Also... There's always the Magaambyan Arcanist to consider as well.
Throwing druid spells onto your list, as well as the various thematic abilities that it lends to a good aligned caster, has always been one of my favorites.
You have a couple options depending on which books your game is using. Inner Sea Magic Excerpt: Due to your membership in a spellcasting guild (and Fame score of 35) you gain a +3 bonus to your caster level with one spellcasting class of your choice and a +1 bonus to your caster level with another spellcasting class (up to a maximum of your character level). These bonuses grant you additional spells known and spells per day for your modified caster level.
Especially once this ability has been paired with the Magical Knack trait will net you a full caster progression with one class. The other will be short one level of spells on average, and a caster level of 1 or 2 lower (but ultimately makes up for the loss with its versatility. Another option, as some people have mentioned, is in regards to being divided between two casting stats.
A third option is to transform your secondary caster stat into one that substitutes another stat for you.
Ioun Stones, Varisian Tattoos (for certain schools of magic), and a ton of other abilities can all be used to inflate your caster level as well. Hope this all helps!
Or you could swear like Marty the Zebra from Madagascar! ... For any of you who didn't notice...
Tell the group to pay attention to the first letters of your curses that, while dwarf-like, may a secondary meaning meant to amuse the table! "Folgrit's Underwear Creases -" well... you get the idea.
http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/e-h/hellknight Since the ability explicitly says that it functions as the paladin's smite evil ability, and it's coming from the same character... that seems to me like it wouldn't stack.
Reading straight from the source, it just seems as though they can choose to smite either the evil or chaotic aspect of their foes. Just the same as getting a Monk's wisdom bonus from two classes. Even though they're dodge bonuses and -should- stack, they don't because they function as the same ability.
Again, the major point of this is just being able to compact a staffs spells into your weapon and be able to utilize it without having to swap weapons. Not so much the point of a transformative double weapon... a person could just transform it into a double sword and use either end if that were the case.
Your roleplay doesn't always have to interact with the party, per se.
One of the characters that I've been playing in the Daughter's of Fury module is a paladin who recently became knighted in the church and, despite his lack of combat experience, puts on a bit of a show to try and impress the party that follows him. He'll be fighting a monster and snarl at it, say something grim or cocky, and then I'll elaborate a little on what's going through his head. "Oh god... oh god! It's so big! Oh god, help me, please! Where's the barbarian?! It cut me! Oh my god, it cut me! I'm bleeding!" all while trying to put on a brave front for the party. Maybe this character of yours plays out very intelligent in his thoughts, but his actual mannerisms are almost comatose? The group seems to get a kick out of the little parts that 'they can't see' and how much of a contrast that they have to his 'heroic personality' which would have probably gotten stale if played by itself.
I would go with the Summoner, personally. I think that it would be a fitting tribute that even though the eidolon could pass on in this world, he would never really be gone and would return to be by his masters side once time had passed? I also think that the class has a lot of "give and take" abilities between the two. To share hit points, take damage for each other, to boost his masters defenses. It's representative of the kind of loyalty that I would think you and your dog would have shared?
Condolences, by the way.
Wonderful thing that you're doing to immortalize him and give him a chance to live on beside you, if only in your thoughts.
The biggest advantage is having a staff with spells inside of it. Extra good if you're playing a Magus or something who would really benefit from using both?
And if you'd read up top, if the GP is too impactful, you can always just have someone temporarily buff the one side. Brilliant Energy has the huge drawback of not being able to affect constructs or undead. This allows a person to flip to the side capable of harming them.
So the following enchantment can be added to any weapon at the expense of gold without adding to the weapons enhancement bonus. Spoiler:
Transformative
Price +10,000 gp
DESCRIPTION This special ability can only be placed on melee weapons. A transformative weapon alters its shape at its wielder's command, becoming any other melee weapon of the same general shape and handedness; the weapon's categorization as simple, martial, or exotic is irrelevant. For example, a Medium transformative longsword can take the shape of any other Medium one-handed melee weapon, such as a scimitar, flail, or trident, but not a Medium light or two-handed melee weapon (such as a Medium short sword or a Medium greatsword). It can even take the shape of comparable weapons of different size categories. For example, a Small greatsword is a two-handed slashing weapon for a Small character, but is a one-handed slashing weapon for a Medium character, which is very similar to a Medium longsword; a Small transformative greatsword can thus become an actual Medium longsword, usable by a Medium creature without the —2 penalty for using a weapon of the wrong size. The weapon retains all of its abilities , including enhancement bonuses and weapon special abilities , except those prohibited by its current shape. For example, a keen transformative weapon functions normally in the form of a piercing or slashing weapon, but cannot use the keen special ability when in the shape of a bludgeoning weapon. When unattended, the weapon reverts to its true shape. CONSTRUCTION REQUIREMENTS Craft Magic Arms and Armor, major creation; Cost +5,000 gp I don't know if this has ever been mentioned on here before...
You could enchant the weapon on two sides, thus carrying over the weapon enchantment and having it apply to the weapons new form.
One of the major benefits to this is now you're wielding a sword or polearm that's loaded with a couple spells that you are capable of casting, using your caster level and DC's. Not to mention the fact that it can be recharged after your adventure. As an extra benefit, you could place two different types of enchantments on each side of the staff for the purposes of 'changing' your weapon enchantments.
Is that too much of a strain on your gp limit?
Just a thought!
strayshift wrote:
One can always look into Esoteric Training to get a +3/+1 boost to caster level and spells known in two separate abilities though, no? And then Magical Knack could offset the +1 class so that the character runs with two full caster levels and only lags behind by 1 spell level on one class.
You could always use the Machinist class from NeoExodus (by Louis Porter Jr. Design). Our group doesn't use anything 3rd party with the exception of this.
I'd give it a shot if I were you!
I guess I almost find it a little selfish that the other players are getting angry at the situation. You had mentioned that he is using the cohort appropriately, building strong RP with the father/son relationship that the two have going... so why would we take something like that away from someone who is so clearly enjoying what he is doing? I guess it's just a bit curious too that they're playing buff-casting classes but are disgruntled at the fact that they are being spent on 'a lowly cohort' instead of rejoicing at the group effectiveness. Maybe instead of even entertaining their complaints in a sense that someone has to have something taken away from them in order for other people to be happy... you could challenge them (in a friendly way, of course) and ask instead what you could do as a GM to make -their- playing experience more enjoyable. It's easier to give something to the disgruntled and help maintain an environment where the table feels as though they can all do what they want to do instead of finding that balance by subtracting from one players experience to make others happier.
Just be careful to play your epic games in the privacy of your own home and don't let on that you might be having fun the wrong way. As you can tell... the fact that you even implied that there is a world of gaming beyond 20 can throw some people's precious little universe into chaos. But I would really consider the Tauric template for your -wink, wink- level 16 -wink,wink- monster that you are trying to stat out.
So during a fit of insomnia the other night I happened to pop open the forums and stumbled across a thread that, from what I can recall, talked about a trait that allowed a character to ignore the pre-requesites of the Monk's still mind feature for classes (feats?). I went to bed elated and never considered that I should probably bookmark said thread or the link to the ability in question... and now I can't seem to find it for the life of me.
Does anybody have any insight as to what I may have been looking at? Or was it perhaps all just a beautiful dream...? ~L
In one of the games that I am currently running the roster was down to 2 people and we ended up treating cohorts kind of like Final Fantasy 6.
I would roleplay the NPC's and when combat rolled around they would utilize the NPC's sheet like a second character.
I imagine that it could be a potential option if your group struggles with keeping two characters going during RP.
What about taking the Eldritch Scion archetype and then doing a one level dip into Lore Oracle? You could take the Lore Keeper revelation to use your Charisma modifier to knowledges instead of Intelligence, and later even consider taking Sidestep Secret through Extra Revelation? There's tons of ways to make up the loss of skill points if that's another thing holding you back. There's a feat that let's you take hit points -and- the skill point increase from a favored class, Finding Haleen (if your DM allows... seems like everybody is looking for Haleen if there's no campaign trait restriction!)
That whole part about being invited over for a game, being asked to arrive early, and then being told to sit off to the side for a dungeon crawl for four hours is definitely something that I would discuss with something... not even necessarily from a GM/Player perspective, but from a friend/respect perspective. However... what is up with some of the other things in this thread?
Personally, I had always thought that a Paladin should be a paragon of the ideals that a specific deity represents and that they should always strive to uphold them. The concept of a Paladin, Antipaladin or Greyguard should follow the dogma of their faith in a way that even other divine spellcasters should admire.
Just be an adult about it. Communicate, give your GM the courtesy of a conversation to let him know what is bothering you. But at the same time... present the things that bother you as facts as opposed to basing them on a preconceived notion of gender...
The answer isn't necessarily "death"... but this is one of my all-time favorites!
'Twas in heaven pronounced, and 'twas muttered in hell,
Answer: The letter 'H'
Is it me or has this thread just totally derailed?
So others pipe in with their input as to how to overlook this situation and all we get is... "Nope. Won't happen. That spell might not exist. What about the implied cost of something even though it hasn't been written down somewhere?" In a game where a person can be beaten literally within an inch of death and have literally no drawbacks to how well they function... why are we so focused on the "it's not written, but maybe...!" aspects of this concept, especially when the rules have already been written and even included content to overcome any uncertainties that a game might have? I haven't seen a lot of threads that try to tackle the pontential penalties to the party rogue's acrobatics check due to the fact that he hasn't been drinking an appropriate amount of water and probably has muscle cramps that could impact his leap at the wrong time... Make a Knowledge check to see if you can identify some lore about the creature and know what you're gonna change into. Not allowed by the DM? Great! Done and put to rest.
But why jump in with these obscure interpretations that don't fall under the rules and object without reason or a pathfinder-based rule to support it?
I'd dive right in and grab classes that were as MAD as humanly possible. Maybe consider something like a Monk who dips into Duelist or even a Kensai Magus who grabs a dip into Paladin, Monk and Sorcerer for bloodline, AC, and saving throw madness. Obviously, as the poster made a point of indicating at the start of the thread, this is more of a test to see what options become viable when you're not restricted to balancing multiple stats to be viable. To all of the people griping and feeling obligated to tell everybody involved in this thread that they have "violated the spirit of pathfinder itself" and have "pretty much dashed the rules to the rocks with this stupid concept, because -I- would never entertain the concept of high stat blocks that inherently ruin the game and make you a bad player"...
Thanks for the exercise, OP! While I don't think that I'd ever play a game where I was rocking raw 18's I do understand what you were aiming for and appreciate the input of everyone who has contributed in a constructive manner so far!
If you have access to Inner Sea Gods you could always take the Deific Obedience feat and worship Nethys.
It would also give you the option of making the staff spell storing and throwing out a little extra bit of boom with your bang!
I'm kind of curious as to how we became so absolutely fixated on this 'illegal racial combination'... it's like despite people providing suggestions that may explain how this monk could have these unique abilities stacked we just immediately retort with "nope, sry, can't move while flurrying and gm is cheating with racials lol". To be honest, until I had become invested in reading the forums, the concept of your DM 'cheating' wasn't even something that I even considered possible.
It could be any number of possibilities that people have mentioned. Different class combos, buff spells that some of the posters may have not looked into, reskinned monsters or maybe even just the DM describing his methods of attack differently.
Also, there seems to be a lot of misleading information here...
I see a lot of pointed fingers.
So can we maybe take a minute to stop throwing out the millions of ways that we perceive this guy to be outlandishly breaking the rules and condemn the whole concept of this monk to hell and maybe take a bit of time to figure out -how- he is doing what he's doing so that we can break down his strengths and help the OP like he originally asked?
Gargs454 wrote: @Loros: for barbarian pounce he needs to be 10th lvl barb and for monk Sr he would need to be 13th lvl unless I am missing something. Didn't necessarily mean that he had all of those together. Was just tossing out ideas as to how he may have gotten certain abilities. :)I mean, if this GM uses mythic too then that opens up a whole new world of crazy.
I always love these conspiracy theory posts... where the comment section is filled with "your DM is out to get you, storm out of the room and teach him a lesson, blagh!" :D So for the sake of argument we're going to pretend for a moment that your DM -didn't- choose to stack racial variants improperly (especially since, y'know, he's a monk and could have acquired spell resistance through another source or even through his class) and that he -didn't- cheat to give his character the ability to move and attack (barbarian pounce? Maybe his mook took the experimental spellcaster and accelerate wordspell to give him an extra move action per round?) just so that he could lord over his players and stroke his ego at their expense. Spells that don't target spell resistance are a great choice for any of the casters in your party.
And again, it could all just be part of the DM's story. Lots of great stories start with a big bad that trumps the heroes hard enough to leave them -wanting- to beat him into the floor. It could have been a plot arc to give you guys some insight as to the BBEG and allow you to brainstorm the best ways to beat him.
Or maybe he's just a power-tripping lunatic! :D I've never met the guy so I can't say for sure!
Mythic Initiative is a great way to somewhat offset the big bad's action economy.
Might be a good idea to dig it up from the bowels of the Internet and see if it would suit your needs!
Hey James!
Oh gawrsh, I'm so nervous! Hi there! Loro here! Gee, um... I'm your biggest fan! Love your work! Oh golly gee willikers!
What kind of plans does the paizo crew have on the horizon concerning new classes? Would love to see something completely unique and interesting besides the usual stereotypes of "studied caster, spontaneous caster, melee, caster/melee hybrid, etc..." and see something totally off the wall.
Any chance of a hint or confirmation that we might be seeing something with a completely unique resource system or class mechanics in the near future? Thanks! Oh! I couldn't help but notice you order that navy blue sweater off of amazon.com the other day when I was admiring your hair in the bushes behind your office. Stunning! I took the liberty of sneaking in through the back door of the kitchen and changed your order to a V-neck in order to accentuate your chin. Hope you don't mind! Best friends forever!
Laiho Vanallo wrote:
(Sorry in advance for the wall of text...) I like to try to take a good look at both sides of an arguement, and in fairness, if you are unhappy or not having fun with your game then maybe it is in the best interests if both you and your DM to go your separate ways and not risk poisoning your friendship with such obviously hostility and hard feelings. When it comes to the first situation, however...
Some of my favorite villains from the Baldur's Gate series were involved in the very same "shenanigans" that you're describing. (To speak to a game that at least a few of us could relate to).
You got trounced by a feinting rogue. It sucks. But it happens. Yes, he could have maybe misunderstood the rules and accidentally given the NPC an extra move action in his first round. Maybe he was level 3 and had a flaming weapon? (A bit high for his gp limit, I know).
You talk like your GM played the part of the tyrant in making you battle the blind monk and his brutish companion.
I've found that people can be so quick to throw a DM under the bus for their style of DMing and automatically condemn them as "bad" and for someone to immediately confront them and make them conform their game to their standards... or just pick up and walk off if they don't get what they want because it seems to be a DM's job to make the game fun for the players.
At the end of the day... your character has more triumphs than losses. You're still alive and paired up with at least one team member who has helped you overcome some challenging encounters while your party members drooled and did nothing.
Doesn't sound like such a bad game to me.
Thanks for the response, Bobson.
Unfortunately, though, Slow Time cannot be used to cast spells or use spell-like abilities.
I was wondering if either I had missed a note saying that a Monk was unable to multiclass, or if perhaps there was something in the wording of the abilities that made me misinterpret. Thanks for the feedback!
Recently after a rather extensive foray into the horribly unbalanced world of Epic 3.5 that was only kept in check through endless house rules, my group and I stumbled across Pathfinder and instantly fell in love with the system.
Currently our new group of heroes aren't very high at all, but while browsing through the Advanced Player's Guide I happened to notice what could potentially be a very deadly combination once a player hit around level 32 in the Pathfinder universe.
I know that ki is a limited resource, but even then, that is a ridiculous amount of burst to unload on a villain. I figured that such a build would prove impossible based upon the old rules that (near the beginning of 3.0+ anyways) Monks and Paladins were unable to multi-class, though I might have just overlooked it this time around... I was unable to find the same ruling in Pathfinder. Did I miss something important here?
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