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Ok, so if familiarty is the important part of teleporting, then why do I need to be familiar with the whole palace? Can't I just scry on someone and scope it his room. I will know how the furniture is arranged, which wall the TV is mounted on, approximate square footage of the room, etc. I don't want to teleport into the palace, just into that one room so wouldn't being familiar with that room be enough? But if I need to be familiar with the palace, why just the palace? Shouldn't I also need to be familair with city it's in, as well as the region it's located in, as well the country it inhabits, as well as the continent it sits on top of, and as well as the plane it's nestled in? ![]()
Be careful how you use the term "precise location", because you just might render the Teleport spell unusable entirely. A Wizard that spent all his life in one house in one town is visiting the neighbouring village. Can he teleport home? If just "my home" is good enough for the spell, then so is "Diego's computer room"; afterall how is the spell supposed to know where "my home" is. Maybe you need to use "my home in the town of Township" or "my home in the town of Township that is a red two story cottage and [etc]", but that is all just descriptive information - the kind of information you can get from a scrying spell. With regards to location, all the spell knows is that you are "here" and that you want to go "there" and the only way it knows how to get to "there" without relying on descriptions is with accurate bearings and displacments. If you don't have those then the spell should fizzle. Scrying and frying is powerful but it's not all not sun and roses. There is almost a 1-in-4 chance of not being on target. Those are not good odds for what is supposed to be a quick and easy mission using your most powerful spells. So assuming your scry works, and you teleport on target, you still need to fry the boss dude. It's a tough fight against a higher-than-level CR opponent, and he just called for the reinforcements you didn't kill on your way in. ![]()
Krell44 wrote: Where would I find the information on how a Gestalt actually works? My son and his friend want to tinker around with some Pathfinder, and I was thinking perhaps this would be the way to go to make them powerful enough to two-man most scenarios. http://www.d20srd.org/srd/variant/classes/gestaltCharacters.htm It works mostly fine if you are straight classing up both sides, but when multi-/prestige-classing things can get wonky depending on how you interpret the rules (like Wizard 20//Fighter 1/Sorc 19 having full BAB). As long as you treat them as guidelines and suggestions rather than set-in-stone rules things will turn out okay. ![]()
8+Int does not make you better at skills than other classes, it simply makes you equally competent at more skills. Or rather, equally mediocre at more skills, since anyone can get max out skill ranks and get class-skills via traits. A Slayer "only" has 6+Int skills, but gets a studied target +1 to +5 bonus to bluff, knowledge, perception, sense motive, survival, disguise, intimidate and stealth. Meanwhile the Rogue gets trapfin...oh wait so does the Slayer. If you want to look at from a certain angle, COMMONERS are just as good as skills as the rogue. The biggest boon for the Rogue is that he gets to take10 with UMD and pretend that he's a wizzard. ![]()
Bestial Aspect
That said, by RAW it only works for bloodrage powers not rage powers, as there's nothing in the Primalist that says rage powers count as bloodrager powers. ![]()
ryric wrote: And I deliberately picked Harry Potter as a fiction example that doesn't translate exactly into Pathfinder, and thus would requires some refluffling. Lvl 1 Human Commoner, straight 10 for stats +2 Cha from the human bonus. 1 rank + 3 skill focus + 2 magical aptitude + 4 trait +1 Cha = +11 UMD Add another +2 for Hermione breathing down your back and that's a 70% chance of activating a wand. I'd take those odds. An Owl at market price costs 10gp and your +5 Handle Animal is enough to teach it the deliver and fetch tricks if you take 10. The owl and the wand costs a pretty penny; but you Yer a wizzard now 'arry. ![]()
Martial Expertise (Ex)
It doesn't encourage stat dumping (a 5 STR/INT fighter could otherwise still pick up Power Attack/Combat Expertise), rewards having moderate ability scores (14 Dex fighter can eventually pick up 17 Dex prereqs), scales with Fighter levels instead of benefitting dips, and feels less like a band-aid patch. Also, if you're going to keep weapon groups, how about an ability that lets Weapon Focus et.al. count for all weapons in the group if you have it for one of them. ![]()
Consider the Skirnir archetype for the Magus. It gives you a bonded shield with no ASF and let's you spellstrike with it at first level. Also gives you some other neat shield related abilities. The archetype also lowers the number of spells you can cast and delays spell combat, so it's not all sun and roses, but it looks like it will let you play what you want without having the homebrew. ![]()
kestral287 wrote:
I feel like all the basic blasts should target Touch AC. If you're not making iteratives, one touch attack per round is not that big a deal, especially if all of them also have to contend with Spell Resistance. The Kineticist is also a ranged attacker without any bonus feats; instead of spending class features on Point Blank Shot and Precise Shot, he can simply eat the penalty because he's targeting touch AC. And if he grabs he really wants he can grab those feats anyway only now he's making himself stronger instead of simply trying to keep up. The biggest concern would be melee kineticists (with their extra attacks per round), but they also have to deal with casting defensively (and blasts always count as the highest level spell possible) as well as general melee squishiness. Composite blasts can remain ranged attacks. Here's your real risk-reward option. The attack is harder to hit and you have to burn yourself, but you get to double your damage if you pull it off. If needed, the metablast effects can also change the blasts from targeting touch to regular AC. A kineticist's un-augmented blasts will never get truly impressive, but at least they will be consistent. The difference then between touch physical and touch elemental attacks would be whether you want to deal with Damage Reduction or Elemental Resistance, and the latter is at a considerable disadvantage. Here more forms and substance infusions can help differentiate the two. Looking at the existing options, most of the non-universal forms can only be used with physical blasts and allow you to hit multiple targets. Conversely, of the scant few substance infusions, most are slanted towards the elemental blasts. If substances still applied even if all the blast damage was negated (but the attack still connected) then elementalists can still go around debuffing enemies even against immunitues. Physicalists have the advantage in blasting groups of enemies, but that's still only just damage. Metal and Blue Flame kineticists have the unique bonus of access to both multi-target forms and debuff substances. In exchange for not having two different blast types, they can debuff whole groups of enemies. Re: Burn
I am ok with the non-lethal damage. It's a disincentive to going nova, and Kineticists have great potential to do so. I do not like the unhealability of the non-lethal damage. It turns a class advantage (lots of HP!) into a disadvantage (you're actually really quishy). It also double taxes you for using your class abilities - your max hp AND your daily burn pool. And the benefits are not even that impressive (will you take a 2 CON drain for 1 AC or 1 DR/Adamantite?). |