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Method 1:
-Have conductive shuriken or bow arrows
-Be proficient with your chosen weapon
-Full attack with them
-Blast on every hit

+simple
-expensive/shot
-needs prof (tho that's not too bad... monk gets you an extra attack even, and bows are pretty good).
-low range

Method 2:
-Have blinkback belt
-Have a number of daggers equal to your full attack routine that are conductive
-Full attack with them
-Blast on every hit

+permanent magic items
-very expensive startup costs
-takes your belt slot

Method 3:
-Dip Cartomancer Witch
-You now have a deck of throwing cards that don't break on hit and return to you
-Add conductive to your cards
-Full attack with them
-Blast on every hit

+not as expensive
+you are like gambit
-needs a dip

Method 4:
-Be Gnome
-Dip Magus
-Take the alternate racial favored class bonus that lets you add conductive to your weapons using your pool
-take an option to enhance ranged weapons/ammo (either cartomancer or ranged magus arcana) with conductive
-enhance ammo with conductive
-Full attack with them
-Blast on every hit

+not expensive either
+you can be like gambit, if you want
-needs a dip
-sets your race
-can only be done a few times a day
-seriously, don't do this


I'm playing an Archeologist Bard and level 4 is looming close.

I'm the skillmonkey in the 3 man group, so I was thinking I'd be taking Trap Spotter. Long term, I'm actually thinking of getting minor and major magic to get dispelling attack (with a 1 level dip in some class that gives SA), then grabbing Destructive Dispel for fun. Also get a familiar down the line maybe.

Also, Grig Jig is hilarious.


Can a White haired witch take extra rogue talents?

If yes, are her talent picks limited, or can she pick any rogue talent she qualifies for?


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There are a lot of mobility boosting Magus archetypes, but most Magi can not make use of them because of how spell combat works. Mounted Magus, two handed weapon Magus, and unarmed Magus are also an often requested builds; with the right combination of feats this archetype also helps those out a bit.

Spellcharge wrote:


At 1st level, the Spell Charger learns how to cast spells while charging at his enemies. As a full-round action, he can charge an opponent (using the usual rules for charge) and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also gains the benefits of the charge, but any concentration check made also gain the AC penalty of charge). He finishes casting the spell at the end of his charge (any damage taken during the charge necessitates a concentration check), but can cast the spell before or after he attacks.

Spell Charge replaces Spell Combat.


As title says.

Quote:
The DCs of slayer class abilities against that opponent increase by 1.

Let's say you use Fighting Style to pick up Stunning Fist from the ranger fighting style group. Would his stunning fist DCs improve against his studied target?

Further thought experiment: let's say there's a Monk archetype that gives studied target instead of FoB, or Ki or something. Would it give bonus to his Stunning Fist DCs (since he gains SF as a bonus feat at first level)?


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Have you ever thought to yourself "Blimey, I do wish I could jump around my allies heads like a checkers piece on speed"?

No? Good. You are an upstanding citizen. Read no further. Have a nice day!

If you did though here's what we'll need the following:

-Undersized Mount
-A way to reliably make a DC20 Ride check
-Blatant disregard of RAI

With undersized mount, you can treat any medium creature as mount. With quick mount/dismount, you can mount any adjacent creature your size, and then dismount on an adjacent square.

Technically also works if you are a halfling, I guess.

Okay, so that's the core idea. I want to expand upon it. You could use Friendly switch to pull people around. I also couldn't find any rule saying the thing you mount has to be friendly. So could you mount the enemy wizard? Or just use this to get into a flanking position much, much easier.


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I think the Eldritch Scion in the ACG is a mess. It messes up a lot for the Magus in exchange for downgrading the casting. If you disagree, good! I look forward to discussing that in some other topic. If you agree, I have a proposed fix for you right here, that is up for discussion.

Goals:
-Keep as much intact from the Magus as possible
-Keep other archetypes as open as possible (Things like Elemental Knight and Kapenia Dancer scream for compatibility)
-Get as much from the bloodline/bloodrage mechanics as possible
-Make an effort at compensating for the loss of prepared casting

And with that, without further ado

Eldritch Scion

Skills:

An Eldritch Scion receives 4 skill points/level instead of the usual 2.

Straightforward enough; the loss of INT based casting means that your Magus went from 2+4-6 skill points to 2+1(-1?). This dampens the blow a bit, but the Eldritch scion still won't skillmonkey it up; although now he at least has the skill points for UMD and some other CHA skills at least.

Spell Casting:

An eldritch scion casts arcane spells drawn from the magus spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, an eldritch scion must have a Charisma score equal to at least 10 + the spell's level. The DC for a saving throw against an eldritch scion's spell is 10 + the spell's level + the eldritch scion's Charisma modifier. An eldritch scion can cast only a certain number of spells of each spell level per day. His base daily spell allotment is the same as a bard of the same level. In addition, he receives bonus spells per day if he has a high Charisma score.

An eldritch scion's selection of spells is limited. He has the same number of spells known as a bard of the same level, and can choose new spells to replace old ones at 5th level and every 3 class levels after that, just as a bard does. See the bard for more information on swapping spells known.

If the Eldritch Scion would use an ability to regain a used spell slot, instead he gains another spell of the level he would have regained (up to the maximum number of slots he has of that spell level for the day).

If an ability would let an Eldritch Scion treat a spell as if it was in his spell book for the purpose of preparing it, he can cast that spell using his spell slots as if he knew it until the next time he rests.

This ability modifies the Magus's spell casting.

Okay, we are being a bit tricky here. The idea behind the second half of this (as the first half is just copied straight from the class in the ACG), is that by putting these "modifiers" here, I won't need to replace Knowledge Pool and Spell Recall, so they are free to be replaced by archetypes.

Bloodline:

At 1st level, the Eldritch Scion selects a bloodline. He gains the sorcerer's bloodline arcana. An Eldritch Scion's levels count as both Sorerer and Bloodrager levels for the purpose of bloodlines, but he does not gain any powers automatically. Instead, whenever a an Eldritch Scion would receive a Magus Arcana, he may instead decide to gain a bloodline power from either the Sorcerer or the Bloodrager bloodline he has. He has to be at least the same level as the level the orignal class receives the Bloodline power.

For example, a 3rd level Eldritch Scion could not replace his Magus Arcana with a 4th level Bloodrager Blooldline Power, but a 5th level taking Extra Arcana could.

If an eldritch scion takes levels in another class that grant a bloodline, the bloodlines must be the same type, even if that means that the bloodline of one of the classes must change. Subject to GM discretion, an eldritch scion can change his former bloodline to make them conform.

An Eldritch Scion can not take the Eldritch Heritage and Raging Blood feats.

This lets you pick and choose which powers you want; if you want to be more cast-y you may prefer the sorcerer bloodline powers. The feat restrictions are there because I honestly didn't want to think about how that'd work.

Bloodrage:

An Eldritch Scion can bloodrage like a Bloodrager of his level. He can use any Bloodrager Bloodline powers he has during this bloodrage like a Bloodrager of his level.

Additionally, any magus's class feature or spell from the magus spell list that normally uses a calculation based on Intelligence is instead based on Charisma for an eldritch scion. For example, an eldritch scion with the arcane accuracy magus arcana grants himself an insight bonus on attacks equal to his Charisma bonus, not his Intelligence bonus. This has no effect on the eldritch scion's skills or skill points.

Furthermore, an Eldritch Scion can use the energies of his Bloodrage to fuel his powers. Instead of spending Arcane Pool Points, he may spend 2 rounds of bloodrage for each point it'd have taken to activate an ability. Any effect that would cause an Eldritch Scion to regain Pool Points lets him regain twice as many Bloodrage Rounds instead (up to the maximum number of rounds he has for the day).

This ability replaces Arcane Pool.

Just en-bloc replacing Arcane pool with bloodrage. Radical, but means that the action economy is improved in exchange for the flexibility and the waaay better pool point economy of the standard arcane pool.

Musings: Bloodrager pool is CON based. Should it change to CHA, or shifting focus from the stat/making the class a bit more MAD (as if not everyone wanted CON) is a good thing? There's no improvement to this bloodrage, should it turn into +6/6 at 11 and then +8/8 at 20?

Spell Combat:

An Eldritch Scion may only use Spell Combat while in Bloodrage. However, due to the deeper connection with eldritch energies while in this state, he doesn't need to keep a hand empty and not attack while using this ability. This means he can make a full attack (and deliver a spellstrike) with a two handed weapon, or two weapons held in his hands, or using natural weapons/unarmed strike associated with both of his hands.

This modifies spell combat

This further limits the flexibility of the Eldritch Scion's bloodrage, but gives a nice little bump in exchange. The ability to use claws is the kicker here, as many bloodlines grant claws, and I feel like it's a waste if you need to ignore them because Spellcombat, your main class feature does. This probably may be still too strong... but then again, you give up your main damage increasing option, metamagic'd shocking grasp, so this could compensate for it. Maybe make it into an Arcana? But eldritch scions are already quite arcana starved...

Rough draft, so be gentle.


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Maneuver Master Flurry of Maneuvers wrote:
At 1st level, as part of a full-attack action, a maneuver master can make one additional combat maneuver, regardless of whether the maneuver normally replaces a melee attack or requires a standard action. The maneuver master uses his monk level in place of his base attack bonus to determine his CMB for the bonus maneuvers, though all combat maneuver checks suffer a –2 penalty when using a flurry.
Order of the Hammer Challenge wrote:
Challenge: An order of the hammer cavalier can attempt a free grapple check or free sunder combat maneuver check anytime she takes the full-attack action against the target of her challenge. This free combat maneuver does not provoke an attack of opportunity.

Would a Maneuver Master Monk 1/Order of the Hammer cavalier 1, on a full attack, gain an extra Grapple Maneuver from Flurry of Maneuvers, and then, as a free action, use the free grapple check to maintain the grapple (and probably pin) in one fell swoop?


Cunning Knave

Not all Knights are chivalrous. Some aren't above using underhanded, or roguish tactics to succeed. These Cunning Knaves still hold the values of their Orders in high regard; they just apply them a bit more liberally to achieve their goals and support their allies.

A Cunning Knave has the following abilities:

Cunning Challenge:

At 1st level, the Cunning Knave gains Studied Target as the Slayer class feature of the same name. Levels in a class that grants Studied Target stack with levels in Cunning Knave for this ability.

Cunning Challenge counts as Challenge for the purpose of Order abilities, and other abilities and effects that reference the Challenge class feature.

This ability replaces Challenge.

Underhanded Tactics:

At 1st level, the Cunning Knave can select a Rogue talent (this qualifies him for taking Extra Rogue talent feat). He has to meet any prerequisites of this talent. Cunning Knave levels count as rogue levels for the purpose of choosing this talent. As a standard action, the Cunning Knave can grant A rogue Talent he possesses to all allies within 30 feet who can see and hear him. Allies retain the use of this talent for 3 rounds plus 1 round for every two levels the Cunning Knave possesses. Allies do not need to meet the prerequisites of these Rogue Talents, and count all their levels as rogue levels to determine the effects of this talent. To use a talent that modifies Sneak Attack, they still need to possess at least 1d6 Sneak attack die. The Cunning Knave can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels thereafter.

This ability counts as Tactician for the purpose of feats and other abilities that modify Tactician.

At 9th level, a Cunning Knave can select an Rogue or a Slayer talent for which he meets the prerequisites, and qualifies for the Extra Slayer Talent feat (counts as a Slayer of his level to qualify for slayer talents). Using the Underhanded Tactics ability becomes a swift action.

At 17th level, a Cunning Knave gains an Advanced Slayer or Rogue talent. He must meet the prerequisites for this talent.

This ability replaces tactician, greater tactician, and master tactician.

Tarnished Banner:

A Cunning Knave prefers cunning and underhanded tactics to achieve victory over his own reputation. As long as the cavalier's banner is clearly visible, allies within 60 feet of the Cunning Knave (including himself) gain +1d6 Sneak Attack damage. This stacks with any Sneak Attack damage they may have, and can use this damage to use Talents they posses (granted by Underhanded Tactics or their own class) that modify Sneak Attack, but allies can not receive Sneak Attack from more than 1 Banner. The amount of Sneak Attack damage granted is increased by +1d6 at level 10 and every 5 levels thereafter.

Allies also gain +1 bonus to their Intimidate, Bluff, Stealth, Sleigh of Hand and Disable Device skills for each die of Sneak Attack this ability grants them.

The cunning Knave counts as having Sneak attack equal to the the Sneak Attack this ability grants to qualify for feats, talents, prestige classes, etc.

This ability counts as Banner for feats and other effects modifying Banner.

This ability replaces Banner.

Skulking Skald

Some Skalds sing songs and tell tales of deeds achieved not by brawn but by cunning. They inspire others to take chances and opportunities when they present themselves, and leave the heroics to those with more brawn than brain.

A Skulking Skald has the following abilities

Songs of Rogues:

A Skulking Skald gains the following raging songs:

Inspired Cunning:At 1st level, affected allies gain +1d6 Sneak attack, and a +1 morale bonus on Dexterity saving throws and +1 morale bonus to AC. At 4th level and every 4th level thereafter, the number of Sneak attack dice and the morale bonuses granted by this song increase by 1. This Sneak Attack stacks with any pre-existing Sneak Attack the recipients may have, but they can not receive Sneak Attack from more than 1 Inspired Cunning. The Skulking Skald counts as having Sneak Attack damage equal to the number of Sneak Attack damage granted by this song (in addition to any other Sneak Attack damage he may have) when qualifying for feats, talents, prestige classes, etc.

Song of Dexterity: At 6th level, a Skulking Skald can use raging song to inspire his allies to superhuman feats of strength. Once each round while the Skulking Skald uses this performance, allies within 60 feet who can hear the Skulking Skald may add 1/2 the Skulking Skald's level to a Dexterity check or Dexterity-based skill check.

This ability replaces Inspired Rage and Song of Strength raging songs.

Trapfinding:

At 1st level, a Skulking Skald gains Trapfinding as a rogue of his level.

This ability replaces Scribe Scroll.

Hidden Verse:

At 2nd level, a Skulking Skald can start a Raging Song so only his allies hear it. Starting a Raging Song this way takes an extra round of performance (but maintaining it only takes 1/round as usual).

This ability replaces Well-Versed.

Rogue Talents:

At 3rd level and every 3 levels thereafter, a Skulking Skald learns a Rogue Talent that affects the Skulking Skald and any allies under the influence of his inspired rage.

Unless otherwise noted, a Skulking Skald cannot select an individual Rogue Talent more than once.

When starting an Inspired Cunning, the Skulking Skald chooses which Rogue Talent (if any) to add to the song, and all affected allies gain the benefit of these Rogue Talent, using the Skulking Skald 's level as their effective Rogue level. The Skulking Skald uses his Skulking Skald level as his Rogue level for the purpose of selecting Rogue Talent that require a minimum Rogue level. If the Rogue Talent's effects depend on the Skulking Skald's ability modifier, affected allies use the Skulking Skald's ability modifier instead of their own for the purposes of this effect. If the Rogue Talent involves rolling a skill check, the affected allies may use the Skald's skill bonus instead of their own.

If a Rogue Talent requires another Rogue Talent (such as disruptive, which requires superstition), the Skulking Skald cannot grant that Rogue Talent to allies unless he can also grant that power's prerequisite. He may add multiple Rogue Talents to an Inspired Cunning at the same time using this ability.

If a Rogue Talent can only be used a certain number of times per day, each ally affected by the Inspired Cunning song is subject to that limit.

A Skald may select (and grant) Evasion as a Rogue talent.

This ability replaces Rage Powers.

Tricky Spells:

At 5th level, a Skulking Skald gains Tricky Spells as an Arcane Trickster of his level. Levels in Arcane Trickster and Skulking Skald stack for the purpose of this ability (So a Skulking Skald 6/Arcane Trickster 6 would have 9 uses of this ability/day).

This ability replaces Spell Kenning.

Evasion:

At 9th level, the Skulking Skald gains Evasion, as the rogue. If he has Evasion, he gains the Improved Evasion Advanced Talent instead.

When the Skulking Skald gains a Rogue Talent from his Rogue Talents class ability, he may select an Advanced Rogue Talent instead. He can grant Advanced Talents with Inspired Cunning.

This ability replaces Damage Reduction.

The Greatest Party Nobody Saw:

Allies Under the effect of inspired Cunning are also under the effect of Greater Invisibility.

This ability replaces Master Skald.


There are a number of feats now that let you move while doing attacks (for example, jabbing style/dance). I heard Whirlwind attack was FAQ'd to bar interactions like this, but I can't find the FAQ. Is there one? Wanted to make a build like that that takes advantage of pummeling absolutely everyone around.


Quote:
At 2nd level, anytime a bounty hunter is able to deal sneak attack damage to a studied target, he can instead attempt to hamper the target. The bounty hunter must declare that he's using this ability before the attack roll is made. If the attack hits, it deals damage normally, but instead of rolling sneak attack damage, the bounty hunter can attempt a dirty trick combat maneuver against the studied target as a free action, adding 1 to the combat maneuver check for each die of the bounty hunter's sneak attack damage. This combat maneuver does not provoke attacks of opportunity.

Knowing this, could a Bounty Hunter Sneak attack with a bow and then make a dirty trick against the target instead at range?


I'm wondering if Battle Dance affects Inspire Courage, and other bardic performances gained from sources/classes other than bard.

Wording seems to imply "yes" for the exemplar at least. This excites me.


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Here are the monk proficiencies:

Armor and Shield Proficiency wrote:
Monks are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities.

Sacred Fist:

Weapon and Armor Proficiency wrote:
Sacred fists are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, and spear. Sacred fists are not proficient with any armor or shields. This replaces the warpriest's weapon and armor proficiency.

As you can see, much like the Sohei, Sacred Fists seem to be able to wear armor and only lose their AC bonus (which is going to be way less than the Armor bonus anyway), but keep their flurry by RAW.

Is this correct/intentional?


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Okay, so with the ACG out, we have quite a few new toys to play around with, should we want to build the dirtiest trickster, a man so dirty even the neo-otyugh goes "ewwwww I'm not biting that!".

But first, the classics are Sneaky Maneuvers and Skulking Slayer.

The new sweet things are Bounty Hunter, but the real MVP is Surprise Maneuver, which adds a bonus equal to the number of your SA dice when you do a maneuver (provided you satisfy the SA criteria).

Taking that and combining Skulking Slayer/Bounty hunter gets your SA dice added to your stuff multiple times, resulting in probably the best/fastest scaling bonus to combat maneuvers.

Further small tidbit is Snakebite Striker, an archetype which has full BAB and foolishly give SA on the first level along with some other goodies (IUS is always good and brawler's cunning lets you dump INT and still take combat expertise/Improved/greater feint), making it an all around great option.

Okay, so I need advice on how to build a character around this, up to until 12-ish. I think Snakebite Striker Brawler 1/Scout+Skulking Slayer Rogue 4 is a good base for starters (and it's when you'd get the Surprise Maneuver feat).


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Casteth Fire Trail on thyself.
Enter combat with thine poor foe.
Casteth bladed dash as a standard action to moveth thyself towards thine enemy and maketh a single attack with thine piercing weapon, leaving a trail of fire in thine wake.
Verily, thou should possesseth the feat Hamatula Strike, so that when thine piercing weapon strikes thou arth able to grappleth thine foe.
Once thine foe arth grappleth by thou, thou shalt use thine move action with Greater Grapple (that thou obviously possess) to move thyself and thine enemy back across thine trail of fire up to half thine movement speed+5-15 foot at the end. Thou deal 1d6+1dmg/caster level (10 max) for each 5 foot movement done in thine trail of fire.
And then, thou could follow up with a Rapid grapple to repeateth the process. Assuming thou art a medium creature with thy movement speed being 30, this could meaneth 12 times 1d6+1/level damage.

Knowing that how would thou increaseth thy movement speed?

Spoiler:
Sorry, I felt like being obnoxious. Long story short: combine fire trail with the "move" option of grapple. Use Greater Grapple, and then Rapid Grapple. Using this combo each 10 feet of regular movement turns into 1d6+1/level damage (more if you twink it out with the usual damage dealing shebangs)+a little (from the ability to position your opponent at the end of a grapple) every time you succeed on a grapple. So I'm looking for ways to boost my move speed to as high as possible and see how much damage I can do.


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Okay, so this combination actually kicks major buttocks.

For reference: Order of the Flame
Samurai
Sword Saint

Glorious Challenge gives you a bucketload of free challenges, which means a lot of free resolve, and a lot of chances to use your Iaijutsu strike.

So, conceptually that's pretty awesome. But I'm not sure where to go from here.

I have a silly idea on how to get free action sheathing (gun twirling feat with a sword-cane pistol), which would maximize the Iaijutsu strike chances (while the damage is eeeeeh, Deafening is pretty good, altough it comes on a bit late).


How does having these two abilities interact, assuming the character has a piercing attack with the Grab property and lands it?

Do you get two grapple checks? If you gain the grappled condition, do you need to let go with one before making the second one?
What if you succeed on both?
What if you also have constrict?


I was thinking there should be a combat performer archetype, much like the Pit Fighter PrC, making the concept playable from level one.

However, I'm unsure what class to base it on. My current ideas:

Barbarian:
+Rage into performance combat, rage powers/bonuses activate when he is winning.

-Not unique enough, needs more ideas.

Bard:

+ Pretty Self evident, replace Bardic Performance with the ability to turn the combat into performance combat, lots of other features to replace (bardic knowledge, etc), CHA based to begin with.

- The concept is pretty martial focused, and the bard has 3/4th BAB and 6 level spell casting. Not sure what I could replace it with that's of equivalent worth without giving a free feat like every level. Also feels a bit too skilled maybe?

Monk:

+ Lots of features to replace at lvl1 (monk profs/unarmed strikes-> prof with all performance weapons, AC bonus->switch to CHA when wearing piecemail, stunning fist->rounds of performance combat, flurry->"flurry of performance" like MoMS stance mastery but with performance feats), bonus feats (add performance combat feats, remove monk-flavored feats), easy to make it mechanically similar to existing monk archetypes

-HAVE to replace lots of Ki features later (current idea is to let him pick a rage power to activate when he is winning performance combat, like Pit fighter), need to switch from WIS to CHA. 3/4th BAB, but could cheat and get full BAB with perform weapons I guess.

Paladin:

+Smite is a good mechanic to replace with performance combat, lay on hands can be refluffed as second wind (or it could activate whenever you succeed on a perf combat check!), divine bond with perf weapons, spell list is mutable, and stonelord already gives the defensive stance so giving rage instead of spells seems like a fine trade CHA based to begin with.

-really out of theme, lots of features to replace.

Cavalier:

+Challenge is like smite, orders are like stage personas of pro-wrestlers/luchadors (face dragons/heel cockatrices), replace tactic feats with performances (that he could even grant to allies maybe?)

-but needs to get rid of all the mount related stuff.

from the ACG (preferably wouldn't do these):

Skald:

+Good basis for "whole team gets rage powers" kind of performance combat.

-still got a lot of casting to get rid of, 3/4th BAB

Brawler:

+Got stuff to get rid of/switch out like Monk, but not as much, but has full BAB.

Swashbuckler

+ CHA based, and I like me some deeds, could add a lot of cool abilities there

- Sounds like a complete rewrite, honestly

I'm kinda chilling on this idea because who knows, maybe the ACG will have it pre-packed, but wouldn't mind hearing some opinions.


Could a magus use a conductive weapon to activate pool strike (by spending 2 arcane pool points)?

Relevant abilities:

Spoiler:

Conductive wrote:
A conductive weapon is able to channel the energy of a spell-like or supernatural ability that relies on a melee or ranged touch attack to hit its target (such as from a cleric's domain granted power, sorcerer's bloodline power, oracle's mystery revelation, or wizard's arcane school power). When the wielder makes a successful attack of the appropriate type, he may choose to expend two uses of his magical ability to channel it through the weapon to the struck opponent, which suffers the effects of both the weapon attack and the special ability. (If the wielder has unlimited uses of a special ability, she may channel through the weapon every round.) For example, a paladin who strikes an undead opponent with her conductive greatsword can expend two uses of her lay on hands ability (a supernatural melee touch attack) to deal both greatsword damage and damage from one use of lay on hands. This weapon special ability can only be used once per round, and only works with magical abilities of the same type as the weapon (melee or ranged).
Pool Strike wrote:


Benefit: The magus can expend 1 point from his arcane pool as a standard action to charge his free hand with energy. He can make a melee touch attack with that hand as a free action as part of activating this ability. If the touch attack hits, it releases the charge and deals 2d6 points of energy damage (acid, cold, electricity, or fire, chosen when he spends the arcane pool point to activate this ability). He can use this ability with the spellstrike class feature. If he misses with this attack, he can hold the charge for up to 1 minute before it dissipates. At 6th level, and every three levels thereafter, the amount of damage dealt by this attack increases by 1d6.


Inner Sea Gods wrote:

BLESSED HAMMER

Your god's power radiates from your warhammer.
Prerequisites: Ability to cast 3rd-level divine spells,
proficient with warhammer, worshiper ofTorag.
Benefit: You can use any warhammer you wield as a holy
symbol when casting spells that require a divine focus or
when you channel energy.
Furthermore, as a swift action when you cast a divine
touch spell, you can choose to have the warhammer carry
the charge of the spell instead of your hand. When you
deliver a touch spell with your warhammer you can do
so as part of melee attack made with the war hammer. If
you drop the warhammer or the warhammer is disarmed
while carrying a charge, the charge is lost.

Is this a swift action Spellstrike essentially? The wording is weird, so I'm not 100% sure you can deliver the spell with a melee attack using the touch attack granted by casting the spell.


The following is going to be a purely subjective introduction for the reasons I got inspired for yet another Iaijutsu style:

Let us not kid ourselves. Iaijutsu is cool as f+!!. Yeah, call me a weeaboo, see if I care. Just the idea itself appeals to me on a base level. However... Sword saint suuuuuucks. I mean, okay, you couldn't use the mount anyway, but what you get instead is a glorified backstab as a full round action (it's slower than a regular attack WTF?) usable very few times a day. Not viable as a fighting style to base your character around.

So! Here I'm going to fix it. But what would be a fair replacement for a mount? Hmm... Well, I never said I was too creative...

Iaijutsu striker wrote:

Not all Samurai are mounted combatants; while using a mount is fine for those who fulfil more openly combat roles for their masters, many Samurai fill roles that don't require a mount. If a samurai isn't usually expected to travel or take part in open warfare, taking care of the mount is extra hassle for no tangible benefit. Why should bodyguards in a castle be expected to be expert horsemen, when they'll serve their lord mostly on foot? Wandering Ronin very rarely can afford buying or feeding and taking care of a horse either.

So, many samurai instead focus on honing their fighting style, their footwork, and most importantly, their Iaijutsu, which lets them strike with a suddenly with great force when quick actions are needed and there's no time or space to saddle up. Masters of this technique can even match mounted combatants in power, if not in speed of movement.

Class skills:
An Iaijutsu Striker Samurai does not gain Handle Animal (Cha), or Ride (Dex) as class skills; instead, she gains Perform (Cha), and Acrobatics (Dex) as class skills.

Iaiajutsu style:

After drawing a one handed slashing weapon from its scabbard, the Iaijutsu Striker counts as being mounted until the beginning of his next turn. He doesn't gain any extra move or standard actions, but can use any feat or ability that requires the user to be mounted as if he was riding a mount. He still needs to perform the action himself (so for Ride-by attack he needs to charge, for example).

The Iaijutsu Striker counts as having Mounted Combat for the purpose of qualifying for feats that have it as a prerequisite, and may also use either Acrobatics (DEX) or Perform (CHA) in the place of Ride (DEX) both for qualifying, and for when a feat calls for a Ride check, but the Iaijutsu Striker is not actually mounted. However, he can not actually use these feats mounted until he has the Mounted Combat feat and enough ranks in Ride to qualify for them.

If a feat grants an extra attack for the mount (such as with the Trample feat), the Iaijutsu striker may make an attack with a light weapon in his off hand (usually an unarmed strike or his scabbard). For other effects (like Mounted Combat) he counts as his own mount.

Iaijutsu Style replaces the Samurai's Mount class feature.

Iaijutsu Mastery:

At 3rd level, the one handed slashing weapon that the Iaijutsu Striker draws counts as a lance for the purposes of feats and abilities until the beginning of his next turn.

Iaijutsu Mastery replaces the Samurai's Mount class feature.

So... How does that sound?


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Most monks fight by utilizing a dizzying array of combination attacks to confound and overwhelm their foes. Not so the Monk of the Single Strike. These martial artists instead focus all their power into a single well placed strike, penetrating through the defences of their foes with overwhelming power.

Alternate class features

The Single Strike:
Starting at 1st level, when the Monk of The Single Strike makes an attack as a Standard Action, it is treated as a Single Strike.

When doing so, he may make that attack at BAB equal to his Monk level, and increase any static bonuses to damage (such as from a high STR score or Power attack) by 50% for each dice of damage rolled. This attack has to be made with a weapon he could flurry with if he had the Flurry of Blows class feature, and The Monk of the Single strike counts as possessing Flurry of Blows for the purpose of qualifying for feats that expand the list of weapons a monk can use for his Flurry of Blows class feature.

At 6th level he gains Vital strike as a bonus feat.

At 11th level he gains Improved Vital strike as a bonus feat.

At 16th level he gains Greater vital strike as a bonus feat.

He does not have to meet the prerequisites for these feats.

A monk of the single strike may spend 1 Ki point when making an attack action (such as during an Attack of Opportunity, Cleave, Spring attack, or a full attack) to treat it as a Single Strike/Vital strike/Improved Vital Strike/Greater Vital Strike (if he has those feats).

The Single Strike replaces the Flurry of Blows class feature.


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Because it's three in the morning (and I can't sleep).

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Iaijutsu masters are not trained as assassins. Most of them are courtiers, diplomats, artists, maybe spies. While they got Ki training, which enhances their martial abilities (including the ability to move silently), and they are educated in medicine (and hence, the use of poison), they have no training in the art of assassination, in killing silently, in hitting vital spots.

Instead, they master the art of Iai, the technique of drawing a weapon from its sheath at blinding speeds and striking with incredible power.

Iaijutsu is an art form, sometimes used for duels when matters of honor are at stake. It is not a tool of war, and few Iaijutsu masters consider themselves warriors. Duelists, possibly, but not men of war. An art with such strict rules and limits is ill suited for use on a battlefield. A single devastating strike is enough to win fights against single opponents, but against multiple opponents, an Iaijutsu Master will have to rely on finesse, trickery, and his allies.

Alternate class features

Iaijutsu Strike:

An Iaijutsu master can perform a devastating iaijutsu strike, a technique where where he increases the power of his blow by drawing his weapon from the sheath and striking in the same motion.

The iaijutsu masters first attack deals additional damage after drawing the weapon that the attack is made with from the sheath. The attack has to be the action following drawing the weapon, and in the same turn. The weapon has to be a light or one handed slashing weapon.

Note: this is not precision damage. It is added to the base damage of the weapon, and multiplies on a critical hit, or with feats like Vital Strike.

If the Iaijutsu Master has a base attack bonus of +1 or higher, he may sheath a weapon as a free action combined with a regular move. If you have the Two-Weapon Fighting feat, you can sheath two light or one-handed weapons in the time it would normally take you to sheath one.

Any feats, Ninja Tricks, Rogue Talents and other abilities that modify the effects (but not the requirements of performing it) of Sneak attack also apply to Iaijutsu strike. If you'd gain Sneak attack from another class, you may instead add its damage to Iaijutsu strike. You have to make this decision when you get the Sneak Attack progression from that class (or when you take your first Iaijutsu master level) and you can not modify your choice later.

New Ninja Tricks:

Sheath Master(ninja lvl20)

You may sheath your weapon as a free action.


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Inspiration here. That, and hexcrafter.

An alchemical knight is master of creating and using alchemical concoctions during combat. Using their unique arcane and alchemical talent, they mix alchemical potions and weapon blanches fit for the situation right on the field of battle, that they are then, thanks to their unrelenting combat drills, able to apply to themselves (or their weapons) in a split second.

They are also able to combine their martial skills with the use of alchemical weapons, raining down alchemical fire, ice, and electricity (and sticky goo stuff) and blows from their weapons on their enemies at the same time.

Alternate Class Features:

Armor Proficiency:
An alchemical knight is proficient with light, medium and heavy armor.

This replaces the normal weapon and armor proficiencies, and the Medium armor and Heavy armor abilities of the Magus

Alchemy:
Instead of spells, an Alchemical Knight can create extracts. He has the same number of extracts a day as an Alchemist of his level, and has a formulae book instead of a spell book.

When using Craft (alchemy) to create an alchemical item, an alchemical knight gains a competence bonus equal to his class level on the Craft (alchemy) check. In addition, an alchemical knight can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check.

Alchemy replaces the standard Magus spellcasting and cantrips.

Alchemy pool:
At 1st level, an Alchemical Knight gains an alchemical pool, that is a reservoir of arcane energy that he can use as a catalyst to create his unique weapon blanches and other alchemical items. This alchemical pool has a number of points equal to 1/2 his Alchemical Knight level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the Alchemical Knight prepares his extracts.

At 1st level, an Alchemical Knight can spend 1 point from his alchemical pool to create a weapon blanch as a swift action. He still needs to use a standard action to apply it. Like an extract, this weapon blanch goes inert if it leaves the possession of the alchemical knight, unless he has the infusion discovery. Applied or not, the blanch is extremely unstable and only lasts or one minute before becoming useless.

A weapon treated with the blanch gains a +1 enhancement bonus. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple blanches do not stack with themselves.

At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal.

Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added, or the blanch does not work with that weapon. These bonuses and properties are decided when the blanch is made.

This feature replaces Arcane Pool

Alchemical combat:
At 1st level, an Alchemical Knight learns to use potions, extracts, mutagens, and other alchemical items, and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand is used to draw and use the item. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also use the alchemical item. If using this item provokes an AoO, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus to his AC against this AoO.

This feature replaces Spell Combat

Alchemical Strike:
At 2nd level, whenever an Alchemical Knight uses an alchemical item or an Alchemist bomb in a way that requires an attack roll, or applies a weapon blanch, he may combine this action with a melee attack. He makes a single attack roll with his melee weapon. If it hits, apply the effects of the item to the target, including crits (or in the case of a blanch, apply it to the weapon, before damage is calculated). If it misses, the alchemical item is dropped, but not used. An alchemical knight and his weapons are never affected by alchemical items used this way (they take no damage and do not need to make saves even if they are in the area of effect of the item).

This feature replaces Spellstrike.

Alchemical Discovery:
At 3rd level, and every 3 levels thereafter, when the Alchemical Knight gains a Magus Arcana, he may instead select a Discovery to gain, like the alchemist class feature. For the purpose of qualifying for these discoveries, he counts half his Alchemical Knight level as Alchemist levels (stacking with any existing alchemist levels he may have). Before picking discoveries that modify his bombs, he needs to pick the Alchemical Bomb arcana (see below).

Any arcana that gives new ways to use the arcane pool instead can be used to create alchemical items with the same effects by spending alchemy points. They only affect the user once used (as a standard action). Arcanas that require an immediate action to use (like arcane edge) are applied as weapon blanches and take effect on the next successful hit.

This feature modifies Arcane Discovery.

New arcana:

Alchemical Bomb:
You gain the ability to create and throw bombs like an Alchemist half your level by spending 1 point from your alchemical pool. If you have levels in a class that grants the Bombs class feature, these levels stack for the purpose of determining the damage of your bombs. You also combine your bombs/day and alchemical pool points (adding points equal to the bombs you could use/day to your alchemical pool points, but you only add your INT bonus once to this combined pool)

Recreate Extract:
At 4th level, the Alchemical Knight learns to recreate extracts he drank using residue and his Alchemical Pool. With a swift action he can recreate any single extract that he has already prepared and imbibed that day by expending a number of points from his alchemical pool equal to the extract’s level (minimum 1). The extract is prepared again, just as if it had not been imbibed.

This feature replaces Spell Recall.

Knowledge Pool:
At 7th level, when an Alchemical Knight prepares his extracts, he can decide to expend 1 or more points from his alchemical pool, up to his Intelligence bonus. For each point he expends, he can treat any one extract from the alcheist extract list as if it were in his formulae book, and can prepare that extract as normal that day. He can also recreate extracts in this way using his recreate extracts ability, but only until he prepares extracts again.

This feature modifies Knowledge Pool.

Improved Alchemical Combat:
At 8th level, the alchemical knight’s ability to use alchemical items and make melee attacks improves. When using the alchemical combat ability, the alchemical knight receives a +2 circumstance bonus to his AC, in addition to any bonus granted by taking an additional penalty on the attack roll against the AoO he provokes.

This feature modifies Improved Spell Combat.

Improved Recreate Extract:
At 11th level, the alchemical knight’s ability to recreate extracts using his alchemical pool becomes more efficient. Whenever he recreates extract with recreate extract, he expends a number of points from his alchemical pool equal to 1/2 the extract’s level (minimum 1). Furthermore, instead of recreating a used extract, as a swift action the alchemical knight can prepare an extract of the same level that he has in his formulae book. He does so by expending a number of points from his alchemical pool equal to the extract’s level (minimum 1). The alchemical knight cannot apply metamagic feats to an extract prepared in this way. The alchemical knight does not need to reference his formulae book to prepare a spell in this way.

This feature modifies Improved Spell Recall.

Greater Alchemical Combat:
At 14th level, the Alchemical Knight gains the ability to seamlessly use items and make melee attacks. Whenever he uses the alchemical combat ability, his AC bonus equals double the amount of the attack penalty taken.

This feature modifies Greater Spell Combat.

Instant Alchemy:
At 18th level, an alchemical knight can create alchemical items with almost supernatural speed. He can create any alchemical item as a full-round action if he succeeds at the Craft (alchemy) check and has the appropriate resources at hand to fund the creation.

This feature replaces Greater Spell Access

Alchemical Champion:

At 20th level, the Alchemical Knight becomes master of both combat and alchemy. He never provokes an AoO for using items or drinking extracts and potions. When using Alchemical Combat, he can use an alchemical item at every iterative attack he makes.

Archetypes and Multi classing:
Since the alchemical knight mostly just modifies class features to fit with having extracts instead of spells, it is eligible for any Magus archetype. Archetypes replace the corresponding alchemical abilities. If an archetype replaces the Medium armor or Heavy armor abilities, it instead removes them from the alchemical knight's list of armor proficiencies.

Alchemist and Alchemical Knight levels stack for the purpose of determining your daily extracts.


As in my previous thread, I keep on tinkering with the Magus's core abilities, significantly changing the mechanics, but trying to keep the flavor of a class that is equal mix martial and arcane.

Concept:

The Steel Weaver is a magus who fuses fighting with magic even closer than regular magus. He has such high understanding of both spell and sword, that he can use them effectively interchangeably.

Archetype Abilities

Martial Spell wrote:


You can, as a standard action, make an attack as if you cast a spell with a range of touch that has both somatic and verbal components, and your weapon as focus. If it lands, it deals damage as if you have hit with your weapon. Feats and abilities that modify the damage dealt and the attack roll, like Power attack or weapon focus work normally.

This functions the same as casting a spell normally (incurs arcane spell failure chance, provokes an attack of opportunity unless you cast defensively, etc.), counts as a spell from your magus spell list with a level equal to the enhancement bonus of your weapon, and has the corresponding descriptor for all the damage types your weapon deals (so a +3 lawful flaming weapon would be treated as a lvl3 Magus spell with the Law and Fire descriptors). It does not use any of your spell slots.

You may apply Metamagic feats to this spell by lowering the enhancement bonus of your weapon for the duration of the attack equal to the levels needed to normally apply that metamagic. For example, you may make a Quickened Steel Strike as a swift action with a +5 longsword, but for the duration of the spell it acts as if it had +1 enhancement, and is treated as a lvl1 magus spell (any other enhancements, like flaming, and hence the fire descriptor, would remain). This means you wouldn't get the +4 enhancement bonus if you tried to use it for Spell Strike either, as you gain the extra attack as part of casting the spell.

To use this ability, the weapon you use has to have a +1 enhancement bonus at least (even after applying metamagic), either inherent to the weapon, or from some other source (such as the Arcane Pool class feature).

Arcane Attack wrote:


You may cast a standard action spell as a full round action, or a swift action spell as a standard action from your Magus spell list. If a target takes damage from the spell, you may make an attack against the target, as if he was in your weapon's reach as a free action (you need to roll to hit, and you can attempt any maneuver you could make instead of an attack action as usual).

Arcane Attack and Martial Spell replace Spell Combat.

While it seems like a lot, I think they are approximately very close to spell combat effectiveness-wise. Any criticism welcome. Well okay, let's be honest most criticism welcome.


The question "How do we close the gap between tiers?" often comes up around here. One of the ideas presented usually is "have monks start with more stat point!" or something similar. While this is a pretty good idea imo, it has a few flaws; it gets wonky with multiclassing, doesn't help you keep up once you hit mid levels, and doesn't fix the core problems of the class.

I'm not here to fix the core problems with the classes, but I have an idea for the wonkyness and leveling. As an added bonus, it de-incentivies pumping character stats at creation and then putting all your points into it.

The suggestion consists of two parts/steps:

1.)You do not gain stat increases as you level. Instead, you get build points every levelup, from which you can buy higher stats for the same cost as at character generation.

1a.)Optional: you also don't get feats, but get 1 more build points/level, and an extra 2 at start. You can buy a feat for 2 build points.

2.)The amount of points is based on the tier of your character. Wizard(T1) gets 1/level. Fighter(T5) gets 5. Or some variation on that.

1 makes shoring up your weaknesses easier and cheaper, and honing your strengths harder. 2 helps out the little man, making the Fighter, Monk and the Rogue real powerhouses, but not overpoweringly so, because of 1.

One more thing, after dwelling on it, this could work for a "low/no magic gear" style of play, where you just double the build points you get /level, to make up for the loss of bonuses from magic weapons/armor. You can't really do that with the core book stat point increase system, because it does not favor all classes equally (SAD guys win MAD guys lose).

Thoughts?


As thread title says.

What makes a foe a foe?

For example, could I cleave two trees that are right next to each other?

What'd be the difference in cleaving two regular trees vs two animated trees?

What if I'm a dwarven lumberjack turned ranger with favored enemy: trees, and PTSD from the great ent-dwarven wars of 1848?


I'd have liked an archetype that tinkers with the basics of the class and came up with this idea:

Concept: The Spell Rider uses the magical energies inherent in rays as a sort of shortcut from point A to B. Instead of making devastating single attacks, the offense of the spell rider comes from his mobility.

Archetype Ability:

Spell Rider wrote:

At 2nd level, when a Spell Rider Magus casts a ray spell from the Magus spell list, as a free action, he may move up to twice his movespeed in the direction of the closest adjacent cell to the target of the spell. This movement provokes attacks of opportunity as normal.

If a spell makes multiple rays, the Spell Rider can make a move action for each ray. He may make these moves between firing the rays, and can choose new targets for the rays based on his new positions.

This feature replaces Spellstrike.

New Arcanas

Adaptive rider wrote:
A Spell Rider with this arcana may use his spell rider ability with any ray attack he possesses.
Spell Charger wrote:
If the Spell Rider hits with a ray spell, he may make a free charge at his target instead of a move action. The spell Rider has to be at least 6th level to select this arcana.
Spell Dervish wrote:
A Spell Rider with this arcana may spend a point from his Arcane Pool while performing a Spell Ride to make an Attack of Opportunity at enemies in, or adjacent to his path of movement

That's about it. I think it's cool as hell. Opinions?


I'm trying to create something like the bloodrager with the least amount of new mechanics, as a Barbarian archetype.

It goes something like this:

Bloodrage:
Bloodrage:
In addition to the regular bonuses, while a Bloodrager is raging, he gains access to the abilities of a Sorcerer's bloodline (chosen at first level, this choice can not be changed later). His effective Sorcerer level in this bloodline is equal to his level in this class. If he also has levels in Sorcerer, he has to choose the same bloodline (same if he gains levels in sorcerer later), and for the purposes of the bloodline, levels in Sorcerer and this class stack.

A Bloodrager uses his Constitution (that is modified by the morale bonus Rage grants) bonus instead of his Charisma bonus when determining the number of uses/day, the save DCs, etc. for his bloodline.

This ability replaces Fast movement.

Sorcerous strike:
Sorcerous strike:
At 2nd level, The Bloodrager gets Sorcerous Strike as a bonus feat. However, a Bloodrager can use a swift action to apply the effect of any of his single target Bloodline powers on any successful attack he makes.

This ability replaces the 2nd level Rage Power.

Rage casting:
Rage casting:
At 3rd level, a Bloodrager can cast the Bonus spells from his Bloodline by spending from his daily Rage rounds equal to the level of the spell he wishes to cast. He counts as a Sorcerer of his level, using his Constitution score as his casting stat. Metamagic can be applied to these spells, and increases the cost the same way it increases the level of the spell slot needed for the modified spell. A Bloodrager counts as a Sorceror of his level for the purpose of qualifying for Metamagic feats.

A Bloodrager needs to spend 1 less round of Rage if he casts a spell while Raging, 2 less if he's in Greater Rage, and 3 less during Mighty Rage, however, he can not spend more of his daily rage rounds a turn casting spells than half his combined Sorcerer and Bloodrager level.

This ability replaces Trap sense.

Bloodline Feat:
Bloodline Feat:
At 4th level, and every 4 levels thereafter, a Bloodrager receives one bonus feat, chosen from a list specific to each bloodline. The Bloodrager must meet the prerequisites for these bonus feats.

This ability replaces the Rage Power gained at lvl4,8,12,16 and 20.

Expanded Rage Casting:
Expanded Rage Casting:
At 6th level, and every 4 levels thereafter, a Bloodrager receives two extra spells that he can cast with Rage casting from the Sorcerer spell list. These spells have to be at least one level lower than his highest level bonus spell from his bloodline.

This ability replaces the Rage Power gained at lvl6,10,14, and 18.

Sooo, something like this. Expanded Rage Casting may give him too many spells, probably one would be enough. In that case probably should have feat support in the form of a feat that replicates its effects though.


As the title says.

What happens when a character with the Optimistic Gambler trait uses the Destructive Smite domain power?

Destructive smite gives a Morale bonus to a damage roll, while Optimistic gambler extends all morale bonuses to last for 1d4 rounds longer.


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I had this thought while talking about GW2 with my bro. Also while thinking about how I'd do a "talented" fighter, and looking at the Equipment Trick feat, and thinking about skill tricks from 3.5.

So!

The idea is this: PF has a LOT of weapons. However, only a handful of them have interesting abilities, and even worse, to use these interesting ones on par with the more "boring" weapons, it usually requires investing a bucketload of feats. A bard wants to master the Whip? That'll be 5-6 feats, about (or more than) half of the total number of feats you get throughout your career from 1-20.

However, you can't just "buff" weapons up; a novice shouldn't be able to perform all the tricks a weapon expert can.

The solution I have in mind is weapon abilities that you have to qualify for with feats and skill ranks, like the tricks in Equipment Trick.

It works like this:

You need to have Proficiency and Weapon Focus in the selected weapon.
You need to meet the requirements for the Weapon Ability
You need to be using the weapon to perform it.

If all the criteria are met, you can use the weapon ability without expanding any extra resources (unless noted otherwise in the ability description).

To integrate into PF, most feats that concern specific weapons would be moved into weapon abilities, and listed under the weapon. I'd personally also convert as many archetypes that are "specific weapon (group) masters" (mostly fighter) into these. Some abilities that'd be common among a weapon group would be listed once under the group, instead of being listed for each weapon.

Here's an example of, say, the Katana. I'm focusing on Iaijutsu here because it's not really explored (despite there being a Samurai archetype that's trying really hard...), plus it feels like the most obvious thing to focus on.

Spoiler:

Specifically constructed for samurai, katanas employ multiple types of steel combined in a distinctive forging process. The result are swords noted for their wickedly sharp yet slender, gently curved blades, designed to make graceful hacking strokes capable of severing opponents’ heads and limbs. Though finely balanced, these blades are difficult to master.

Benefit: Characters can use a katana two-handed as a martial weapon, but must take the Exotic Weapon Proficiency (katana) feat to use it one-handed.

Lightning draw ([Quick Draw]): If you draw your Katana as a free action before making an attack, you may consider the opponent are attacking flat footed for that attack.

Iai-strike ([Quick Draw], [Combat Reflexes]): You may draw your katana while making an Attack of Opportunity as a free action.

Quick sheath ([Sleight of hand] 5 ranks): You may sheath your katana as a free action 1 times/turn.

Improved quick sheath ([Sleight of hand] 10 ranks): You may sheath your katana as a free action 2 times/turn.

Greater quick sheath ([Sleight of hand] 15 ranks): You may sheath your katana as a free action 3 times/turn.

Bisecting (an armored knight with a single vertical) slash ([Improved Sunder], [Vital Strike]): You may use Vital Strike (and its improved versions) to Sunder items. When you do so, you may ignore the item's hardness up to your BAB.

Dashing slash ([Vital Strike], [Spring Attack]): You may use Vital strike (and its improved versions) during a spring attack, but you must move in a straight line to do so.

Impossible edge ([Vorpal and Keen magical weapon quality],[Arcane Strike]): When using Arcane Strike, you may resolve the first attack after using it as a touch attack.

So something like that. Some of those would probably go into the weapon group Katana is in, and some would probably have extra requirements (more BAB, Weapon specialization, stat requirements, more feats, w/e), to balance them out. I'm not even gonna claim this looks balanced, it is just a mere example.

Speaking of balance... This is a flavourful method of upping under-performing weapons and builds by giving them something that's not exactly a power upgrade, but more synergy between different, less optimal routes they can take. Also, before you cry out "But this'd make katana over 9000 times better than the bastard sword! Gosh darn weeaboos!" please consider that the bastard sword would also get something similar to this (except different enough so it can be considered its own thing). In fact all weapons would, so it's more like all primarily weapon using classes would get a standard increase in versatility/power. The Fighter would benefit most, since he has the most potential to fully master more than 1 weapon, while classes that can take a few more extra feats (like Rogue) can still somewhat easily manage to get the benefits of this if they want, without having to give up their other feat options.

So, something like this. Comments? Anyone interested in more, or maybe teaming up in making an unofficial supplement?


5 people marked this as FAQ candidate.

So 3 Kitsune feats have the following little blurb:

Quote:
Special: A kitsune may select this feat any time she would gain a feat.

Questions time!

1.)Could the Kitsune select these feats instead of the "bonus feats" class feature the Monk gets?

I'll go ahead and assume yes. Seems to be both RAI and RAW.

2.)Could the Kitsune do this even if she does not qualify for these feats yet?

The monk does not need to qualify for these bonus feats to select them, so at first glance, this could work. Not sure if RAW and probably not RAI, but certainly interesting to ponder on.

3.)Could the Kitsune "trade away" Improved Unarmed Strike and Stunning Fist (if she qualifies for the feats)?

They are feats the Monk (who is a kitsune) gets. Sounds solid by RAW, but possibly not RAI.

Consider this a thought experiment. Feel free to express your opinions, but please back them with FAQs or rule texts.


Just doing this to see if I can.

Dragons are the perfect mix of physical might and arcane power. Guess which base class would fit into that niche?

Dragon Disciple Magus

Spoiler:

Spellcasting
The Dragon Disciple can either get casting and spells known as a Bard, including using Charisma for casting, but using the Magus spell list, OR,

if he has levels in a different casting class a dragon disciple gains new spells per day as if he had also gained a level in an arcane spellcasting class he belonged to before gaining levels in the Archetype. He does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if he is a spontaneous spellcaster), and an increased effective level of spellcasting. If a character had more than one arcane spellcasting class before becoming a dragon disciple, he must decide to which class he adds the new level for purposes of determining spells per day.

(2/3rd casting, doesn't get spells on the first and every 3rd level after)

This replaces standard Magus casting.

Blood of Dragons
A dragon disciple adds his level to his sorcerer levels when determining the powers gained from his bloodline. If the dragon disciple does not have levels of sorcerer, he instead gains bloodline powers of the Draconic bloodline, using his dragon disciple level as his sorcerer level to determine the bonuses gained. He must choose a dragon type upon gaining his first level in this class and that type must be the same as his sorcerer type.

Draconic Pool

The Dragon Disciple has no regular Arcane Pool. While using the first level bloodline power, he gets to use one Arcane Point for free every turn to use with his class abilities. Unused points disappear at the end of the turn.

Also, the natural weapons the Dragon Disciple Magus has count as one weapon for the purpose of enchanting it with his class abilities.

This ability modifies Arcane Pool.

Dragon Bite (Ex)
At 6nd level, whenever the dragon disciple uses his bloodline to grow claws, he also gains a bite attack. This is a primary natural attack that deals 1d6 points of damage (1d4 if the dragon disciple is Small), plus 1–1/2 times the dragon disciple’s Strength modifier. This bite also deals 1d6 points of energy damage. The type of damage dealt is determined by the dragon disciple's bloodline.

This replaces the magus arcana at lvl6

That's what I've got so far.


The idea is this: Create Archetypes that can replace the need for Prestige Classes en bloc.

This comes in 2 distinct flavors:

1 is ACFs that are essentially equivalent (or better) than the PrC they are trying to replace. For example, Devouted Defender would be perfect as Barbarian ACF.

The second are the ones that ease the mixing of classes, to replace the need for "fusion" PrCs. Basically, they are ACFs that are meant to be taken by multiclass characters.

Right now I only have a few specific ideas, and some PrCs are probably going to be left out because of reasons.

Here's the first:

Eldritch Knight(Fighter)

Spoiler:

Replace: Bonus feats, Weapon and Armor Training (optional)

Every time and Eldricht Knight would get a bonus feat, or the Weapon Training or Armor Training Class feature (except for the first time he gets them), he may instead decide to gain new spells per day as if he had also gained a level in an arcane spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained, except for additional spells per day, spells known (if he is a spontaneous spellcaster), and an increased effective level of spellcasting. If a character had more than one arcane spellcasting class before becoming an eldritch knight, he must decide to which class he adds the new level for purposes of determining spells per day.

Note: Making this switch is optional. An Eldritch knight may choose each time he gets a Bonus Feat, Weapon or Armor training to increase his caster level, or get the benefits of the class feature. As such, this Archetype can combine with any other Fighter Archetypes. Later, when he has retraining opportunities, the Eldritch Knight may choose to retrain a previous bonus feat, Weapon Training or Armor Training (aside from the first ones) into +1 caster level, but can not gain more than +1 caster level from a single class level (so no retraining Combat Expertise from Lore Warden, but for example could retrain Bonus feats from Monk).

Okay, so I think this is probably too good; at the very least it ends up with waaay higher BAB than the eldritch knight PRC (if it goes for lvl9 spells), however it also gives up at least 3 caster levels instead of just 2 (1 for getting all martial to enter and 1 from the first level), and doesn't get bonus feats and spell critical (spell critical probably should be a feat that needs like Fighter level 15 or something with this version). On the other hand, it's way more flexible and combo-able.

So, thoughts?


Okay, so I have found something weird here.

Apparently, you do not have to take all your attacks after starting a full attack, and can opt to cancel out after the first one with a move action.

The intent behind it is that your full attack action is transformed into a simple attack action, and I get that. This usually doesn't cause any problems, there's a few gimmicky rules interactions.

Like, you could get a -2 to your first attack since you TWF eventhough you never take the second attack (because you realize you are fighting a monk using Snake Style and an AC of 60 for example).

Or you could trigger Manyshot on one attack, and then cancel and make a move.

For these to not happen, you'd retroactively have to make the full attack a standard attack after they have been taken. But you don't actually know that until after the first attack has been made and the player decided to cancel it or not.

So the first attack in a Full Attack is in a state where it's both a Simple Attack action and a Full Attack action. It is Schrodinger's full attack.


So, you may ask, how does one make a whip wielding duelist? When the Whip is a slashing type weapon?

I HAVE FOUND THE ANSWER:
http://www.d20pfsrd.com/magic/all-spells/b/blade-of-bright-victory

I now only need some way to make this permanent without having to take like 11 levels of paladin. I was thinking maybe boosting my UMD to ridiculous levels and getting a wand?


Okay, so I did a quick search and there seems to have been a bunch of threads on this but not with these specific questions, and hey, mythic characters can get parry now as well, so it's a bit more relevant.

Could a Duelist full attack the ground/wall/doors/whatever and just say "I give up all of my attacks for parries".

If he could, could he go through a dungeon by only taking 5 foot steps and parrying all the traps (that use attack rolls and not saves).

Would he get any bonuses he gets for attacking inanimate objects?

Could a Monk Duelist flurry with an applicable weapon (probably unarmed strike with a feat that makes it piercing, like snake style) and give up attacks for parries? What if he uses Ki for an extra attack?

Lances can be used with one hand from horseback and it is a piercing weapon; does that make it eligible for the duelist to use for his abilities if he's mounted?


Okay, so Qinggong has the ability to give you elemental fist for 2Ki for 1 round. Say I full attack with it.

If I use the Qinggong ability again to get Elemental Fist again, would it recharge my daily uses?


Had this silly idea while thinking of a build. How does this sound?

Quote:

Stinger Shot

Prerequisites: Point-Blank Shot

Benefit: When you make a melee attack with a ranged weapon without firing the weapon, and you are considered proficient for doing so (such as when using an affixed bayonet, a gun-dagger, the pistol-whip deed, or having the Catch Off Guard feat), you may also make a ranged attack against the same target with the weapon, similar to firing both barrels of a two-barrel firearm, but only at a -2 penalty. This second attack does not provoke an attack of oportunity.

In case of too good, downgrade by making it a standard action, with a later "Rapid Stinger Shot" to upgrade it to "you can make a stinger shot as an attack action".


As the title says.

For reference:
Elemental Assault (Su) Once per day as a swift action, a suli can shroud her arms in acid, cold, electricity, or fire. This lasts for one round per level, and can be dismissed as a free action. Unarmed strikes with her arms or hands (or attacks with weapons held in those hands) deal +1d6 points of damage of the appropriate energy type.

Favored Class Options
Monk: Add +1/2 point of damage to elemental assault.

On one hand it's static damage bonus, so it should be multiplied. On the other hand, it's a static damage bonus riding on a bonus dice.

So I'm not sure. Opinions? FAQs?


Lets say I have this example build:

Gunslinger(Pistolero)5/Fighter(Trench Fighter)5 (with Weapon Training in Firearms)/Monk (Sohei) 1

Armed with a double barrel pistol.

By RAW would this character...
Add his DEX bonus to damage three times? (Pistolero Pistol Training (Ex), Gunslinger Gun Training (Ex), Trench Fighter Trench Warfare (Ex))
Would be able to Flurry with his weapon? (Weapon training from Fighter and Sohei)
Also add his STR to damage while using Flurry (if he could)? (Monk Flurry)
Assuming he has the feats to make reloading his pistol a free action, be able to take -4 on all attacks but double the number of attacks he makes in a full attack/flurry?
Be absolutely ridiculous?