Wizard

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702 posts. Alias of Eric Bailey.




Like many other people I have been thinking about fixes for the monk. One that occurred to me recently was not just giving monks proficiency with short bows and composite short bows, but making them monk weapons that they can use with Flurry of Blows.

The Zen Archer would still be far better with bows, but this would make the short bow a viable secondary ranged weapon without overshadowing other classes.

So am I missing anything? Is there any broken combination that this would allow?


This is a thread to discuss how Monks work when in a party in "Real World" scenarios. That is to say, not just how much DPR when circumstances are perfect, but how things actually work out in a game. I suggested 5 monsters of CR12 and everyone seemed to think 10th level was the level to use.

So first up is the Adult Green Dragon. He is hiding in dense forest 40' from a 10' wide trail. DC24 to spot him. We are not rolling, that's too swingy. We just kind of figure out what the odds of success are and go from there.

So the first challenge is, can you spot him? So far both Monks and the Fighter (with a trait for Perception) can spot him when taking 10. The barbarian just misses.

So surprise round the dragon breathes acid in a 50' cone at the party (50-ft. cone, DC 22, 12d6 acid). Also he activates his Frightful Presence as a free action (Fear, DC20). Those that made the Perception check can act on the surprise round.

The dragon has Mirror Image and Shield already cast up. The advantage of being the ambusher and not the ambushee.

I am not really playing the roll of GM here (although I setup the encounter). I think we can all discuss what the dragon would do each round against each character so as to keep things from being biased and to prevent arguments of inadequate tactics, or whatever. So if you see anything wrong with the dragons methods or tactics, please speak up.

This thread is open to anyone, that's why I posed it in this forum. (Plus I couldn't figure out where else to put it.) If someone knows a better place I'm sure it can be moved.


2 people marked this as FAQ candidate.

I know that using clone as a "get out of death free card" is a popular idea, but can you actually do that by RAW? It seems to me that it is impossible to make a useful clone in advance.

Here is the clone spell:

PRD wrote:

Clone
School necromancy; Level sorcerer/wizard 8
Casting Time 10 minutes
Components V, S, M (laboratory supplies worth 1,000 gp), F (special laboratory equipment costing 500 gp)
Range 0 ft.
Effect one clone
Duration instantaneous
Saving Throw none; Spell Resistance no

This spell makes an inert duplicate of a creature. If the original individual has been slain, its soul immediately transfers to the clone, creating a replacement (provided that the soul is free and willing to return). The original's physical remains, should they still exist, become inert and cannot thereafter be restored to life. If the original creature has reached the end of its natural life span (that is, it has died of natural causes), any cloning attempt fails.

To create the duplicate, you must have a piece of flesh (not hair, nails, scales, or the like) with a volume of at least 1 cubic inch that was taken from the original creature's living body. The piece of flesh need not be fresh, but it must be kept from rotting. Once the spell is cast, the duplicate must be grown in a laboratory for 2d4 months.

When the clone is completed, the original's soul enters it immediately, if that creature is already dead. The clone is physically identical to the original and possesses the same personality and memories as the original. In other respects, treat the clone as if it were the original character raised from the dead, including its gaining of two permanent negative levels, just as if it had been hit by an energy-draining creature. If the subject is 1st level, it takes 2 points of Constitution drain instead (if this would reduce its Con to 0 or less, it can't be cloned). If the original creature gained permanent negative levels since the flesh sample was taken, the clone gains these negative levels as well.

The spell duplicates only the original's body and mind, not its equipment. A duplicate can be grown while the original still lives, or when the original soul is unavailable, but the resulting body is merely a soulless bit of inert flesh which rots if not preserved.

I bolded the relevant bits.

Going over them one at a time...

"If the original individual has been slain, its soul immediately transfers to the clone". "Has", not "Is". As in past tense. You have to already have been slain for the spell to work.

"When the clone is completed, the original's soul enters it immediately, if that creature is already dead". This part couldn't be any clearer. If you are already dead, you enter the clone. If you are not dead, you do not.

"A duplicate can be grown while the original still lives, or when the original soul is unavailable, but the resulting body is merely a soulless bit of inert flesh". So if you are NOT dead then you create a clone, but it is a "soulless bit of inert flesh". It also goes on to say that it rots (just like every other type of dead flesh I would guess) and that you can preserve it, but no where does it say if you die at any future point you will transfer to the clone, preserved or not.


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So a spear is a 5' long wooden pole with a pointy bit at one end. A quarterstaff is a 5' long wooden pole without the pointy bit. So what is the difference between the non-pointy end of a spear and the end of a quarter staff?

So my suggestion is this: If the spear is used as a martial weapon (instead of simple), it can be used as a double weapon. It would have standard spear stats on one side and quarterstaff stats on the other. I just picture a spear fighter swinging a spear around stabbing and clubbing people is a fast flurry of spinning blows. Not just: stab, pull back, stab, pull back, stab, etc.

--------- Cost - Dmg (S) - Dmg (M) - Crit. - Range - Weight - Type - Special
Spear - 2 gp - 1d6/1d4 - 1d8/1d6 - x3/x2 - 20 ft. - 6 lbs. - P/B - brace, double

This is not nearly as good as the two-bladed sword, so it wouldn't make sense to make it exotic. So is it reasonable?


Not another or just another rogue fix, but the best one! (At least I think so.)

So here are my ideas on making the rogue more valuable to the party. I went with the idea that changes should be as minor as possible. No radical re-writes. Comments are in italics

Bonus Feats: At 1st, 5th, 10th, 15th, and 20th level, a rogue gains a bonus feat. At each such opportunity, she can choose a Skill Focus feat, or Acrobatic, Alertness, Animal Affinity, Athletic, Deceitful, Deft Hands, Magical Aptitude, Persuasive, Self-Sufficient, and Stealthy. These bonus feats are in addition to the feats that a character of any class gets from advancing levels.
This is to help the rogue maintain her place as the master of skills.

Critical Sneak Attack: Starting at 1st level a Rogue gains the ability to deal a Sneak Attack on a critical hit. When a Rogue scores a critical hit with a one-handed light or finesse weapon or a ranged weapon they add their Sneak Attack dice from Rogue levels (and only Rogue levels). These extra dice are in addition to any Sneak Attack dice they are eligible for, such as flanking or the target being flat-footed.
I don't think the rogue needs to hit more often, she just needs to do more damage when she does. That is the whole idea behind Sneak Attack in the first place. This also makes critical hits worth something to the rogue.

Defensive Combat Training: Rogues gain Defensive Combat Training as a bonus feat at 3rd level.
Rogues should be a master of avoidance. The last thing they want to do is be caught or knocked down.

Dirty Infighting: At 7th level a Rogue masters the art of fighting dirty. When using a Dirty Trick, Steal or Trip combat maneuver the Rogue’s base attack bonus from his Rogue class levels is equal to his Rogue level. For all other purposes, such as qualifying for a feat or a prestige class, the Rogue uses his normal base attack bonus.
These maneuvers just seem iconic for a rogue, why shouldn't they be better at it?

Rogue Talents
All Rogue talents, with the exception of Minor and Major Magic, that are limited to a certain number of times per day are increased to a minimum of 3 times per day, plus they gain the following special rule:
Special: A rogue can use this ability one additional time per day for every 5 rogue levels she possesses.
The "Special" addition is for rogues ONLY! Anyone else that takes a rogue talent does not get the extra uses. Apparently everyone else is already better than a rogue, so screw them! ;)

Canny Observer (Ex)
Benefit: When a rogue with this talent makes a Perception check to hear sounds behind a door (or other barrier) or the details of a conversation or to find concealed or secret objects (including doors and traps), she gains a +4 bonus.
Special: A rogue that takes this talent also gains an additional +1 to her perception check for every 3 rogue levels she possesses.
Yep, the "Special" is rogue only. They should be the best at this stuff.

Minor Magic (Sp)
Prerequisite: Intelligence 10
Benefit: A rogue with this talent gains the ability to cast three 0-level spells from the sorcerer/wizard spell list. These spells can be cast at will as a spell-like ability. The rogue may only use this talent to cast his three 0-level spells up to 6 times per day, plus one additional time per 5 rogue levels she possesses. The caster level for this ability is equal to the rogue's level. The save DC for this spell is 10 + the rogue's Intelligence modifier.

Major Magic (Sp)
Prerequisite: Intelligence 11, minor magic rogue talent
Benefit: A rogue with this talent gains the ability to cast two 1st level spells from the sorcerer/wizard spell list. These spells can be cast at will as a spell-like ability. The rogue may only use this talent to cast his two 1st level spells up to 3 times per day, plus one additional time per 5 rogue levels she possesses. The caster level for this ability is equal to the rogue's level. The save DC for this spell is 10 + the rogue's Intelligence modifier.

Powerful Sneak (Ex)
Benefit: Whenever a rogue with this talent takes a full attack action, she can elect to take a –2 penalty on all attack rolls until the start of her next turn. If an attack during this time is a sneak attack, she adds +1 damage to every sneak attack die rolled.

Stand Up (Ex)
Benefit: A rogue with this ability can stand up from a prone position as a free action. This still provokes attacks of opportunity for standing up while threatened by a foe unless the rogue can succeed in an Acrobatics check. The base DC is equal to the Combat Maneuver Defence of the opponents threatening her. The roll is made once and then compared to each opponent.

Rogue Advanced Talents

Deadly Sneak (Ex)
Prerequisite: Advanced talents, powerful sneak rogue talent
Benefit: Whenever a rogue with this talent uses the powerful sneak rogue talent, she adds +2 damage to every sneak attack die rolled.

Hide in Plain Sight (Ex)
Prerequisite: Advanced talents
Benefit: A rogue with this talent can select three terrains from the ranger’s favored terrain list. She is a master at hiding in these terrains, and while within those terrains, she can use the Stealth skill to hide, even while being observed.
Special: A rogue may take this advanced talent more than once, each time selecting three different terrains from the favored terrain list.

Slippery Mind (Ex)
Prerequisite: Advanced talents
Benefit: This ability represents the rogue's ability to wriggle free from magical effects that would otherwise control or compel her. If a rogue with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again with a +4 bonus 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.


I have been wondering how to handle archers in melee as a GM.

How hard is it to sunder a bow? I seem to recall in 3.5 that since it is not a melee weapon, a bow is just considered an item held in hand, which is a whole lot easier to sunder than a melee weapon. This might have changed in Pathfinder though.

I was reading through the Bow Fighter advice thread here, and didn't see any feats or abilities mentioned that would help against a sunder. Is it just not that easy?

Honestly if it is nearly impossible to sunder a bow by RAW, I will probably create a house rule to make it easier. Melee build carry a ranged weapon for when the can't close into melee, I see no problem with forcing a ranged character to carry a backup melee weapon for when they are forced into it.


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In another thread it was suggested that someone make a core Monk from level 1 to 10 so that he could be compared to other 3/4 BAB core characters (Bard or Rogue I would assume) to see how he would stack up. However, I would be interested to see if a Monk can keep up with other front line combatants as well(Fighter, Barbarian, Paladin, Ranger). So please jump in with your own core builds!

The idea is to see if the Monk can keep up on several areas.

1: Can he keep up in combat effectiveness and damage.
2: Can he keep up on defences including AC and saves?
3: Can he keep up in non-combat contributions including skills and abilities?

With these three things in mind I made a strength based Monk character, growing him from 1st to 11th level. Why 11? Because I like to go one step beyond! ;)

Some other things I kept in mind when making my Monk. He does not rely on any other class for his build, so no buddy Wizard casting Mage Armor and Magic Weapon on him. He only uses class skills, so he does not have Use Magic Device. He is not a Wizard, so a wand should not be standard equipment for him. Finally, anyone should be able to make a Monk, so I did not worry too terribly much about being as optimized as possible. I will say that I believe I have a fair amount of “system mastery,” so I don't think I chose any blatantly sub-optimal choices.

Note: I made this character in google docs, by hand. That is to say, I did not use a character making program, so it is entirely possible that there are errors I have missed. If you see any, let me know and I will fix them.

Here they are!

Monk 1

Monk 2

Monk 3

Monk 4

Monk 5

Monk 6

Monk 7

Monk 8

Monk 9

Monk 10

Monk 11


Here's how you play.

1. Roll the dice and get a set of stats.
2. Figure out what character class you would make with the rolls you end up with.
3. Take that character class and generate a set of stats using 20 Point Buy.
4. Compare!

I'll give it a try. I will use 4d6 drop lowest. (If you know how to format this so it does it automatically, let me know!) But you can use whatever you want.

4d6 ⇒ (2, 2, 4, 3) = 11
4d6 ⇒ (5, 2, 3, 2) = 12
4d6 ⇒ (2, 2, 4, 5) = 13
4d6 ⇒ (1, 4, 2, 3) = 10
4d6 ⇒ (3, 1, 2, 5) = 11
4d6 ⇒ (2, 5, 1, 6) = 14


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I need suggestions for what class would fit this character:

Dr. Thomas "Archie" Cochrane was trained as a doctor at the University of Edinburgh before migrating to the USA. He later joined the US Calvary and escaped (read deserted) the battle of Little Big Horn. He now wanders the West helping those in need to help atone for his past misdeeds. Although a healer he is known to have some skill with a revolver when required.

The campaign assumes Guns Everywhere so he does not need to be a gunslinger to get proficiency.

The trouble I am having is trying to figure out how to make him a doctor/healer without magic. Or maybe with magic, but with an academic feel to it. I thought maybe Alchemist at first, but most of the Alchemist powers don't seem to fit. It may just not be possible, but I figured I would ask.


A friend of mine is starting an Old West with magic style game and I thought I would make a Witch who travelled around as a fortuneteller. This is the first Witch I have ever tried to make so I could use some help.

So what skills, spells, hexes, patron, familiar, whatever else, would make for a good fortuneteller?

A little more about the world. It will take place around 1877. It is inspired/influenced by Deadlands, but will be completely home brewed. Guns are commonplace, of course, and all core races are allowed. Allowed resources are Core and APG.


So, long ago, multiclassing used to be the domain of demihumans. That is, humanoid beings that were something besides Human. Among the list was things like Elves being able to be a Fighter/Magic-User or Dwarves being a Fighter/Cleric. Then there was the Halfling which could be a Fighter/Thief.

If an Elf wanted to be a Fighter/Magic-User now they would take the Eldritch Knight prestige class or perhaps the new Magus class that will be coming out. The standard answer for a Figher/Cleric is, well, Cleric. But what about a Fighter/Thief?

I was playing around with the idea in my head and I think you can do a pretty good job just with Fighter and Rogue. So my initial thought is Fighter 12/Rogue 8. Start with Rogue at 1st level, then take a couple levels of Fighter, then a couple of Rogue, then whatever.

I just have the core rules and we play 20 point-buy. I am imagining a Halfling as a nod to AD&D, but I haven't though about ability scores, weapons, feats, skills, etc.

So what do you think? Can you make an effective character this way?


Okay, not actually leather armor made of mithral, but something equivalent. I like the idea of Rogues wearing leather armor, but with mithral chain shirts being so much better once they can afford them Rogues stop wearing leather. So I was thinking of allowing leather armor to be made of some other type of material that provides the same basic bonus to leather armor that mithral provides to metal armor.

So I have two questions. What material should this be? And, do you see any balance issues?


Why is it that the casters have to waste their feats so that non-casters can get cheap magical items?

It seems to me that if a Fighter wants a magic sword and armor then *he* can take Craft Magic Arms and Armor as a feat and my wizard can stop by and cast the spells for him when needed (for a small fee of course).

I have also thought about not requiring the feats at all. You could just say that if they have a high enough caster level, they can enchant the item.

So how about it? Has anyone else changed how the crafting feats worked?