I haven't checked to see if it's possible within feat limitations, but one could also use eldritch heritage to get school power from the arcane bloodline for a further +2 to DCs.
I know that having spell perfection on a level 9 spell is sub-optimal, but even if it were for a a spell of a lower spell level the DC would be only be about 3 or 4 less.
There's probably at least one more way to boost this that I don't know about.
I know that mind-affecting and compulsion spells are not reliable due to the prevalence of mind-affecting immune creatures, but that doesn't make me feel any better.
The feat line I am referring to (Dimensional Agility, Dimensional Assault, Dimensional Dervish, and Dimensional Savant) is found in Ultimate Combat.
Normally Dimension Door allows the caster to bring one companion with them for every three caster levels. The feats don't specify that the caster can't still do this, but for the latter three feats I could easily see them being considered special options that are 'not actually dimension door' but that still expend uses of and need dimension door to trigger.
Dimensional Agility:
Prerequisites: Ability to use the abundant step class feature or cast dimension door.
Benefit: After using abundant step or casting dimension door, you can take any actions you still have remaining on your turn. You also gain a +4 bonus on Concentration checks when casting teleportation spells.
Dimensional Assault:
Prerequisites: Ability to use the abundant step class feature or cast dimension door, Dimensional Agility.
Benefit: As a full-round action, you use abundant step or cast dimension door as a special charge. Doing so allows you to teleport up to double your current speed (up to the maximum distance allowed by the spell or ability) and to make the attack normally allowed on a charge.
Dimensional Dervish:
Prerequisites: Ability to use the abundant step class feature or cast dimension door, Dimensional Agility, Dimensional Assault, base attack bonus +6.
Benefit: You can take a full-attack action, activating abundant step or casting dimension door as a swift action. If you do, you can teleport up to twice your speed (up to the maximum distance allowed by the spell or ability), dividing this teleportation into increments you use before your first attack, between each attack, and after your last attack. You must teleport at least 5 feet each time you teleport.
Special: A monk can use additional points from his ki pool to increase his speed before determining the total speed for this teleportation.
Dimensional Savant:
Prerequisites: Dimensional Agility, Dimensional Assault, Dimensional Dervish, ability to use the abundant step class feature or cast dimension door, base attack bonus +9.
Benefit: While using the Dimensional Dervish feat, you provide flanking from all squares you attack from. Flanking starts from the moment you make an attack until the start of your next turn. You can effectively flank with yourself and with multiple allies when using this feat.
Dimension Door:
You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired - whether by simply visualizing the area or by stating direction. After using this spell, you can't take any other actions until your next turn. You can bring along objects as long as their weight doesn't exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you.
If you arrive in a place that is already occupied by a solid body, you and each creature traveling with you take 1d6 points of damage and are shunted to a random open space on a suitable surface within 100 feet of the intended location.
If there is no free space within 100 feet, you and each creature traveling with you take an additional 2d6 points of damage and are shunted to a free space within 1,000 feet. If there is no free space within 1,000 feet, you and each creature traveling with you take an additional 4d6 points of damage and the spell simply fails.
I initially assumed that a monk of the four winds would need to wait until he meets all the regular requirements to take stunning fist as a feat, but I was looking through the core rule book and there is a special clause in stunning fist:
"Special: A monk may select Stunning Fist as a bonus feat at 1st level, even if he does not meet the prerequisites. A monk who selects this feat..."
Actually, on checking the SRD, I see that this section of the clause has been removed, which I'm thinking supersedes the core book.
I guess my question is: Can a monk of the four winds only get stunning fist once they've met all the normal prerequisites (Dex 13, Wis 13, Improved Unarmed Strike, base attack bonus +8)?
They just need to have a list of options rather than a few hardwired features.
MSN transcriptish thingy!
Spoiler:
tic says: Like, Khob'ael in Pathfinder would be a rakshasa with bat wings
tic says: like wtf
I say: You have to have wings?
tic says: If you take the Infernal bloodline
I say: That's silly.
tic says: and as a rakshasa I think you are obviously quite infernal
Should EVERY infernal caster abound suddenly grow wings, or would it be better to perhaps have a few options to choose from.
Rather than giving a set progression you can either have two or three options at each bloodline power level for each bloodline.
Or make a list of ten equally balanced (I know, easier said than done) abilities for each bloodline and let the player choose one every X levels.
You can add in bizarre/neat abilities as well as abilities that circumvent one of the sorc's most limitting factors: its spell selection. That would only work by giving choices at specific levels, of course. Say a Infernal sorc has a choice of wings or an aura or having Demand added to its spell list. In addition to making it an extra spell, let them access it a level early , since the primary complaint on the forums seems to be with slow spell progression.
I'm not sure if this has been covered already, but I believe the new slotting for physical stat and mental stat boosting items strongly favours casters. I should say I haven't actually done any playing with these.
The 'optimal' choice a caster needs to make in this system is fairly straightforward as far as I'm concerned. They need their casting ability boosted, either int, wis or cha, and they'll probably only really want con. It's very straightforward for them.
A physical combat needs, to varying degrees, all the physical ability scores, and nearly none of the mental scores. Almost anyone can benefit from wis though, thanks to the will boost. Int is magically ineffective on an item, and cha is a dump stat for many physical characters from the get-go. (I know some people are RPers or weird and quirky, but that's not what this is about.)
With the current system the wizards, clerics, and sorcerors are almost certain to have more hitpoints than the rogues, bards, and monks, since each of those archetypes have a focus in dex. (and certainly benefit from it)
By the time a character has a +2 physical stat boosting item a low HP caster is likely to be on par with bards, rogues, and monks in HP. Past that things get worse. At +6 items the fighter and paladin either have focused on con and are doing little damage, or the cleric has as much HP as them and the sorcs and wizards only have 1 less per level.
Throw in all those delicious defensive spells and the fighter's just not cutting it anymore.
The barbarian does not suffer as much, since the rage points have caused his con to be linked directly to his overall damage output even more than with just rage.
Anyone know this? My group just finished Crown of the Kobold King and want to spend some of their hard earned coin, but there's not much to buy in such a dreary little town.
I'm currently DMing for my group of mostly new players. I chose to start with a one shot adventure (Last Hope) to give them an idea of how the game worked and such. After completing that, they decided they wanted to continue on with their characters.
Currently I'm running through Crown of the Kobold King, and they're rocketing upwards in level. About one every two or three sessions. Once they're done with this I plan to do Carnival of Tears, Conquest of Bloodsworn Vale, Seven Swords of Sin, and then Gallery of Evil (of course any of these could be replaced by an equal level module and some may be skipped due to extra experience putting the party over the recommended level.)
My problem is that there's no 9th level module. I was wondering if anyone has played or DMed through the modules like this and can tell me if the party generally gets enough extra experience in each module to skip ahead to 10th level, which -should- be available by the time they're at that level. I hope!
I'd really prefer to keep things right on the dot if possible, and my time is very limited right now, so I can't really afford to adjust the adventures, except for filling in possible plot holes on the fly.
Currently Paizo offers:
Spoiler:
1st level available: 3
1st level announced: 0
2nd level available: 1
2nd level announced: 0
3rd level available: 0
3rd level announced: 0
4th level available: 0
4th level announced: 2
5th level available: 1
5th level announced: 0
6th level available: 2
6th level announced: 0
7th level available: 1
7th level announced: 0
8th level available: 2
8th level announced: 1
9th level available: 0
9th level announced: 0
10th level available: 0
10th level announced: 1
11th level available: 1
11th level announced: 1
?? level available: 0
?? level announced: 3
Once they're done with the one shots and understand the system better, including really understanding feats, and prestige classes I'll take them through an undecided Adventure Path, and I'm looking forward to it, but for now the one shots are great!
Thanks Cole! There is nothing I like more in life than DMing...well few things anyway. Here's hoping we get to throw the bones together sometime.
Oh, and Aberzombie...Damn you, damn you!!! ;-)
Oh, Nic! I've prepared a spare room for you. I hope you will honour me with your good graces up here in the frigid north. We can roll some of 'em bones if you know what I mean. ;)
I would love to have you running a game for me, but just having you in my life would be enough to make all my greatest dreams come true.