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![]() Volvogg wrote:
Did they happen to put a BMX in the technology guide? I mean we do already have the rogue bandit archetype. ![]()
![]() Koujow wrote:
If you are going for kenshin, a 1 level dip in magus(kensai) isnt a bad Idea, bladed dash kind of simulates shinsoku, and it gets you the feats needed to pick up slashing grace at level 1 and nets you 1 more ac from int. you can also pick up amateur swashbuckler at level 1 to give you a deed you want at level one and turns into extra panache at level 2. The only weakness is you lose out on finesse at level 1. ![]()
![]() Why is Wotc wasting their time follying up a whole new edition of their game when they should just cave in and market their settings and own adventures. They could at least make some money on the success of their most recently successful edition 3.75. Seriously with all their settings they have more than enough products they could sell and easily make a decent profit. WE NEED EBERRON, DRAGONLANCE, FORGOTTEN REALMS, GHOSTWALK, RAVENLOFT..... The list goes on, right there you have 5 months worth of just hardcovers, then you could go for adventures, miniatures, etc.... seriously do they have apes sitting in the ceo chairs making these pathetic decisions. If they are gonna continue to blindly destroy everything they had worked on for so long they could at least get along with it faster and sell the dnd license to paizo, at least then it would be put to good use. ![]()
![]() 1. Eberron- theres a lot of goodies in there, it takes high magic to another level, so many unique races and the artificer class. They must all be part of pathfinder! 2.Ravenloft- Good ol' horror setting, would prove to bring many new and interesting rules to the for front for pathfinder. 3.Rokugan- I want more oriental themed stuff for pathfinder, and I really don't care where it comes from! 4.Spelljammer/highscifi setting- I just would enjoy a setting focused on flying through space, encountering various worlds, using rediculous tech/magic. It really brings a new edge on exploring a fantasy setting. HM.Kingdoms of Kalamar- Very low high fantasy stuff, sometimes you just want a campaign without all the ridiculous races, and focusing more on elements that dont involve fighting rediculous monsters, and just creating intersting characters without going the crazy route of Aismar Sorcerer/barbarian with a crossblooded undead/fey bloodline! ![]()
![]() Herbatnik wrote: I'm looking for complex advice, I know that RAW this is possible. My solution, Its definitely evil, the PC is willingly putting a creature that is loyal to him in harms way with the animal not immediately being aware or believing it is fighting for its master.. The animal may not stand for it and attempt to leave so the player may be forced to chain the animal up when needed. I wouldn't see the player may need to constantly convince the animal that the trick he is using isn't always harmful otherwise the handle animal check may need to be increased steadily to force the creature to perform the trick. ![]()
![]() deusvult wrote:
I see this trap business as no different than using your animal companion as a mode of transportation. ![]()
![]() 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. ![]()
![]() I haven't actually gotten a copy of the PHB yet, but I read the basic rules and liked some of the concepts presented. Anyone who has gotten the book, from the basic rules I have the impression that this game has taken steps to move away from the Christmas tree effect, is this true? How does the new warlock compare to its 3.5 counterpart? Are there any other "optional" rules present in the phb like the multiclassing and feat rules in the basic pdf? ![]()
![]() So is it just me or could a Hex Channeler Witch use the Extra Hex feat to continue to increase their dice to channeling? Their channel energy ability states that any time you would gain a new Hex you can instead choose to get an additional 1d6 to your channel energy dice. So does this mean I am correct in assuming My Hexchanneler could hit 19d6 channel at level 20? ![]()
![]() DualJay wrote: There's RAW and there is making things up. I think I was a player that found this thing out, I wouldn't not be happy that the GM had played with the rules this much. If he stayed within the rules to make the BBEG, that's fine. Why would you be mad? Shadow jump is actually a very weak use of the Dimensional dervish feat. ![]()
![]() RDM42 wrote: Thinking of the possibility of making a mounted combat type of PC; this is something I haven't done much with before, and was wondering if someone might list the best applicable feats and some suggestions for their use? This isn't asking for a build so much as trying to make sure I'm not missing any lego bricks before I start constructing. Can I be that guy and say mounted combat? :D ![]()
![]() Monk or brawler definitely, monk would give easier access to style feats to switch unarmed attacks to piercing or slashing, for the fork throw use monk of the empty hand. Dip Sorcerer for Illusion, and put points in intimidate for the intimidation aura. I'm coming up blank on ways to get scent right now. Only one I can think of is Keen scent but its orc/halforc only. ![]()
![]() Headfirst wrote:
I may just need to steel this one! ![]()
![]() I'm just gonna toss in a few Ideas I have used from time to time. 1) I will give my "boss" fights "arenas" with very interesting terrain. I've done Boats being rocked to and fro by colossal monsters, Combat across layers of bridges in elven villages high in the trees, On a frozen over lake with the monster beneath the players. 2) I tend to use characters with semi interesting tactics when I know the party will be drained of resources, or I will occasionally do the fully decked out megamonster, but only if the party is at full power. 3) I will use larger specialized events as boss fights Chases, ship battles, A battle between two armies, A town siege, surviving an avalance, and various things like that. The basic rules of boss fights are make the encounter important enough that it really feels special, and that its something enjoyable for the dm and the players. ![]()
![]() Why not go cleric wizard, then gestalt mystic theurge with a full bab class? That way you get all the casting, and still some amazing fighting ability. The other thought is Sorcerer/orcale, Paladin/mystic theurge! All the casting with 9th level casting, tons of utility with 3 classes of spells to deal with and all of it focused on one stat! ![]()
![]() Sorry Ive been distracted working on a variant magic system, Midterms, and setting up my new campaign that will imminently be starting. But..... I did a little bit of work on a prestige class that will let a character perform some of the more ridiculous and magical style abilities from the Bo9s using ki points to limit uses. This is that basic outline of the class as well as the abilities you can obtain with it, all I've done is shadow hand so far. Master of Combat Style d8 6+int level Bab Fort Ref Will Special abilities
Dual Stance- You can choose to not lose the benefits of a style stance when you enter a new stance. You may not have more than 2 style stances active at one time. Ki-pool- A Master of Combat styles gains a ki-pool equal to ½ their level + their choice of Int, cha, or Wis. If they already have a ki- pool from another source their master of combat style levels are added to that classes levels to determine the number of ki points the character has. Style Mastery- A Master of combat styles develops a deep understanding of the flow of their energies and masters even greater almost supernatural ways of using the various combat styles they have learned. To learn a style mastery a character must have all 3 style feats associated with that style. Shadow style Mastery-Shadow Leap- You can travel 50ft teleporting through shadows, your movement must begin and end in an area of dim light. You can do it as a standard action by spending 1 ki point, a move action by spending 2 ki points, or a swift action by spending 3 ki points. Shadow style Mastery- Shadow Noose- You can turn your shadow into a weapon, as a standard action you can spend 1 ki point to stretch your shadows form and attempt to strangle an enemy with it. You can make a ranged touch attack against a flat footed opponent, Maximum of 60ft, to strangle that opponent with your shadow. This attack deals damage equal to your sneak attack damage dice. In addition he must make a fortitude saving throw (DC 16+ your ki modifying ability score bonus) or be stunned for 1 round. A successful save negates the stun but not the damage. You must have at least one other Shadow Style mastery ability to select this one. Shadow Style Mastery- Assassin Stance- While in your shadow style stance you deal an extra 2d6 sneak attack damage. Shadow Style Mastery- Dance of the spider- You may expend 1 ki-point to cast the spider climb spell on yourself, treat your character level as your caster level. Shadow Style Mastery- Shadow clone- By spending 2 ki points you create a duplicate of yourself, this duplicate acts as a copy of your character except it shares your ki pool, and doesn’t have any of your magical equipment, it instead has mundane versions of any equipment you are wearing. The duplicates appears in a square at adjacent to you and can act immediately on your turn. Whenever your duplicate is hit by an attack it is destroyed and you learn of anything your duplicate learned (Such as if you sent your duplicate around a corner that you had not seen, when it is destroyed you would learn what is around the corner). You may spend ki points in increments of 2 to create extra duplicates. You must have at least 2 other shadow style masteries to select this mastery. Dual Study- Dual study will have something to do with advancing one of your base classes a bit with this prestige class but havent hammered out the details yet. Triple stance- This is as the dual stance ability, but you may have 3 stances active at the same time. Style supremacy- To select a style supremacy you must have 3 style feats from the discipline and 4 style masteries from the same discipline unless you choose the master of many styles style supremacy ability. Shadow style supremacy- 5 shadow infusion strike- This is a melee attack that takes 1 standard action and 5 ki points to initiate, your attack deals damage as though you hit the target with a sneak attack, and roll a d20 to determine the effects of the attack result 1-7 shadows poison legs deal 2d6 dex ability damage, and reduce speed to 0ft. result 8-14 shadow poisons arms deals 2d6 strength damage and cause a -6 penalty on attack rolls. result 15-20 shadow poisons heart and deals 2d6 Dex damage, 2d6 str damage, and 2d6 con damage. A fortitude save (DC 19+ highest ki point ability bonus) will negate the effects but not the HP damage. ![]()
![]() Blackstorm wrote: Wizards school: what's exactly the difference between spending 2x mana for an opposite school or for the specialization school? I mean, ok, you become something like a cleric that spontaneously cast cures, but I see no advantage on this. I would prefer a discount of some mana points. I don't know, something like -1 or -2 to cast, or something like that. .. I definitely see where this is coming from, In my final build of the system It is probably gonna be more in line with the cleric domain casting I have. Keydan wrote: Hmmm interesting. But something is off. Looks a bit nerffy for casters. Say a 20 Int wizard at level 20 will average at 10+20+(2.5x20)=80 manna. The core rule wizard would have 180 manna worth of spells to cast, not counting bonus spells. The point is to pseudo nerf casters at higher levels and make them a bit stronger at lower levels. I'm going to add in methods as I continue to work on the system to recharge mana points, so that should make up for the lower total spell power at higher levels. I feel the lower total spell casting potential kind of emphasizes lower level spells and makes the higher level ones that much more special. @Malwing: I do realize the system can allow for someone to put all their mana points into high level spells, but that is pretty much why I built the system to heal like HP instead of completely refilling each day. A player could really be a D-bag and cast as per the calculation from Keydan above 7 9th level spells in one day, but it would leave their character completely drained for quite some time.
I appreciate all the feedback you guys have given me, When I get my final alpha build together Ill be putting it up for more criticism. ![]()
![]() 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
Bard: 1d3
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. ------------------------------------------------------------------------
Spells-
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.
Any input will be greatly appreciated. ![]()
![]() Hendelbolaf wrote:
Only one swift action is allowed per round though, so your proposal of 3 quickened spells doesn't work. The swift action rules I quoted specifically state that, and the free action rules specifically state that you can make multiple free actions at any point during your turn, are you saying that my character cannot make a noise, or say anything while striking a target. Rules as written state any immediate/swift action is more effort than a swift action, the abilities he brought up say that the action can be performed as an immediate action, there for it is less effort to shift his style than to perform the actions he brought up.![]()
![]() 3 of the 4 abilities referenced earlier place the action in question as an immediate action. If one references those abilities and then takes into consideration the base rules for Free and immediate actions which are
PRD wrote:
A free action is a smaller expenditure of effort than an immediate action, therefore this should be a legal move in combat, when utilizing combat style master, it is most likely a legal move without it, but only once per turn. ![]()
![]() I once gave one of my players a shape-shifting sword. As a full round action it could shift into any reasonably sized item(I think this was only our second game ever, and the first one I ever GM-ed so we would discuss weather or not what he wanted to do was allowed). I believe it also could was a +8 item that he could modulate the enhancements on it as-well. ![]()
![]() Arkady Zelenka wrote: Also I think the ability prerequisites for the first style feat shouldn't be 12, it should be 13. You don't really see even ability scores as prerequisites. That is a good point, I'm gonna change those 12s to 13s. After I get these ones done I will probably go through GiTP and adapt any that I like them. I might also do the path of war styles the same way. ![]()
![]() Here are two more of the disciplines remade as pathfinder combat styles.
-Devoted Spirit- Devoted Style-
Devoted Counter-
Devoted Spirit-
-Iron Heart- Iron style-
Iron Strike-
Iron Endurance-
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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-
Shadow Strike-
Shadow Stalker Strike-
-Diamond Mind- Diamond Style-
Diamond Strike-
Diamond Flurry
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![]() Flamephoenix182 wrote:
I'm pretty sure the Luring cavalier archetype is decent at what you are trying to do. A rogue scout could be pretty cool aswell, at 8th level they get sneak attack to damage when they move 10ft. Also if you go zen archer you could utilize the extra speed monks get to stay more mobile. ![]()
![]() To counteract the swashbucklers being useless at first level how about adding a line to swashbuckler finesse that states, if the character already has the weapon finesse feat then they gain a +1 on attack roles with light and one-handed piercing weapons, or maybe giving an extra panache point. This way for games that start at higher levels that swashbuckler could forgo the weapon finesse feat, and games starting at level one a player could take the weapon finesse feat and still gain a boon at level two. ![]()
![]() D'arandriel wrote: Not sure if I am reading the rules from Ultimate Combat correctly, but it seems that you can get superior AC from piecemeal armor than from a full suit of plate. Am I reading this correctly? It's not making a whole lot of sense to me. Yeah, I had come to this conclusion, You can make superior armor of each size category. The numbers were crunched out on another thread. We made a +9 ac, +3 max dex armor with a -2 Ac penalty, Way superior to full plate, The armor is much cheaper to the above armor We made was somewhere around 200gp, as opposed to the 1500gp you pay for full plate. ![]()
![]() Evil Lincoln wrote:
The huge disparity in costs is my big issue, when you look at the o-yori torso piece, It costs 750gp, and is inferior to both the agile plate, and full plate torso pieces. I don't expect the rules to be perfect. but I would think they would follow the logic of the base armor rules, where the pieces are priced by their statistics rather than just arbitrarily given random prices. I really want to love this system, I love the Idea behind it. I just wish it was better executed. The way it is now, It needs to be completely re-written just to use it. ![]()
![]() Name Violation wrote:
I was thinking, you know I should read the stone coat before I post this but I Decided not to and sure enough i was wrong. Jadeite wrote:
Yeah, My medium was wrong, Darn my horrible math skills. But still A medium armor that is better than full plate, I don't know how much I could trust this system. Maybe diss allowing any of the eastern armor pieces. Still you can make the better than full plate heavy armor. ![]()
![]() So I was looking at the piecemeal armor rules and I think that this is really just broken and unusable in some cases. First It doesn't specify what you are supposed to do with the armor check penalty in the example it just takes the worst piece's so thats what my example will use. My first look was I just took the three lowest pieces on the list. Tatami-do arms, O-yori legs, and A stone coat torso. This armor cost 900 gp has a tremendous +12 ac bonus, 0 max dex -7 armor check penalty, and 45% spell failure. Oh this counts as heavy armor That too me is just way better than full plate. My second look I was trying to make the best possible combination. Lemellar horn arms, Hide legs, and a chain torso. This armor has +9 ac, + 4 max dex -2 armor check penalty, and 35% arcane spell failure. this is medium armor. Its cost 128gp. Best Possible Light armor, just because. Padded arms, Padded arms, and a haramaki torso. this armor costs 5gp, +2 ac, +8 max dex, 0 armor check penalty and has a spell failure of 10% These were made with basic materials, no mithril not even master worked.
I was wondering what other peoples thoughts on the system was, And if anyone had opinions on how to fix it and make it a little less power-gamy and seething with optimization potential. ![]()
![]() I once Had a wizard that I forgot to buy a weapon for, but I was using a Certain Wotc supplement which I made an Iron spell book with Iron pages. So at one point I ran out of spells per day, and decided to run into melee and start beating the monsters with my spell book. The infamous part of this was it work on a regular basis so I ended up making it part of the characters normal strategy. ![]()
![]() Sigil87 wrote:
I feel no need to debate this 1 its a ninja thread, 2 Its been debated time and again, I have my opinion you have yours. Obviously no matter what is said, that opinion wont change. I haven't done much playing since pathfinder came out, Ive played in two games and in both games Ive played an alchemist, I love that class.
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![]() Revan wrote: OK, seriously: the rogue gets all the Ninja Tricks they want and one Master Ninja Trick of their choice. They can get a Ki Pool to power those Ninja tricks (not quite so good a one, admittedly, and I'd personally change that). I'm pretty sure a rogue can get Poison Use as a Rogue Talent, and if not, he can get it as an archetype. What a Ninja has that a rogue doesn't is No Trace, Light Step, and Hidden Master. Which are all good, but not remotely enough in quantity or quality to justify 'The Ninja has all this awesome rogue stuff that the Ninja doesn't!' 90% of what a Ninja can do, a rogue can do if he wants to. Well said, there is very little difference between the two, but apparently its enough to break out the "ninja Is OP" discussion. ![]()
![]() Sigil87 wrote:
I don't even understand all this talk of rogues are useless, players in my group play rogues all the time. ![]()
![]() darian Kraft-Kahrau wrote: why would you choose one of the new materials in ultimate combat for your weapons other than flavor? They are more for if you wanna run a campaign setting that steel forging is rare or undiscovered. also those orcs you put up against your players maybe they have only been able to make their weapons out of stone. They are much more for flavor. I just ran a prehistoric game and would have killed for these materials. Edit: I would have killed for platinum as an option. In one of my main campaign settings I have a npc who runs around in platinum full plate with a platinum longsword and platinum sheild. ![]()
![]() Xaaon of Korvosa wrote:
I thought all it being a monk weapon did was let you flurry with it. prd wrote: Monk: A monk weapon can be used by a monk to perform a flurry of blows and it says nothing about proficiency under monk proficiency either. ![]()
![]() Cheapy wrote:
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. ![]()
![]() Joana wrote:
That still gives about half of the apg archetypes as rogue only options, about half from what I remember give up trap finding. It really does come down to what you would rather be, a ninja gives you some more stealth options, and could arguably be better at fighting than a rogue, but the rogue is good with traps and is arguably just as good at fighting. ![]()
![]() Cabaal wrote: Is it within the rules to use rogue archtypes for the ninja class. Scout for example would replace uncanny dodge and improved uncanny dodge. It appears that trap finding are replced by poison use and that Trap sense if replaced by no trace. That would mean a whole lot of archetypes can easily be substituted! Is there an official ruling on this? Im not sure on an official ruling but I don't see why not, Ninja really is only an archetype in itself, just with a full write up, I would allow it in my games. I would like an official answer as well.
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