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Minigiant wrote:
Faith Magic is commonly used to enter MT. Need a small GM approval though as faith magic states one spell (singular) whereas requirement demand "spells" (plural). ![]()
Warlock is one of those archetypes that many people really want to make work but it fail short. It just need that little something that pushes it up from mediocre to viable. There are many sources to take inspiration from but you have to be a real text-lawyer to dig through and understand all the pit traps in this otherwise fascinating class. Here's what I've compiled after digging through the internet and Pathfinder FAQ. Mystic Bolt can be selected as a Weapon for the purpose of qualifying for Feats such as Weapon Focus and Improved Critical. Mystic Bolt is not a manufactured weapon so you assume first that effects like Haste or Sense Vitals do not work but FAQ specifically name state that haste do indeed work with Mystic Bolt (thanks for that). Nothing official about Sense Vitals as far as I've seen. Mystic Bolt (as described in ability text) can be combined with:
Rapid Shot and many shot is trickier. Rapid shot require a "ranged weapon" and mystic bolt qualify as a "light one handed weapon", it however can be used at range, so the correct term would probably be "ranged light one handed weapon". Rapid Shot should work if that assumption is correct. Manyshot however specifically state "bow" and "arrow" which is pretty clear. Same with Point Blank Shot. It require a "ranged weapon" so if mystic bolt at range qualify as "ranged light one handed weapon" it should work. Arcane Strike work as per described in Pathfinder FAQ. Not too hard to figure out though. It affect weapons and Mystic Bolt count as a "light one handed weapon". Deadly Aim, Piranha strike and Power Attack doesn't work when Mystic Bolt is used at Range against Touch AC. Power Attack for example will probably work at melee if it target normal AC. Some try to multiclass to get around the fact that Mystic Bolt scale horribly. Arcane Trickster being one of the top candidates where you combine spellcasting scaling with sneak attack. However that combination just seems to be straight up worse than a standard Arcane Trickster. Then we get to Lethal Grace. The ability that would make Warlock viable. It states: "When using Weapon Finesse to make a melee attack using his Dexterity bonus on attack rolls and his Strength bonus on damage rolls". First part is is easy, damage would be added on melee mystic bolts, not ranged mystic bolts. Second part completely block this ability since FAQ state that Mystic Bolt does not add strength to damage. It feels like RAI is to deny this talent from dex-to-damage builds, not mystic bolt though. Summarizing everything. Warlock ranged touch attacks at level 10 could consist of six attacks. (2 from BAB, 2 from two-weapon fighting, 1 from Haste and one from Rapid Shot). Each attack deal 1d6+6 (normal scaling, arcane striker and point blank shot). If every attack normally hit and deal average damage. Mystic Bolt would deal 57 damage. More realistically ~2 attacks is likely to miss reducing the damage down to 38. Other classes reach that level of damage 1-5 levels earlier (kineticist is extremely strong at level 5). Note that this is a build that focus entirely on increasing damage, there is no room for utility and fun. Everything goes toward increasing damage. Giving Mystic Bolt just a tad bit more damage is what it needs to go from below average to balanced. What do Paizo say about the matter? Is it indented that Lethal Grace should not be used by an archetype of the same class? Is Sense Vitals intended not to work with Mystic Bolt? Have the community missed something vital for Warlock builds to work? ![]()
I don't want to complicate things too much with extra rules so I keep it short and simple.
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This class may not have the worst archetype but it certainly have the worst average of archetypes. Fighter. 51 out of 57 paizo archetypes trade away Weapon Training and/or Armor Training. Most of the archetypes were made before the training programs became advanced. The previous bonuses were good but many archetype abilities traded with them fairly evenly, with the advanced training these two abilities became so good that most (if not all) archetype abilities pale in comparison. ![]()
half-elf occultist with the Reliquarian archetype can get ridiculous amounts of perception. To name a few bonuses:
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Omnitricks wrote:
"Best" is hard to determine, the domain that thematically and mechanically complement your build is the best. Could be Sun for evocation clerics, could be Solitude subdomain for bad touch clerics. Could be Travel for general pure awesomeness or luck for halflings as you said. But for raw damage and straight up increase in power level, I don't see how any domain can compete with a feat+nature (preferably feather) domain for a full progression animal companion. Since Dinosaur companions are quite nice, Saurian subdomain is up there also. There are more good ones also.
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wraithstrike wrote:
You forgot Rogue talent and Hellcat Stealth. I'm sure there are more. Anyway, here's how I see it: * You can hide while in plain sight as part of movement even while observed (Go ahead and debate if senses other than vision apply).
Disagree? This URL has more info. ![]()
Sir Thugsalot wrote: Nothing beats a Sohoi/Weapon Master multiclass. Nothing (...well, OK: maybe certain monsters that can fire more than one bow at a time.) At level 12 a Nature (feather subtype) based Inquisitor can do: Five or six arrows (depending on if Friendly Fire teamwork feat kicks in) times:
plus (Tiger is a good example) animal companion with Boon Companion and Improved Natural Weapon. Three attack (plus pounce attacks for:
It's not unreasonable to assume at level 12 you have +6 Strength and a +3 Bow with magical items. Companions strength bonus is: +7 So we are looking at a theoretical top damage of:
Average damage is of course a lot lower, practically I used to miss about 1-2 arrows per round and tiger wasn't always hitting.
This is not just the strongest archery build I can think of, it's the strongest single target damage build I can think of. I would like to see your Sohoi/Weapon Master reach that damage. ![]()
[]Sure a Kitsune isn't a numbers perfect race for a war priest Don't underestimate Kitsune. Humans do get a feat which is awesome in any build but Kitsunes has access to one of the few ways for a character to get a pounce effect. IMHO, kitsune swashbuckler is one of the most powerful ways to build such a class. ![]()
Myrryr wrote: You can now only keep a character from casting a spell by knocking them unconscious, killing them, or having them stuck inside of an anti-magic field. Nothing else prevents casting. uhm, a regular AoO should knock the spell away right? page 331: "Normally, you can concentrate even in a distracting situation, but if you’re casting a spell and you take damage from either a successful attack that targeted your AC or from an effect that you failed a saving throw against, the spell fails."some other considerations: caster level now stack when multiclassing between different types of caster. targetted dispel magic must be named (so you can't really dispel unknown effects anymore). casting no longer has spell components (but really powerful effects such as raise dead still has a cost but not wish). detect magic no longer reveal school of the spell for example no; "glowing with strong abjuration". fly is no longer a third level spell but instead a variable 1-6 level spell. haste no longer provide an extra attack but instead an extra move action when doing a full action (so quite nerfed). knock no longer auto-open locks but instead require a caster level check vs lock/doors DC. no spells damage scale anymore, they are all fixed (for better or worse, magic missile for example is tremendously more powerful at level 1 and can deal up to 3d4+3). infact spells overall seems to be equal or better than similar level weapons. In pathfinder melee/bow damage often outscaled spells it doesn't seem to be the case anymore. mirror image is slightly nerfed, 1d4 images instead of 1d4+lvl/3. raise dead/reincarnate behaves slightly different from before so re-read those rules. restoration no longer cost money (instead resolve). pathfinder has detailed rules regarding attended/unattended objects but sometimes they got quite fuzzy and unclear (which messed up newer classes such as aether kineticists), starfinder doesn't really explain the requirements when an object is unattended or not so GMs should just use common sense here. ![]()
The combo Kitsune and Swashbuckler is something I've looked at also. I came to this conclusion: favored class: Swashbuckler: Increase the total number of points in the swashbuckler’s panache pool by 1/4.
trait 1: (combat) Slippery - +1 to stealth and it becomes a class skill.
1st Feat: Weapon Focus (Rapier)
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Frankie Boy wrote:
Power attack and Greatsword is the best path anyway so go for str build. If a GM feels it's silly for investigators so use heavy swords like that then tell him he can always allow fencing grace. ![]()
There's lots of misconceptions around Elemental Annihilator's damage. This graph will hopefully make something more clear. Damage snapshot graph. (X = level, Y = damage) Note:
Conclusions:
Kineticists damage is good but not a powerhouse, at lower levels, such as lvl 5 (due to empower blast) it's one of the best but it doesn't scale as fast as other classes and you need to be creative to deal viable damage at mid to high levels. Warlock damage is also OK it starts off weak but scales pretty good, far from a powerhouse but you hit ranged touch with variable damage effects without wasting resources. Even at the highest levels doesn't play in the same league as the top damage builds. Stay away from the class if your GM rule that you can't use haste or use the the gloves. Not the end of the world if GM rule that you can't combine craft the gloves (but the damage would be pretty crappy if you can't). This is just from a damage point of view, you should play what you want to play regardless of numbers. :) ![]()
lvl 20 Hardcore Bomb Alchemist would win initiative against Ancalagon and drop him in one turn due to cold weakness and pitiful touch AC. Pazuzu and Cthulhu is trickier to calculate due to high touch AC but since we roll higher on initiative they are at least flatfooted on the first round and all force bombs should go in, dealing ~60% of their hitpoints. What happens next it's hard to determine since both creatures have Wish and other nasty abilities but if they don't cure the lingering damage from the bombs they die at the start of next turn from nearly 1000 in total. ![]()
I noticed that this feat lack the normal text that you see for slashing/fencing grace where you must wield the weapon with one hand only. So... If I wield starknife with two hands do I add x1.5 CHA to damage? If I wield two starknives (two-weapon fighting) does offhand deal CHA/2 or full CHA damage? ![]()
Oh, and if you wonder about "balance" if Swashbuckler got a free attack at level 15. This chart shows a dex-to-damage swashbuckler vs fighter and monk it.
Note: 120 of that damage is precision based. ![]()
Core Rulebook wrote:
Core Rulebook wrote:
Core Rulebook wrote:
Core Rulebook wrote:
Core Rulebook wrote:
It's interesting that fight defensively doesn't say something like "As a standard action you can make a single attack with -4 penalty on all attacks in a round to gain a +2 to AC until the start of your next turn." but instead has the cryptic meaning "You can choose to fight defensively when attacking". This implies that it's a part of the normal standard attack or full round attack. Not really it's own action but instead an overlay of the normal (standard) attack action. End effect should still be a free attack though. Dizzying defense basically says after replacing the text from normal rules with dizzying defense text:
Nord's interpretation wrote:
So you can swift action attack, make a full-round action (such as run or full attack action). You can by RAW even put the swift action attack *after* full-attack and almost completely negate the attack penalty for the round. Though as a GM I would RAI that rule. You could make an argument that the extra attack from swift action counts against the total attacks you can do from attack action and attacks from BAB. But I don't think so. RAW although very confusing seems to be that after that swift attack action (+1 attack) you make a standard action attack (+1 attack) (then convert it to full-round action) to get the additional attacks from base attack bonus (+1, +2 or +3 attacks). ![]()
Mark Seifter wrote: Don't worry, the math on the annihilator as-is works out. I agree. It seems at level 11 Elemental Annihilator takes the lead and keeps it until the melee classes get their level 20 ability (omnicide isn't good enough compared to full round-action). For a more detailed comparison for kineticist. This is average damage based on 0 burn rounds so no quickened blast at high level. Level | Elemental Annihilator | Aether Kineticist Blade | Aether Kineticist Blast
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Yeah, I would pay all their modules and paths if it came with roll20 ready maps. Pre-aligned maps, tokens based on their copyrighted pictures and so on. I understand it's much harder to create commercially available campaigns compared to a normal GM, winging the map creation but I'm actually a little surprised that Paizo hasn't seen the market value of bringing their paths and modules to roll20. ![]()
Alex Chan wrote:
If he'd not in the area, make sure to not reveal eidolon's hitpoints or show the battlefield unless he specifically use a standard action to use bond senses (up to level rounds/day). This will quickly drain his ability to stay hidden. The drawback of Naturalist is that he trades summoner's survivability for eidolon's offense/utility. It sounds like he's trying to conceal that weakness by hiding. If they meet intelligent opponents and those spot an eidolon without it's master, there's a good chance they would be really interested in finding and taking care of the source of the problem. As Drahliana Moonrunner pointed out. Dispel Magic would be an effective counter. -10 AC would suddenly make it very vulnerable to regular hits. ![]()
miath wrote:
Yeah, skip two-weapon fighting. You have a limit amount of bombs as it is. Also, once you experience the power of haste+rapid shot+attacks from BAB (using fast bombs). You'll see that two-weapon fighting is just overkill anyway. Even with a supportive role I would pick up offensive feats and discoveries and let the support come from infusion to give out extracts to the party members before or after combat. Here's the feats I would always take while using bombs:
I highly recommend these discoveries:
Traits:
Archetype:
Items:
Extracts:
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Hubbaman wrote:
Quote:
Kineticist often has to pick a few low level talents and infusion at early level because there simply arn't any better ones, but at level 5, 6, 11, 13, 16, 17 these can be re-arranged for some serious replacement-fu action. For example, Aether can pick Extended Range and Pushing at lvl 1 and 3, then switch Pushing to the slightly more powerful Bowling infusion at level 5.
At level 10, there are several juicy level 5 talents such as Reactive Touchsight, Greater self telekinesis, grappling and Wall, you can do the same replacement-fu to achieve them all by level 11.
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Son of the Veterinarian wrote:
A few things. MT is still bad - very bad but it's slowly getting there. MT need a way to enter mystic theurge earlier and/or a way to continue +1 wizard/+1 cleric spellprogression after level 10. Here's a few things to keep in mind for Mystic Theurge. Traits:
Race:
Fame:
Items:
Suggested Classes:
Spellprogression with one class that has -1 spell level (sorcerer, arcanist etc. Cleric or wizard as "main" is interchangable).
Spellprogression with maximal spell levels (wizard, cleric/oracle).
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I disagree with Scavenger1977. It should work.
All worn, wielded, and touched recieve a saving throw based on that creature's saving throws. So yes, after you successfully cast the spell(AoO, concentration, SR etc) and the orc fail his will save you and his pants will be teleported to another location. FAQ
That restriction only applies to the caster. ![]()
After doing some research it seems that it is all about saving throws. Infact the rulings around attended or unattended is listed in core rulebook under Saving Throws. Saving Throws:
Magical Items: Magic items always get saving throws. A magic item's Fortitude, Reflex, and Will save bonuses are equal to 2 + half its caster level.
Unattended Non-Magical Items: Non-magical, unattended items never make saving throws. They are considered to have failed their saving throws,
Attended (Held/Wielded etc.) Items: Unless the descriptive text for a spell (or attack) specifies otherwise, all items carried or worn by a
This leads me to believe Telekinetic Haul works like this:
Target is only confirmed and checked at the casting of a spell (see discussion about hasted targets moving away and still retain haste).
The burn part of telekinetic haul seems pretty obvious. It replaces duration: concentration with duration: 1 minute/level (though you must still point your finger at target as per mage hand description). What is still unclear is if a willing target can drop his saving throw, allowing telekinetic haul to used on say - a worn armor to lift her up.
willing target:
Declaring yourself as a willing target is something that can be done at any time (even if you're flat-footed or it
isn't your turn). Unconscious creatures are automatically considered willing, but a character who is conscious but immobile or helpless (such as one who is bound, cowering, grappling, paralyzed, pinned, or stunned) is not automatically willing. My gut-feeling says: yes. Since the creature is not making saving throws which extend to his worn/wielded/touched objects also. Another silly scenario is:
Is my assumptions reasonable? |