High Clockmother Athenth Llanalir

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6 posts (677 including aliases). No reviews. No lists. No wishlists. 4 aliases.


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Yes we are still planning to run this but only after we make some needed adjustments to the bladesinger. I am not Mr. Lurch but I would guess that we should have the needed adjustments made within a week.


I have not created a new alias yet but I will be playing the Elven Bladesinger. Mr. Lurch and I are working on this concept and will be play testing it in this campaign. The class is intended to to have diminished spell availability but still be able to achieve level 9 spells with a pace slightly behind that of a full wizard. They are intended to also be able to achieve a degree of martial combat ability thru careful study and precise application of battle techniques. Inspiration for this class began with the 3.5 Bladsinger and many of the class abilities from that class were carried forward into this one. Addition points of inspiration are Eldritch Knight, Magus, & Grammaton Clerics from the movie equilibrium Not the gun part but rather the approach and mentality with which they approach combat, very cerebral. One additional source was how the Asari Commandos in Mass effect focus on the protection of the Asari nation and combine martial prowess with biotic ability (Magic for pathfinder). One theme is to allow the mixing of magic and martial combat, not the ability to do both independently but not combined.

While the class is not expressly restricted to elves, it was the elves who created the techniques and who teach them. In the interest of the spirit of the class I will be playing an elf and will have a generally rigid outlook on the world. He does have a code of ethics that he must adhere to but that code is focused around the elven nation. If you think of a city boy gone to the country as he travels the world as a part of his final training then you will have the starting concept of this character. He has spent the last 80 years in formal training and just recently went out into the world to round out his 'real world' understanding and experience.

I will work on an alias and will post is when it is done.

Thanks and I greatly look forward to playing with everyone.


So, trying to resusrect an old thread here I have a question on the Warden.

Master of Terrain replaces the first favored enemy and states

"At 1st level, a warden selects his first favored terrain. He gains another one at 3rd level, and then every five levels thereafter (for a maximum of five favored terrains at 18th level)."

This ability in no way says that it modifies the ranger favored terrain ability of the ranger nor does the Archtype say at any time that the it replaces or modifies or interacts with the standard ranger class ability called Favored Terrain that begins at level 3. This archtype then has two different class abilities, Master of Terrain (warden archtype) and Favored Terrain (retained from Ranger).

That being said here is my question.

Strictly RAW, that would mean that starting at level 3 and every 5 levels thereafter the warden would get 2 favored terrains correct? 1 from master of terrain and 1 from favored terrain.

I am not sure if this is keeping with RAI or not but if it did get 2 favored terrains at 3rd, 8th, 13th and 18th then it might help make up for the rather steep losses of other abilities or if you took a few levels in Horizon Walker the same would be true.

For the record this archtype looses:
- All Favored Enemy (5 of them)
- All Combat Style Feats (5 of these too)
- Hunter's bond
- Quarry (due to loss of favored enemy)
- Improved Quarry (same as above)
- Master Hunter (I think you know why by now)

By comparison it only gains
- 1 or 5 extra favored terrains (depending on your interpretation)
- ability to take 10 or 20 on survival checks in his terrain
- grant a flat +2 to allies on Initiative, perception, stealth and survival checks in his terrain
- Roll twice on acrobatics, climb, fly, ride or swim in his terrain.
- Lev 20: Cannot be surprised in his terrain (For the record a level 1 divination wizard basically gets the same thing)

Thoughts?

P.S. Since I am sure someone will bring it up the portion of Master of Terrain that says "(for a maximum of five favored terrains at 18th level)" limits the number gained from that specific class ability. Afterall, if you combined this with two levels of rogue and took the RT that gives you a favored terrain and then took feats to gain extra rogue talents for more favored terrains you would end up with much more than just 5 altogether.


1 person marked this as FAQ candidate.

It seems this message board is old but I am gonna throw in one item that I feel has been overlooked. In the description of 'Actions types' it states

PFSRD wrote:
In a normal round, you can perform a standard action and a move action, or you can perform a full-round action. You can also perform one swift action and one or more free actions. You can always take a move action in place of a standard action.

Based on this, considering that the statement of 'or' allows two things to be used interchangeably, it seems to me that RAW states that in place of a Full-round action you can take a Move and Standard action and in place of a Move and Standard action you can take a Full-round action. Furthermore it very clearly states that the total actions normally available to you in a round is a Move & Standard (or Full) plus a swift. Which, as it happens is exactly what the Ambush ability allows.

As to concerns of NPC's getting a full attack action against the party in the surprise round, to be fair it would have to be an exceptional set of circumstances to allow that to happen since they would have to begin the surprise round within 5 feet of the character...if they are that close without you noticiing...well...I think there are bigger problems with your party not having any perception bonuses worth speaking of or your GM just has it out for you.


Hey, Lurch....we will always have Tal Afar...yes I am interested too...will get back to you on character concept.


So, I have a question. Why is Deflect Arrow game balanced and this feat (as it was originally)not game balanced? I mean this feat has significantly higher prerequisites and more or less provides the exact same mechanic as deflect arrows but does it to melee instead of ranged? For real, if this mechanic is SOOOO overpowered why is no one crying to nerf Deflect Arrows? I mean for real, you can deflect a freaking BULLET with deflect arrows but a martial artist can't do the same thing to a sword? how does that make sense? I kind of thought that being able to deflect and avoid hits in combat was part of what martial artists are so famous for. Just a thought.