![]() ![]()
So I am making a character to play in a game my friend is DMing. Now, I have played with him before, his world has a lot of history behind it, and I want to make a good, compelling character for him to add to his history books. I made a elf using the hunter class from the ACG, with the feral hunter archetype (Basically lose animal companion, and gain wild shape). I envision her as an Indiana Jones-esque explorer. While I was making her, I stumbled upon an awesome drawback, which is Umbral Unmasking [http://www.d20pfsrd.com/traits/drawbacks/umbral-unmasking]. Now, here is my problem. I can't figure out what I want the shadow to be, and how she obtained it. I have all of my imagination to choose from, and nothing to narrow it down with. I hope that you guys can give me some helpful ideas about this. In case you want to read it, the character sheet: http://www.myth-weavers.com/sheet.html#id=78307. ![]()
chbgraphicarts wrote:
Uuuh, ACs are strong, but they aren't THAT strong... If an AC is regularly outscaling your players at any levels, they are doing something very, very, VERY wrong. I mean, take the big cat ACP. He starts with 14-15 AC, +3 1d6 + 1, -2 1d4 + 1 x 2. We are pretty sure he isn't going to out skillmonkey or outcast anybody, so just pure combat stats. Your normal level 1 fighter would have 16-18AC and a +4/+5 2d6 + 5-6. PC outdoes ACP easy. At level 7, once they get advancement, the ACP is going to have ~20 AC, +10 1d8 + 6, +5 1d6 + 6 x 2. Its a bit of damage, but that's not going to outstrip a fighter at that level by any means in any category, ESPECIALLY when DR and other magic item dependent abilities kick in. That's a fighter. A barbarian, or god forbid, a paladin or magus could trump the ACP in every department twice over. They aren't even near how strong you think they are. ![]()
What I just do it micro and macro. Smaller than fine is micro. So it would go fine, micro colossal, micro gargantuan,micro huge, micro large, micro medium, and so on. THen it would go to supermicro. Same with macro. Colossal, macro fine, macro diminutive, macro tiny, macro small, macro medium, and so on. Scale is usually done between two exponents of two in feet. So medium is 2^2 - 2^3, large is 2^3 - 2^4, and so on. Colossal is 2^7 - 2^8, macro fine is 2^8 - 2^9, macro diminutive is 2^9-2^10. ![]()
AndyTheGM wrote:
If we ignore all the bonus feats a hunter gets, as well as animal focus and teamwork feats advantage, totally. ![]()
/siiiiiiiiigh Yes. If you play a class that is categorically broken and banned, you will find that other classes are inferior. On the other hand, saying that a class that has 6 levels of spellcasting off two good lists, two good saves, 3/4 bab, an ac, great skills, good proficiencies, and decent progression is moronic. The hunter outstripes the rogue, fighter, barbarian, monk, cavalier, swashbuckler and the gunslinger without any argument. Arguably, it outstripes the ranger, slayer, magus, brawler and paladin due to its superior spellcasting. But its lacking in power, because it can't compete with a summoner, nevermind that it beats out most other martial classes due to the power of its spellcasting and progressions. In today's lesson, we learn that certain classes in apthfinder are simply worse than others. And that's ok. ![]()
" but the summoner dose exist and I can play one." I have played maybe ~2000 hours of pathfinder total through real life, PFS, Roll20, and cons, and I have NEVER seen a DM that was OK with playing the summoner. The only two DMs I have seen allow it massively house-ruled it, and did not allow archetypes. In my personal experience, it doesn't exist, and you can't play one. As a side note, the summoner is better than the ranger at martial combat. You can't pick apart terms of a sum, point at them, and say "Ah, you see, the summoner without his major class ability is weaker in martial combat!". That's insane. The summoner with eidolons or summons is more powerful than the ranger and ac in martial combat. Unless you are in a room where no spells are allowed to be cast, and a permanent banish outsider effect, the summoner will beat the ranger. Maybe your GM does allow you to play a summoner, though. Go ahead, play one. But don't whine when it makes half the classes in the game irrelevant. That's on you and your GM. ![]()
Well, the obvious edge is that most GMs will let you play a hunter. Apart from that, there is the primal companion hunter, who is pretty much broken, and rightfully banned from PFS. But yeah, the main advantage is that most rational DMs won't let you play summoners. They are broken. Insanely, absolutely, and totally broken. You could ask in the same way why anybody would play a fighter, cavalier, or ranger when they could play a summoner. The answer would be the same. Comparing the summoner to other classes isn't viable. ![]()
Dude, you are trying to equate a completely imaginary field of science which could not physically work in any scenario, and your complaint is that you don't see how steam-powered technology could refrigerate stuff. It doesn't matter. Steampunk isn't real. It breaks the laws of physics. Its impossible. Its not like making a freeze ray out of it is going to break physics any more than making a laser beam out of it or using it to fire a bullet. ![]()
The question is, why does it matter? If you want it steampunk, reskin it. That laser gun now works ons team batteries and fires superheated jets of water. With a bit of thinking, you can pretty much reskin everything in that tech guide to whatever tech level you so desire. Personally, I wish they expanded a lot more on the options for contemporary - near future firearms in their tech guide. It would be nice to have firearms that aren't "revolver","shotgun" or "rifle". If you are going to support from x to 1800 and from 2200 - y, why not support the time period with advanced projectile weaponry? ![]()
Yeaaah, animal companions are going to die to high level monsters no matter what you do. Having 3 level 7 companions versus a level 9 isn't going to make that much of a difference. I've been thinking about using a build of 3 sacred huntsman/x pack lord (Or hunter equivilent) to make a teamwork focused variant, since all your animal companions get your teamwork feats. ![]()
AceNegatov wrote:
And where are you getting that from? ![]()
CommandoDude wrote: Vancian casting: Memorize spells and cast them later, then "forget" them after they're cast? What? Uhg Wizards make no sense! Magic should just work like Sorcerers. Or better yet, you should just have mana. That way better spells cost more mana so you bottleneck attempts to "alpha" an encounter and avoid spellcasters feeling useless if they can't rest to regain spell slots. Think of it more like rituals. The wizard needs to do long-ass rituals for the spells, which he does in the morning. When he actually needs to cast s@#~, he just does the last few words of that ritual. And no, it shouldn't. If there is one thing that we don't need in pathfinder, its spellcasters being more powerful ![]()
"Intercept Charge (Combat, Teamwork)
IF you move into the path with a reach weapon, would you get an AoO? What if you moved just adjacent to the path? It seems to me that this could become a very INTERESTING feat for goblins to have. ![]()
shadowkras wrote:
Nope. Very long story, but essentially, the city that was being sieged got the plague and the army got the plague. The city that was being sieged had bigger problems, and through a serires of events including portals and vampires, the army transmitted the plague to their home city-state, and it destroyed that city, and spread throughout the surrounding lands. ![]()
So I have come to a little debate with my party members. I am playing a Tiefling (Half kyton/half orc) CG inquisitor of Shelyn. We have come to the point where a black dragon is destroying a nearby fort controlled by hell knights. We found the black dragon as a woman trapped in a runed box after defeating some bandits. It asked us to rescue her child from somewhere. We carried it unknowingly for a small portion of time, and investigated into it once we got to the fort. We found it was a mutated abberation black dragon, and someone ratted us out to the hell knights. They had arrested me and tortured me (Among other things) for carrying a weapon of mass destruction (Just me, the rest of the party was off doing some theify stuff, and looking at a subplot rather than investigating.). We escaped when it started destroying the town, and ran off to another town. We are far too low-leveled to deal with this directly, but the other party members want to find the dragon's child to appease it . We have not actually been payed or been offered any reward or motivation for this. I argued that we had no reason to actually pursue this, and we should leave the hell knights to fry. The party said I had a moral obligation to put myself in danger to save innocents if I could, as an inquisitor of Shelyn. One of the party members promised to the dragon she would get the child back, and feels obliged to help. Do I have an obligation? I know I wouldn't get my powers taken as away as an inquisitor, but would I have a moral obligation? ![]()
"You direct a ray of positive energy. You must make a ranged touch attack to hit, and if the ray hits an undead creature, it deals 1d6 points of damage to it." Sooo, why can't that heal things? Positive energy heal things, right? It's apparently powerful enough to replicate level 1 channeling vs undead, so why can't I heal s&~%? ![]()
If you are not aware, the temple champion is an archetype for the paladin that cames out with the ACG. It has two changes. "A temple champion does not gain access to paladin spells, and does not have a paladin caster level or spell list. This is not considered a spellcasting class. Domain Granted Power: At 4th level, a temple champion selects one domain granted by her deity (or a domain suitable for her ethos or goals, subject to GM approval). The temple champion gains the 1st-level granted power of that domain and uses her paladin level as her cleric level for determining the effects of that granted power. Any Wisdom-based aspects of that granted power instead use the temple champion's Charisma. The temple champion does not gain access to that domain's spell list." "At 5th level, a temple champion gains the minor blessing (as the warpriest class feature) of the domain she selected at 1st level. She uses her paladin level as her warpriest level for determining the effects of that blessing. Any Wisdom-based aspects of that blessing instead use the temple champion's Charisma. At 11th level, she gains the major blessing of her chosen domain. This ability replaces divine bond and aura of justice." Some archetypes are traps because they seem good at first, but after you think about it, they are bad. This seems just straight up, irredeemably bad in every way. Why would anybody willingly give up four levels of spellcasting, divine bond, and aura of justice for that? What am I missing here? And if there is nothing, Writer, what the heck was your thought process when you made this archetype? ![]()
"Relentless Footing (Ex): As a swift action, you can add 10 feet to your land speed. This increase counts as an enhancement bonus, and it affects your jumping distance as normal for increased speed. You can use this ability a number of times per day equal to 3 + your Wisdom bonus (minimum 1)." It specifies no time. I think you would normally assume that it lasted for one round. But the fur domain grants this power: "Predator’s Grace (Su): You can, as a swift action, grant yourself a +10-foot bonus to your base speed for 1 round. This bonus increases by 5 feet for every 5 cleric levels you possess. In addition, you gain low-light vision for 1 round. If you already possess low-light vision, the range of your sight becomes three times that of a human in dim light for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier." Whiiiich is just straight up better, and lasts one round. Or the Travel domain, which just straight up gives you 10ft as a base bonus. ![]()
"When the divine hunter would
Thaaaaaaats a pretty s!@%ty bonus... ![]()
In case you do not have the ACG, the sacred huntsman's main power is that you replace judgments and all associated abilities with an animal companion and some buffs. "Animal Companion (Ex): At 1st level, a sacred huntsmaster
The chivalry inquisition gives you the following as a first level power. "Mount (Ex): This ability acts as the cavalier ability of the same name." So what happens? Do I get two animal companions? Can I just not take it? ![]()
Thanks for the feedback. I will think about it. I really don't want to lose the speed bonus, as Boris has kinda become an in-joke in my group because of his ability to move 800 feet in 6 seconds as an animal companion. But what you say is true, flurry of maneuvers is indeed wasteful. Is there any other archetype that you would recommend that would let me keep my fast movement? I though about taking the wolf style feats, but they aren't that good. The line is pretty bad, except for the last feat. ![]()
master_marshmallow wrote:
Yeah,they really do love their divine/magic classes. There are very few classes are are simply martial skill. I was really hoping the investigator was going to be some combination of bard/rogue,but nope. |