So I have been planning a urban city game for a long time now. I had originally designed the game using mostly 3.5 rules (I am using the pathfinder feat progression since I always thought it is a much better progression and is only 2 more feats that the 3.5). The game would start around lvl 5-7 and probably end somewhere in the mid teens. Now the reason I was using 3.5 was because I felt that PCs in Pathfinder have a lot more powerful abilities than their 3.5 counterparts. But with the recent release of Intrigue and a player who thinks the game would be better in pathfinder I figured I would ask the paizo hivemind their opinions. So the real question would be the following; are pathfinder PCs too powerful to be contained within a single city urban adventure?
Avoron: Well crap I missed that. I double checked the book to see if it included anything that was missing from the d20pfsrd and no luck. The exact wording from the book is as follows: Spirit Totem (Su): While raging, the spirits that surround
Anyone else have anything?
So I am curious what ways there are for increasing miss chance. I found moonlight stalker master but the feat investment is a bit extreme. Specifically I am looking for a way to increase the miss chance from the barbarian power spirtit totem if there is a way to increase the power itself. Thank you all in advance.
Ellioti: Yeah but they require both more feats (already feat starved) and the build is designed around the concept of flyby attack and the other ways get it much later then I would want. Blakmane: I am used to rolling stats and usually never have a stat less then 12 so the point buy is bugging me a bit. Second I want high wis since my flight will use it as the stat plus all the other reasons its good for to have high wis (perception, will save, etc.). INT I could probably drop a little. How does this array look:
Could put lvl 4 into cha, lvl 8 into str and lvl 12 into int. Since Strix do not have a favored class bonus for bloodrager I could use the extra skill point so that I would have my 3 important skills (perception, fly, swim) and one extra to throw at random skills.
Yeah I will probably have to do away with charge if I want to do the whole "hit and run" tactic. So looking something like this: Strix Bloodrager Primalist (Abyssal)
Cleave could be useful for hitting multiple opponents if the GM lines them up for me. Traits:
Equipment: ? This one is a bit hard as I have never played a bloodrager. Done Barbarian and Sorcerer but never bloodrager. Need something two handed with reach and maybe some magic items to increase my flight capabilities. Also debating on draconic or destined as a possible bloodline.
My self: Yeah one of the issues I am having is a charge does not work with flyby attack so I can't use things like death from above or the pounce totem. The other issue is that no matter how I build this it is going to be feat intensive which keeps making me look at fighter a bit but fighter (+archetypes) doesn't offer any abilities that really mesh well with the concept. I am starting to get behind the bloodrager idea unless someone comes along with something that works better.
So back in 3.5 I had a Raptoran that focused on massive damage charges from above with fly-by attack and power attack. I am thinking of maybe duplicating the build style for an up and coming "Skulls and Shackles" game. So I am looking for any advice on race, feats, class archetypes, etc. that could enable this style of build. Thank you all in advance.
For reference first Black Powder Bravado:
Once per day, when you perform a deed that requires an attack roll and you miss with that roll, you can reroll it. You must take the second result even if it is worse. Parry and Riposte:
At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature's result, the creature's attack automatically misses...... Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach. This deed's cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs. 1.So can I use the trait to reroll a parry? 2. Can I use the trait to reroll a riposte?
If you are using a piercing weapon you can use hamatula strike feat and just use weapon finesse for grappling. As for dirty trick I will direct you to two of my previous threads: Using dirty trick with a weapon In conclusion agile maneuvers is pretty pointless as the rules are because if you use a weapon you also get to add any enhancement bonuses from your weapon to cmb. This makes agile maneuver just not as effective as weapon finesse for DEX based maneuver people. Hope that helps!
Shroudb: I am already doing crane style, hence the dip into MoMS unchained monk. I do not know what you mean by "wind". Also Crane riposte would only let me do TWO AoOs vs the first parry unless I am taking the total defense action which would limit my offensive capability dramatically. And Fortuitous does not work with the swashbuckler's riposte because you spend an immediate action to attack them back not a AoO although it does work with crane style and possible shenanigans of combing swashbuckler parry with duelist riposte. When Thanael said nifty rapier AoO shenanigans I though there was something specific to rapier that I didn't know about and could use.
Yeah I am building a swashbuckler/duelist focusing on riposte/parry and had a couple more feats left over so was hoping to get some extra attacks. My build is currently Swashbuckler 5/ Master of Many styles unchained monk 1/ Duelist 5. I could do Crusader 4 after that if the campaign keeps going past lvl 11. I have two feat slots open before lvl 11 so it would be hard to do the hurtful. Unless there is a way to get the menacing swordplay deed down to a free action... My only question is if the Crusader Sacred Fist would work since I have already replaced Flurry of Blows from monk? And of course any more recommendations are welcome.
So I was wondering if there was any way to get more attacks a round with a rapier without TWF or haste? Want to replicate the archetype of the rapier fighter who hits hundreds of time a second you see in some movies/animation. Anyone have any recomendations? I prefer magic items, spells, feats over class abilities unless the class abilities are easily dipped into.
Things to consider (and I only mention since you said your are new): Piranha Strike lowers your attack which will make parrying more difficult. Remember that your weapon training (actually called Rapier training) is a +2 to damage and +1 attack (vs the norm +1/+1) If you are willing to wait a few levels for dex to damage, Agile (a +1 weapon enhancement) gives you dex to damage which frees up a feat for you. The Answering enhancement (+1) gives you a +4 enhancement when you using parry and riposte. The plume of panache (1k) gives an extra panache a day and nothing stopping you from owning a couple of them and trading them out (out of combat of course) for a fresh one. Grudge blade is a 10k +1 rapier that gives a cumulative +1 damage for each attack (max +5) against the same opponent. Gloves of Dueling: so there is an argument if these work or not for a swashbuckler. Check with your GM. If you do a search on the forum there is a old thread (which I necroed recently to try and get an updated answer with no luck) about the debate. Your precision damage from precise strike does not multiply on a crit. Butterfly sting feat allows you to sacrifice a critical hit for an ally to get an automatic critical on their next melee attack. The inquisitor or druid might appreciate this depending on their builds, especially if either of them is wielding a big weapon aka. 2H x3/x4 (or the druid shifts into a big beat stick). The Antagonize feat lets you "draw agro" which is useful for a parry based swashbuckler and keeps a big bad from squishing your poor alchemist. Gloves of Arrow snatching let you deflect two ranged attacks a day. The dueling weapon bonus (+14k) gives you an initiative bonus and feint bonus if it is in your hand. Would recommend the feat quick draw so you could use this in combination with swashbuckler initiative. Spend money on Dex buff items! Besides that have fun and enjoy a swashbuckler.
I have been with a few different gaming groups over the last 15 years. But for the last 7 I have been gaming with (more or less) the same one. In the beginning we were just of characters who were good at killing stuff and occasionally flanked with one another. But over the last several years, as we have played new adventures, new systems, etc. we have become a true team. We RARELY ever buff before fights (we are all GMs at some point and rarely allow situations where the party can sit outside a door and buff before charging in) but we don't need to; within a few sessions of a new adventure we know what each person is going to do and how they are going to do it and we all know how to take advantage of eachother's actions. We have built several parties now that were not built to work together but do so seamlessly. Usually the only conversation before making characters is to make sure none of us is stepping on one another's toes mechanically (don't want two grapple based characters) and no major RP conflicts (like a vampire hunter paladin in a group with a vampire rogue). TLDR: If the gaming group is a good team the character party will work together. The concept of party is not outdated but doesn't mean the same thing to every gaming group.
|