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![]() My thought was that the recent FAQ on Bastard swords would be favourable to this interpretation. By using the sword two-handed it should qualify for class abilities as two handed. The Bastard sword even as used here is not optimal (consider Mythic enhanced Falchion and even using IUS as AOO, by free auctioning Falchion to one-handed after your turn). But this build, to me, seems not bad for Bastard sword as your AOO would benefit from fighter weapon chain. Also any weapon enhancements are required for one-weapon only. As for dipping the two cap-stones available are quite useful, if late. ![]()
![]() So we will be playing this Mythic AP and I am considering using the Two-Handed Archetype. I am hoping some of the archetypes drawbacks with respect to armour training will be obviated by Mythic abilities. I am planning on playing a Bastard sword using, Cranestyling Fighter (6 feats), twelve feats for the usual>>>>( Power attack, Dazing Assault, Combat reflexes, Lunge, Toughness,Iron Will, Improved Iron Will, and five in the weapon chain) this leaves 4 feats. I wonder if the Trip ability off of the 11th level two-handed archetype ability ( Pile Driver) is a bit of a trap as the 19th level archetype ability is equivalent to a Vital Strike and would likely be preferential at that point. To get Greater Trip is 3 feats and hard to train out of by 20th level, would Vicious Stomp be worthwhile as an alternative (or is damage too low?) Pin Down required? I would expect that a champion movement ability would be selected and eventually the move and full attack. The Bastard Sword will allow powerful attacks ala the archetype and then switch to one-handed and cranestyle to survive Mythic Vital stikers. Dual Path allows Mirror Dodge for more damage mitigation. At high levels, Devastating Blow, would a Pick-axe or scythe be weapon of choice for *6 single attacks or just stick to Bastard for *4 ( about 600 damage versus 400). To keep using the Bastard sword and a heavier crit weapon Quickdraw could be required. Mechanically it might be easier to just use the Bastard! A foray into Eldritch heritage (orc) might just be possible but at the cost of any utility feats. Actually by using Mythic Eldritch Heritage the direct feat cost of "mundane" feats would be three (Skill Focus , EH, and Quicken SLA) The human racial ability could them provide Skill focus on Perception and ?? ![]()
![]() The capstone for this Archetype seems quite powerful but with a caveat. The whole archetype is built around full-attacking as weapon training is foregone for a bonus to hit and damage on full attacks (yes technically other abilities are provided for weapon 2,3,4 but not germane) so the Fighters always on +4/+4 (level 20) is replaced by a situational equivalent "Twin Blades" , not aided by Gloves of Dueling. The capstone provides for a retaliatory AOO to attacks after full-attacking but nothing in its language suggest that "Twin Blades" would apply to such an AOO. Now I suppose Deadly Defense is quite dangerous enough as is, but would it have been overpowered to suggest that Twin Blades applies to AOO's on the round following a full-attack? ![]()
![]() hmmm this happened very long ago in a world powered by MERP. We played a campaign in the lands of old Arnor after the fall of the Witch-King and before the Hobbit. What I can recall is faint but maybe the writing will bring down the cobwebs? We got to see and play in many of the locations of this area of Middle-Earth , with Weathertop, Bree, Rivendell and the Bridge therein all playing roles. The campaign resolved what happened to the tribes of men who disappeared from the areas of the Ettenmoors and trollshaws (this seemed right at the time but my lore is rusty at this time!) A Chieftan had gone North and stole a ring from the barrow of a great Captain of Angmar and fell under sway of this evil artifact (the campaign was made to resonate with Tolkienesque tropes so there you go!) He basically united the existing tribes (I remember Pachen and Morichan...) of men in the area and led them on a campaign to the west, as it was mid winter it was very much a suicidal operation and our group tried to prevent it to save Bree, the Shire and even perhaps the Havens? We had all bases covered with a Noldo warrior, Dunedain Ranger, Dwarf, Sindaran mage (who attracted the attention of a vampire...merp had warnings about this!) and a Dunedain healer. Great battles and deeds ensued in an adventure informed by "Last of the Mohicans" , the "Duellists" and War and Peace (it was winter!) The enemy force was stopped at Weather-top and the Cheiftan and his elite followers fell to our party. However as these things went, at a great council in Rivendell it was decided by the "wise" Elrond Glorfindel(who had seen these rings before and who knew most had been destroyed), Gandalf and Saruman that we were to take the ring north to old Angamr to destroy the ring in the forge of its making (echoes not very subtle!) Saruman didn't think that was a great idea but was overruled! We got as far as Angmar and the party had just been ambushed by LARGE trap door spiders when it sputtered! System worked well and was very deadly. Was a memorable trip there and I would still recommend the system to others. The time periodhas great opportunities to play in and away from canon ![]()
![]() What does paizo think? Well gunslingers seem to have been nerfed recently. I am sure work arounds will appear in short order though. Can we use Mythic rules as a guideline to Paizo thoughts on balance? (interferometry , if you will) I find it interesting that Mythic rules allow for an additional standard action that is most useful for martials with Vital Strike being an example of effectiveness. Mythic abilities seem to address many current martial (fighter) concerns. Casters in Mythic I believe are still limited to spells per round as in regular Pathfinder. ![]()
![]() Waylander..... I agree with DM_Blake while evil is a prerequisite, RAW says nothing about afterwards. It seems logical to limit a "lapsed" assassin from gaining new PrC abilities but it does seem to be a fantasy trope to have the killer reform himself. I say if the story arc and role-playing is there let the Assassin redeem away!! ![]()
![]() so Jordan, Eddings, Brooks(early stuff not so bad) and Goodkind are ones to avoid. This certainly jibes with my experience. My list of favorites generally avoids mention barring Tolkien and Erikson ( the latter's books really need to be read in a rush to keep track of details) Who is going to compile the meta-list from all this data?? ![]()
![]() Browsing Youtube and came across this trailer. It actually has a nice representation to me of a Pouncing Barbarian and some more traditional Fighter/Warrior types! http://www.youtube.com/watch?v=uwJOe-Y918A if you mute the sound try syncing this video from Two Steps from Hell at about 35-36 seconds! http://www.youtube.com/watch?v=jIxas0a-KgM I am thinking at the end the "Barbarian" is wondering if he has any applicable rage powers.... Sorry my link-fu is weak ![]()
![]() OK so I am likely going to have to roll a fighter. Not the end of the world I suppose... Granted Stat line will be excellent with both Str and Dex at 18. So my question would be, assuming a fighter character would 5 feats for TWF be better than 5 feats for full Crane Style? I assume the Crane Style would use a two-handed grip on a one handed weapon to account for the style. In many ways it seems to wash out..opinions?? ![]()
![]() I am not sure if this would be allowed, for instance Med Fort on a shield and Heavy on Armour, Crit "resistance" would be about 87.5%. OR is this a case of like bonuses not stacking so only best Fort would apply, at 75%? I guess I am not clear as to what the Fortification property is considered to be! ![]()
![]() Imagine a world very much like Warhammer, a human empire besieged by Chaos. Certainly amongst Chaos's champions are Barbarians, but likely all classes are represented there. Bottom line I have a Barbarian who faces barriers in this world's social structure. He has World Traveller (diplomacy) and Skill Focus (diplomacy) to help mitigate this problem. What is your opinion on this; too much bother and reroll or stick with it for role play? I imagine him as a sophisticated individual who uses his rage to enter a combat trance to the exclusion of extraneous factors, how would this Rage be perceived? ![]()
![]() As for me the original question is based upon possibly rolling a fighter and noting some issues with the Two Weapon Warrior archetype (his weapon training replacement and two major abilities are based on FULL Attacks at the loss of ALL Armour Training and Weapon Training{Gloves of Dueling...} so on some reflection not the greatest archetype But on wider view if not allowed it would likely adversely affect other Martial feats , for example Stalwart line seems to be better working off of Crane Style than Combat Expertise. So the fighting defensively activation of the Stalwart line could be important for some builds. The idea of attacking a mythical invisible foe to activate certain abilities, as stated, at HUGE opportunity cost doesn't seem overpowering. In the tradition of Schrodinger we could call this potential nemesis, the "Full Attack Cat" ![]()
![]() Well Righteous Vigor is a super spell for martials that allows Temp hitpoints to a maximum of 20, ( Full attacking martials should be able to top this up every round). A Cruel weapon also gives Temp hitpoints every time a foe is knocked unconscious or killed. There is no limit on listed on the weapon special ability for Temp hitpoint stacking. The Lifesurge weapon special ability grants a bonus on temp hit points received from any source equal to the weapons enhancement bonus(which DOESNT stack for multiple sources, and no mention is made of multiple weapons...eg TWF). For Martials in combat these spells/abilities in combat would, on stacking, act as very potent source of damage mitigation. ![]()
![]() The header is basically the question. Imagine a Two Weapon Warrior who gets many abilities only after full attacking. Could you use that action on a dust mote lets say, to activate some of their armour buff or riposting abilities??(Defensive Flurry,Deadly Defense) Visually I imagine a martial arts movie (Conan doing a Kata!) in which the character flails his weapons around before actually engaging a foe. ![]()
![]() I am wondering about the Mobility Fighter. I am considering that Rapid Attack at level 11 may be a HUGE boon to fighters and TWF fighters in general. The ability lets you use a move action and full attack, at the cost of losing your highest attack. This seems a major loss
The loss of weapon mastery is the major hit I feel, would two levels of Wild Rager help?? Alternatively go to level 17 and Ranger?, it does seem to beg for multiclassing! ![]()
![]() Hmmm I believe the original comment was "might be", whether this implies a high potential for cheaters or is an allusion to "you might be a redneck" is debatable but since the premise is out there... I think that if you never need a reroll ability on classes that benefit from them{fighters and Will , wizards and Fort, others??} then as a GM you would have reason to be suspicious. Saving feats for other purposes would be useful benefit for a player already committed to cheating.
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![]() Stunning Assault is a melee effect, casters apply conditions at range. The -5 to hit will affect later iterative attacks. If the martial is applying it "hundreds of times in a session" then he is fighting low level mooks, who likely are dazed/rimed already dead from AOE spells.
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![]() I think it can work very well. Guest-DM's can provide a lot of depth if they keep to adventure appropriate risks and rewards while respecting the backstory. As kmal2t said deciding on relative ranking/equality of the DM's is necessary. Situations where the guest player/DM uses his status to unearth details on other PC's may arise unless boundaries are set! ("hand-over character sheets I have to design my encounters" may not sit well depending on your characters story arc!) ![]()
![]() I am considering a cleric build with the trickery domain. Traits to include Reactionary and Magical Lineage(Cold Ice Strike) Feats: Combat Reflexes, Improved Initiative, Spell Focus (conjuration) , Augment Summoning, Superior Summoning, then Rime, Persistent, Heighten, and Quicken Metamagics to allow preferred Spell {Confusion} and Spell Perfection [Summon Monster 9] Does this stretch the Cleric too far? I think that by wording of the Preferred Spell feat that I could indeed cast this domain spell with Cleric spell slots. With Heighten and Persistent metamagic will it scale well? Does Cold Ice Strike have enough oomph with Rime and Persistent (I would consider an Empower wand..) Is Spell perfection for level 9 Summon Monster worthwhile? The build will be challenging as far as bringing the feats into the build in a timely manner. Likely one of the Metamagics will have to be delayed to level 19. Which one? I am thinking perhaps Rime but feel uncertain about that decision. Any comments or guidance appreciated! ![]()
![]() How about synergizing more directly a martial and casting class. I am thinking Martial/Monk with Sorcerer/Dragon Disciple. Monk abilities would work well with a Dragon as would a Ranger with combat buff spells and bonus combat feats from the Natural tree. Personally I like Invulnerable Barbarian. A Pouncing, Arcane Striking,Raging Brutality, Witch Hunting Dragon(3) would seem to be the very definition of DRAGON!!
About Nalys SternNalys Stern
Backstory:
Nalys Stern is character human name. His original name was Lanliss Terjaymea and he was born as elf. He spend long and happy life in woods somewhere between Rostland and River Kingdoms, when time was young. One day, he found a big bird egg, he wanted to bring home. That should be a great animal companion he thought. But he wasn't very strong, so he could not lift and moved very slowly. Giant bird found him stealing her egg and attacked. He was able to drove it back and run away. Bird took her egg back to her nest and flew away. He went back home, empty handed. Several hours latter bird returned and attacked him again. And then again. And again. He was bleeding, running as far as he could, but wasn't able to make it in time and died. When he was awake, it seemed like a terrible dream for him. He opened his eyes and discovered himself in a nest and big bird sitting nearby. This one was smaller, than one that attacked him. He looked at himself and could not recognize his body. He was definitely the other person. He slowly left bird's nest and went home. But he couldn't find way. He had no money, no weapons, nothing. And when he found some water, he discovered, that he even looks the other way. It was unknown human face he saw in water. Scarred he was thinking of some kind of curse, so he went through the forest, while he found a priest of Erastil. It was hard to believe, but priest said, that sometimes appear a nature warrior, whose destiny is to reclaim old glory of the land and ensure good living between all different types of inhabitants: fey, centaurs, humans and animals. Those warriors are meant to build a balanced society and they expected to work hard to achieve that. They live their life and have no death, since they are reborn every time their heart stops. But crushing weakness after that is a price, so they need to regain their strength, until they can be reborn once again. Nalys didn't wanted to die. He didn't wanted to live as well, but it was not his choice, but deities. So, he decided, that he will be Erastil arrow, one of many shoot into target to become a real king of Stolen Lands and bring them to glory and prosperity. =========================================================================
NG Medium humanoid (human)
Seara, female roc (animal companion):
Seara Female roc N Medium animal Init +4; Senses low-light vision; Perception +5 -------------------- Defense -------------------- AC 19, touch 14, flat-footed 15 (+4 dexterity, +5 natural) hp 11 (-2) Fort +2, Ref +7, Will +1 -------------------- Offense -------------------- Speed 20 ft., fly 80 ft. (average) Melee bite +2 (1d6+1), 2 talons +2 (1d4+1) -------------------- Statistics -------------------- Str 12, Dex 19, Con 9, Int 2, Wis 13, Cha 11 Base Atk +1; CMB +5; CMD 16 Feats Agile Maneuvers Tricks Attack, Come, Down, Fetch, Fighting, Guard, Seek, Stay Skills Fly +8, Perception +5 SQ come, fetch, fighting, guard, seek -------------------- Special Abilities -------------------- Agile Maneuvers Use DEX instead of STR for CMB Come [Trick] The animal will come to you on command. Fetch [Trick] The animal will get a specific object. Fighting [Trick] The animal has been trained to fight. Flight (80 feet, Average) You can fly! Guard [Trick] The animal stays in place and prevents others from approaching. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate. Jorh, male horse:
Jorh Male horse (Pathfinder RPG Bestiary 177) N Large animal Init +2; Senses low-light vision, scent; Perception +6 -------------------- Defense -------------------- AC 11, touch 11, flat-footed 9 (+2 dexterity, -1 size) hp 15 (2d8+6) Fort +6, Ref +5, Will +1 -------------------- Offense -------------------- Speed 50 ft. Melee 2 hooves -2 (1d4+1) Space 10 ft.; Reach 5 ft. -------------------- Statistics -------------------- Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7 Base Atk +1; CMB +5; CMD 17 (21 vs. trip) Feats Endurance, Run [b]Tricks Come, Heel, Riding, Stay Skills Acrobatics +2 (+6 to jump with a running start), Perception +6 SQ riding Other Gear bedroll, bit and bridle, blanket, winter, feed (per day) (10), pot, riding saddle, hemp rope (50 ft.), saddlebags, shovel -------------------- Special Abilities -------------------- Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Riding [Trick] The animal has been trained to bear a rider. Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running. Scent (Ex) Detect opponents within 15+ feet by sense of smell. |