: As a full round action make an attack against a target at your highest base attack bonus, if you hit you may make another attack at a -5 penalty. Continue this process until miss the target with an attack. If that target attack and missed you at least once during the last round of combat these attacks are considered touch attacks.


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Kierato wrote:

We have identified the problem.

So what's the answer to the problem?

Play a ninja, or a rogue with the ki talents.


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Cheapy wrote:

In general...there's nothing they can do that someone else can't do better.

Trap Finding? there are spells for that.

Damage dealing? Fighters do more and more often.

Sneaking? A level 2 spell gives you +20 to Stealth.

Skill monkeys? Rangers, Bards, Alchemists, etc.

Something I'm toying with to help out in combat is giving them full BAB while flanking, and them doing a flat amount of extra damage based on level. Or even just full BAB while flanking.

Alternatively, just read all 1387 posts in this thread.

the point of rogue is the spell caster doesn't need to waste his spell on finding a trap, or on sneaking the rogue can just do it, in combat he shouldn't be dealing the most damage, he supports the fighter, not outclass him, skill monkey(I personally feel the alchemist is a BAMF when it comes to being a skill monkey) but the rogue has access to tricks that let him do special things with skills, the rogue is in the class that its not the best at something but its moderate to good at a lot of things.

The problem is that the caster will prep the trap finding spell just to upstage the rogue, or that the rogue will have points in a lot of skills but wont be a master of any (that I feel is a big downside.)

I can see the argument as to why the rogue is weak, but at the same time I feel that its strength relies more on your own groups playing styles.