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![]() I personally like going with the Dragon / Efeerti / Janni styles for my monk. Sure my monk doesn't have the best defenses as all his styles make him good for is hit and run. Currently level monk 10 (Drunken Master / Master of Many Styles / Qinggong Monk). More of a Lightning Bruiser who lacks staying power. (STR 18, WIS 18) 1(+1/2) STR (Dragon Style) + 1/2 STR (Dragon Ferocity) + +2d10 Unarmed Damage Dice (Janni Rush) + 3d6 Fire (Elemental Fist + Dragon Ferocity) + WIS Fire Damage (Efeerti Style) + 2d6 damage (Drunken Master) = Leaping Drunken Fire Dragon Rush! ![]()
![]() mplindustries wrote: ** spoiler omitted ** Counter to the countering of my rant.: Actually Shamanism has been found in more then just Siberia.
Asia
Even in the coldest of places with Eskimos their is Shamanism from the Inuit and Yupik cultures. In Africa it existed, however it received the derogatory term Witch Doctor by early European settlers because the natives practiced Juju. Speaking of Juju, in the recent Faiths and Philosophies book they brought Juju. Maya
Also the Native Amercian Culture right here in the Americas. So its not a small isolated place in Siberia, its practically all over the world. Despite how some were so far across from each other, they all honestly did believe that malicious spirits cause misfortune and sickness. That dreams/signs/visions could reveal to them knowledge and power. That dances, instruments, songs, rituals, paraphernalia that could help in their cause. Various Paraphernalia includes but is not limited to:
Feathers (In numerous North and South American cultures, as well as in Europe and Asia, birds are seen as messengers of the spirits. Feathers are often used in ceremonies and in individual healing rituals.) Gong (Often found through South East Asia, Far Eastern peoples.) Long Table (A flexible wooden table, approximately nine by two feet, is used in Hmong Shamanism; the table transforms into a "flying horse" in the spirit world.) Pipe (Used for smoking various tobaccos and psychoactive herbs: e.g. tobacco in North and South America, cannabis in India) Rooster (A rooster is often used in Hmong Shamanism. A shaman uses a rooster when he journeys to the unknown. It is said that the rooster shields the shaman from wandering "evil" spirits by making him invisible; thus, the evil spirits only see the rooster's useless spirit.) Shake (Found mostly in Hmong Shamanism, the shaman begins his practice by rattling, which turns into a shake. It is the process of communicating with his shamanistic spirits to guide him to the spirit world.) Sword (In Hmong Shamanism, a holy sword will always be used in the practice to protect the shaman from wandering "evil" spirits as he travels to the spirit world.) Talisman (Shamanic healing is found among the indigenous Kuna people of Panama, who rely on sacred talismans.) ![]()
![]() Shaman is weird. It requires prepared spells but it has the luxury of having limited spontaneous casting. Part of it wants to focus on the familiar gained but then drops the idea after the first level aside from it being basically a spellbook. It wants to have unique theme involving spirits that grant "hexes" but the hex pool is basically very shallow and is evident by the slow progression of hexes gained without Extra Hex. I do get that its meant to be a fusion of Witch and Oracle but its mostly just Oracle aside from the Familiar Spellbook for preparing spells and the naming of revelations as hexes instead. Curses which were as they state, negative benefits for positive benefits the longer you stuck with the plan, are nowhere and I suppose that is fair as it would be crushing the toes of Oracle. I get why the Spirit part has different ways of giving familiars a bonus, its basically fortifications to protect the familiar. My thought on familiar:
Maybe its just me, but I want to see your Spirit Familiar grow in a way that breaks the mold commonly seen with anything dealing with familiars. Like:
Shaman's Guide: At 1st level, a shaman forms a close bond with a low ranking spirit. This spirit is her conduit to the spirit world, guiding her along the path of enlightenment. As the shaman grows in power so does her guide as it ascends the spirit ranks. This functions just like the wizard's arcane bond class feature except as noted in the Shaman's Guide section. A shaman must commune with her guide each day to prepare her spells. While the guide does not store spells like the witch's familiar does, the guide does serve as her conduit to divine power. If a shaman's guide is slain, she cannot prepare new spells or use her spirit class feature until the guide is replaced. I am not thinking quite like Eidolon for how a "guide" would "ascend in ranks", more like as the shaman reaches certain levels that act as milestones they will make the familiar grow into a more powerful spirit. Why call the familiar a Guide? Because that is what they are actually called when the Shaman needs something to help him on his path to enlightenment is a spirit guide. In some myths their is a whole hierarchy of spirts which could be an interesting mechanic to incorporate into the Shaman class feature in the form of a familiar that supposedly ascends in the hierarchy of its kind. Very minor rant on Shaman:
Maybe the word usage for Hexes should be changed to Dreams and that their should be feats for that like Extra Dreams and that Wandering Hex should be changed to Wandering Dream. Reason being a Hex by definition is:
1) cast a spell on; bewitch.
By definition alone this really does crush the toes of the Witch class by a hybrid class also using it. Plus it sounds down right weird on a shaman, shamans were not that much into bewitching and cursing their targets. Rather they were more concerned with healing the sick, telling stories, acting as a psychopomp (Literally meaning guide of souls). Shamans gained their knowledge and power from the dreams, visions, and signs from the spirit world. Another word for Shaman is often Medicine Man. Honestly a better hybrid to make Shaman could easily have been Oracle + Bard as Shamans are known for incorporating the usage of instruments, dances, and songs. TLDR: The class seems interesting for the basework but it still needs more work and refinement. Currently it feels stuck between trying to be its own thing and trying to maintain the roots of being a hybrid of Oracle and Witch. ![]()
![]() My favorite character was, mechanically and flavorfully... was my Elf Barbarian (Brutal Pugilist and Drunken Brute). He wasn't the smartest tool in the shed, more durable and hard hitting than the rest of his race. He reached level 11. He was a prideful bugger who saw himself as someone who lost everything in his past and solved it with booze and prize fighting. The adrenaline rush as he beat things up with his fists and the drinking allowing him to soften his mental pains from the past. Always saw magic in all its form as "The door that should stay shut". Always saw it as something that caused more problems than it solved. Something that was not natural and should be stomped out like a pest. It wasn't even because he was like the Black-Blooded Oracles or Dhampirs in which healing magic was harmful to him, you could just say he thought of it as the "I-Win Button that every caster had." He died because he refused healing magics. When his party brought him back with magic and his money, he was disgusted and insulted. He died on his own terms in a fight in a far off land... battling three cyclopes... killing two of them... dying of his wounds with pride undamaged. How did he get along with the overwhelming amount of casters usually found at PFS? "You stay on your side of this imaginary line with your magic, I will stick to my side with my fists and nothing more, don't cross it." ![]()
![]() (Not direct at anyone...) You tell me whats evil about blood power? For some reason its seen as an evil act. In Avatar the Last Airbender people who were Bloodbenders were seen as evil. In Dragon Age (1&2) Blood Magic was seen as evil as it could for instance turn the mage into an Abomination when cornered or into Flesh Golem if they were highly skilled in the art. It also had other "nefarious" purposes. If you want in-game Pathfinder references to Blood Magic:
2) The Blood Mage prestige class that uses blood to fuel their own spellcasting? 3) Blood Transcription.
//////////////////////////////////////////////////////////////////////// Isn't it supposed to be not as Black and White as the morality system dictates even though Paladins get the short-end of the stick on this matter? Like isn't it how you use the Power, the Tools, the Weapons, the Information that truly shows the colors of the character? ![]()
![]() There are three kinds Paladins I have seen in my times of gaming.
Example:
2) Shoulder Angels. They will (figurative or literally) sit on your shoulder and try to advise you against evil actions. They will not commit an act they view as evil and refuse to take part in wanton bloodshed in how they see it. Example:
^
3) Laid-Back Crusader. These are the most comfortable Paladins to be around who will do their job but are not Shoulder Angels for causing split-ends with the party because of their "Beliefs" and are not Divine Killers who only seek to "purge" others in their "Sacred" Mission. ![]()
![]() @ The Beard: And that breaks the morality system set into place, flimsy the morality system maybe when pressed but is maintained for reasons I don't know of. Plus it leads into the endless void known as Paladin Traps, where their action is considered to be part of the Greater Good but the action is still none the less Evil according to the morality system. Even if the necromancer was serving the Greater Good and protecting his/her race by using the undead... that necromancer will be seen as a horrid and twisted and evil fiend who would "dare" raise the dead of loved ones and long-dead heroes. Yet as we know the Paladin gets the pass as he is considered a vessel of pure goodness and justice... as he slays anything that defies his religion and protects all under his purview from those who would harm them. ![]()
![]() LoreKeeper I understand where you are coming from but you I don't think Paizo agrees. "To create a skinwalker (which includes all were-kin), you must have a Chronicle sheet that opens the race as a legal option at character creation."
My guess for it becoming restricted?
Unless the Chronicle Sheets are commonplace, unlikely though seeing as how all the previous restricted races were limited-edition ones that could only come upon at a Convention except Tiefling and Aasimar that became unrestricted. ![]()
![]() Dunno. I was at first thinking of a Rogue (Scout+Survivalist) character. Then Albatoonoe put a comment down about a Ranger (Skirmisher) and I wondered if I could incorporate that into my idea. Then RuyanVe put a comment down about the Acrobat archetype for Rogues and wondered if that could be incorporated. The Skirmisher is definitely worth it as it provides hunter tricks that really shine for the wild-child side of San. ![]()
![]() Its hard for me to see her as a ranger or a druid.
What do we have to work on? Shes Human. She was found by wolves when little and raised by them. However her parents were killed for "hurting" the forest. Sounds like the basic story for a wild-child "Raised by Wolves" joke that is commonly used in various forms of media. For skills she would easily have: Acrobatics, Heal, Survival, Knowledge Nature, Ride, and Climb. ------------------------------------------------------------------------
Ashitaka: There’s a demon inside you its inside both of you, look everyone this is what hatred looks like this is what it does when it catches hold of you its eating me alive and very soon now it will kill me, fear and anger only make it grow faster. Barbarian would be the incorrect class choice, its a class that utilizes rage and rage is a form of anger. When a person fears someone/something and the fear starts to take over, the person may become angry with this and then do something drastic. Anger then leads to hate, because if you become angry with someone/something if you can't stop being angry with this someone/something, you start to hate them and other things around you. Hate turns to suffering very quickly. Hating one someone/something could turn into hating many someones/somethings. This will cause you to suffer as other people will not want to be around you. So you Start to suffer. ------------------------------------------------------------------------ She maybe stubborn and hot-tempered like a Barbarian, but she is also a person who was raised in the wild by animal gods who took care of her and adopted her. Which means her upbringing is different and also reflects how she acts/talks/and walks. San: His own people shot him, hes dying. Tell me why did you stop me from killing her! Why are you still alive?
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![]() Yes and Yes. If you wanted to you can get 5 hexes instead of 5 arcana.
So if you picked up nothing but Extra Arcana feats from Level 3 onward, you could have 5 extra hexes for a total of 10 hexes. ![]()
![]() As it is right now? Its hilariously stupid good to play a Skinshifter Rat as an Alchemist (Grenadier). So without further ado, here is my Non-Heritage Skinshifter of the Wererats. Skinshifter (Rat) Alchemist 10 (Grenadier)
BAB: +7/+2 Bestial Feature: Distraction. Feats: Point Blank Shot, Precise Shot, Far Shot, Charing Hurler, Weapon Focus (Bombs)
At first one wonders ^ here where the harm is in this character. After all it looks like an average character correct? Well no. There is an important thing that was added and although the bestial feature is flexible, there really is no other choice for a Skinshifter Rat when you got mostly AOE Attacks as an Alchemist or even a Wizard (Both are INT based Classes, Skinshifter Rats get +2 INT). Okay lets say your doing your job as the Alchemist by going into the air with your Wings discovery and laying down the air support for your comrades in the middle of a battlefield right? Right. You decide to as a Standard Action go into your Shifter form (Rat) to get your Distraction. On your next turn you decide to imbibe your Mutagen for the +4 CON. Your third turn... well there is this marching set of enemies in a straight line, you decide to toss a Strafe Bomb down there. Because you have Explosive Bomb and Strafe Bomb and Force Bomb, its a 80FT long line force bomb that if it damages (Which it has a good chance to unless the enemy is all Monks/Rogues), it will cause Distraction. Each enemy in that line needs to make a DC 18 FORT save or be Nauseated. Since you have fast bombs you can toss another one down there and hope they fail their save on the second try. Yes such a specific situation. What I am getting at is if the Skinshifter Rat in the above build was more about CON than DEX... well they would be having at least a DC20 FORT save with their Distraction. How about if enemy saves against the Distraction but got hit by a Crit-Bomb? Well the Crit-Bomb can cause the enemy to be Staggered for 1d4+1 rounds on a failed reflex save, its reduced 1 round on a successful reflex save. However that means its like still being hit by Distraction that limits you to ONE Standard Action or ONE Movement Action for the duration of the stagger. How about if our Grenadier Rat decides to use Directed Blast with Force Bomb and Explosive Bomb? Well anyone caught within the 30FT Cone of the bomb needs to make a FORT save or be Nauseated for a Round. Why Force Bomb? Not that many creatures in the game have resistance or immunity to that damage. Nauseated: Creatures with the nauseated condition experience stomach distress. Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a single move action per turn. If our Rat won the initiative and gets to go first, they can potentially rob the enemy of their turn. This means that it can turn bosses in modules/scenarios/adventure paths into jokes as they get robbed of their turns unless they have a stupidly good FORT Save or are Immune to being Nauseated. ![]()
![]() Cuàn wrote:
Usage: 3 + 1/2 Level, Per day. Duration: Indefinite.Drawback: -4 penalty on social-based rolls when dealing with others that are not skinwalkers or lycanthropes. ![]()
![]() Witchwolves seem awesome for the most part with how they can temporarily grant their powers to others or permanently if your a 15th level Wizard. Plus it would make a good plot hook for lower level adventures. So what cool things can the Tigers do? EDIT: Also thank you very much Feros for the bits of information about each of the shifters. Its got me wanting my hardcopy of the book more while I wait for it. ![]()
![]() 1) Okay that to me is funny that only bats get Shapechanging feats. I suppose if they put it in for each shifter, the ability to shapeshift into a Dire Tiger would be a wee-bit to stronk at low levels. 2) Bats I feel got some cool stuff that looks to be worth it for some interesting character builds. 3) I can barely stop laughing after looking at thinking of some humorous character builds for a Werebear. ![]()
![]() Hmm heritage or non-hertiage? Flexibility for one of your +2 Attributes, or a whole slew of nifty "gifts" from your heritage. I suppose non-heritage can work out, still would keep the +2 STR and the Ferocity. After all if I remember correctly there is an Extra Heritage feat which I would put into getting 1D6 Bite. -4 social penalty while choosing to remain shifted? Seems like a fair trade. Paladile of Sobek! He will smite you with his holy teeth. :) ![]()
![]() I don't see why Tactical Monkey cannot spend five prestige points to swap the 3rd level feat gained for his Boon Companion (The Axe Beak). Retraining a Feat, Pg 191, Ultimate Campaign wrote:
I also believe Boon Companion allows him to do this "trick" for wanting to use the "check" system of the feat to catch it 4th level of the Companion when it gains its +1 INT, to then retrain the 3rd level feat for 5 Prestige Points. So it could be like say: 1st Level: Weapon Focus
Boon Companion adds +1 level then checks. The check is the feat making sure the overall character level is not exceeded by the maximum for the Animal Companion's level (Original Level + 0-4) as a Boon Companion would grow up in levels until the fifth level. Boon Companion wrote:
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![]() Drakerd0456 wrote:
Something about how your not really meant to walk down the street and see say ten Kobolds, five Catfolk, eight Kitsune, thirteen Oreads, etc. Plus the obvious reasoning that some Get-Rich-Quickly-Dude/Chick will ruin it all for everyone by making copies of each chronicle sheet and then sell them, probably on craigslist. As to why they are kept under such secure lock-and-key. @ Kyle Elliot: I like your idea and would like to see it implemented more. ![]()
![]() I believe the most recent convention had some boons being sold for a charity auction by Paizo in which I think one of them sold for 600-something bucks. Although I wouldn't spend more than 100 bucks myself for a chronicle sheet depending on what it was and I'm not really a weekly go-er to PFS. I do agree with the factor that new players in PFS may choose to spend some bucks on the Core, APG, U. Combat, UE, ARG, UM, and U. Campaign. That and depending on what new kind of player we are talking about they maybe bursting with enthusiasm to go a convention with their buddies. ... now to tie this back to Race Boons. For whatever complaints were held to Paizo, no more Chronicle Sheets in preorder books for races, like the Aasimar before it became legal in PFS w/o a chronicle sheet. I'm not against buying boons or just race boons specifically, cool stuff to be done with them that has that almost phantasmal mysticism of "ground rarely tread" for the imagination and ideas of players and GMs alike. However like some voiced in this blog post, they are not in favor of it. ![]()
![]() Hey look a FAQ candidate! I cast Raise Thread! Here is how you can use it.
^
Use your standard action Via Monkey Lunge, Then move five feet away, but not as a 5-Foot Step, So you can provoke AoO! if the enemy takes the bait, you riposte with an extra 5-feet of reach. ...
Yeah I will admit that does sound dumb in order to jump that many hoops just to make use of Monkey Lunge. ![]()
![]() Haldred wrote:
WHY isn't ^ this a sanctioned "thing" already? ![]()
![]() skyshark wrote: I recommend talking to him about it first. If it happens again, then let him smite the Good NPC. At the end of the adventure, mark on his chronicle sheet that he committed an evil act and that his Paladin has now lost all class abilities. I recommend this as well. Otherwise the whole situation is just going to keep compounding from all the "minor faults" into one "major fault". By talking to him you might avoid the situation of someone "blowing their top at him". Besides how is the Paladin smiting evil on non-evil npcs?
Smite Evil wrote: If the paladin targets a creature that is not evil, the smite is wasted with no effect. Plus the paladin has that built-in feature called: Detect Evil wrote: At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range. Which is meant to prevent wasted usage of Smite Evil. I will admit I went through that phase as a player. I was very focused on combat but I would tweak my character in a min/max fashion but that is all I did. Once I had been talked to however, I understood that if I wanted to keep playing without an aura of dislike towards me, I would have to play casually, treat the game as a side-event while being sociable and relaxed and treat that part as the main-event. I think such playstyles like what the OP describe are what many people who don't do much social interaction stem from. Me? I wasn't happy with people at school who teased and sometimes bullied me, so I spent most of time when away from school at home. Doing my homework, reading books, playing board games and video games, going on family outings, going to church once a week. Like most people but not as much social interaction I suppose then others. I would also say part of this comes from the fact of how all Geeks are people who are in fact... "WEIRD". Each person has their own quirks and traits and their reasons tend to be common-ground when it comes to why they would bother to play Tabletop/LARP/Video Games in order to be part of a group so they might socialize with others and, depending on the person, not feel quite as socially isolated. That is my two copper on this topic. ![]()
![]() I'm looking for a feat for my Ice Witch and I cannot find it.
Benefit: Cold descriptor spells you cast are casted at +1 CL.
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![]() My guess for Shaman (Oracle+Witch)....:
1st Level: Mystery, Revelation, Oracles's Curse*, Cantrips, Hex, Witch's Familiar* 2nd Level: Hex, Mystery Spell 3rd Level: Revelation 4th Level: Mystery Spell, Hex 5th Level: 6th Level: Mystery Spell, Hex 7th Level: Revelation 8th Level: Mystery Spell, Hex 9th Level: 10th Level: Mystery Spell, Major Hex 11th Level: Revelation 12th Level: Mystery Spell, Hex 13th Level: 14th Level: Mystery Spell, Hex 15th Level: Revelation 16th Level: Mystery Spell, Hex 17th Level: 18th Level: Mystery Spell, Hex 19th Level: Revelation 20th Level: Final Revelation, Hex *=Replace Oracle with Shaman, also replace Witch with Shaman if this was meant to be a new class. SLOW BAB
Base Saves: +0 Fort, +0 Reflex, +2 Will (Both classes have only +2 Base Will)
Chopping Block: Orisons, Patron Spells (Surprisingly low, then again it is two casting classes) My thoughts on this: THIS, seems more like what the Juju mystery wanted to be as it can actually curse better while still having the Juju Mystery without having to trade any levels away. I am fully aware they are going to use new mechanics. Since I know none of them, I just simply guess at how they will attempt to construct the classes with what is already in my "plates". I am very curious how they want to push them. As each combination needs tender care to avoid being OP. If it is going to be a "potluck" worth of class abilities and a few new mechanics, I doubt any of the new classes will be UP as each offers a little more to the other to make it better. ![]()
![]() My guess for Slayer (Rogue+Ranger)...: 1st Level: Sneak Attack +1d6, Favored Enemy 2nd Level: Evasion, Combat Style Feat 3rd Level: Sneak Attack +2d6 4th Level: Uncanny Dodge, Hunter's Bond (Cannot be Animal Companion) 5th Level: +3d6 Sneak Attack, Second Favored Enemy 6th Level: Combat Style Feat 7th Level: Woodland Stride, +4d6 Sneak Attack 8th Level: Improved Uncanny Dodge 9th Level: Sneak Attack +5d6 10th Level: Combat Style Feat, Third Favored Enemy 11th Level: Sneak Attack +6d6, Quarry 12th Level: -----* 13th Level: Sneak Attack +7d6 14th Level: Combat Style Feat 15th Level: 4th Favored Enemy, Sneak Attack +8d6 16th Level: Improved Evasion 17th Level: Hide in Plain Sight, Sneak Attack +9d6 18th Level: Combat Style Feat 19th Level: Improved Quarry, Sneak Attack +10d6 20th Level: Master Strike, 5th Favored Enemy FULL BAB
My prediction for the chopping block: Track, Swift Tracking, Favored Terrain, Trap Sense +X, Trap Finding, Rogue Talent, Evasion (Ranger Version), Advanced Talents, Master Hunter. Reasoning Behind My Thinking
*= The one barren level where you don't get anything. ![]()
![]() Swashbuckler = Human Gunslinger Archetype / Rogue Archetype / 3rd Party Class
What about sharing a name? Swashbuckler is used by TWO separate archetypes from two totally different classes. ![]()
![]() Doing a quick faq check I found this. Quote:
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![]() I don't see why not.
Also yes Monks can use unarmed strike with their feet to stunning fist even though its called stunning fist as they are still using an unarmed strike. In fact any part of the body of a monk is considered an unarmed strike unless the monk has claws/bite/wings/etc as those are natural attacks. While you hold a two-handed weapon in one hand, usually you cannot attack with it. Some exceptions exist (Quarterstaff Master feat, Bastard Sword). Yes it is legal to do that as you now are holding your polearm with two hands again and are considered to be threatening at the end of your turn. ![]()
![]() Lets say I am a Goblin with one level of Fighter and with 12 STR, who worships Rovagug (Wrecking Wrath trait), carries around a dogslicer and has the Disposable Weapon and Weapon Focus (Dogslicer) feat. Lets say I then roll a 19 on the dogslicer and choose to use my Disposable Weapon feat to make the hit confirm but make my dogslicer now have the broken condition. Would I Still be able to use the Wrecking Wrath trait, and if so and I roll 25 or less on percentile, does my broken weapon become destroyed? ![]()
![]() Could be worse, we could be waiting 364 moons for this. :P Makes me wonder though if this book will be "mostly" playable out-of-the-box if I were a PFS member. After all it is one of if not the first player companion to feature a race not shown anywhere else in Paizo's products. Also other questions like
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