N. Jolly wrote:
LazarX is well known for being... well... unique... and not very mild, even if he is wrong... alot...
I would think most groups would run it like 3.5... After all, look at all the random places supporters have to point to to try and draw some conclusion. Not many average players I think would go to look at the Counterspelling Section to look at rules for Spellcraft... Heck, I think most people think of the sweeping arms and incantation as the "Hm I wonder what he is casting" signs...
Oh if your a Druid/Hunter/Cleric of certain domains/Ranger/Sorcerer of certain bloodlines/Witch/Oracle of Certain mysteries/Shaman you can always charm/dominate the horse... Now THAT would be an interesting scenerio. How would you define the status of a horse to its master? Is is necessarily friendly? Maybe the horse is just trained the rider has no real connection to it (its just one of the warhorses or somethin). Cuz that horse suddenly is very friendly to you... and if it dont particulairly care for the guy on top it... its gonna have no qualms about throwing the guy off...
Terquem wrote:
Or you can scare him right off his horse... that would be funny...
lulz. Well with the fighter archetype Eldritch Guardian a dog would be nasty... but it would actually be kinda cool and fitting... Like a Grey Warden and her faithful companion... Dog...
As for the group saying "well the effects are subtle like eyes whiting and such"... that makes Spellcraft REALLY FREAKING DUMB... I mean, picture if you will... A wizard casts a silent Stilled Dominate Person with Eschew Materials... you say his eyes kinda go a little white or something (his eyes glow a little maybe?). Well, since there is no penalty to spellcraft with Silent+Still+Eschew, the spell is still very readily identifiable... That means, you are some how saying that an opponent wizard could go "He is casting Dominate Person!!!", the fighter would ask "How the bloody hell can you tell???" and in reply the wizard would say "His eyes slightly glowed a Deep Sea green blue with a touch of magenta. Obviously Dominate. Charm is more a Light Sea blue green with a touch of hot pink"... I mean... that just SOUNDS stupid... Now the glowing runes things solves the issue entirely (each spell has a unique set of runes) and is in line with Words of Power (as they are essentially more primal magic), but that opens a whole new can of worms. Now Illusion has an even HARDER time now (since glowing pretty runes makes things like invisibiity pointless...) and creates and even weirder time with stealth (if a wizard is behind a low barrier stealthed and casts a silent, still spell, would the glow give him away? Technically there is no listed penalty to stealth for casting a spell). The other issue is Enchantment. Enchantment is also a school that is hosed enough (There is a reason why most people ditch enchantment with no worries...). Now a lot of its spells are rather pointless or lose all thematic value (how are you supposed to be a charming succubus using magic to charm your opponents without them even knowing when you glow eldritch runes eveywhere???) So yes, the FAQratta is stupid and create ALL SORTS OF OTHER ISSUES....
hiiamtom wrote:
Except how come only bards can hide their spell? Are you suggesting only bards can suppress the sparkles? and they can only do it while performing? If you interpret spell song as they are hiding the COMPONENTS within their performance (as in hiding the words in a song or message and the somatic components within regular movements involves[i.e. sweeping arm movements for a speech, moving your bow of your violin, dramatic movememnts for acting, ect]) then Spellsong makes sense (especially since Bards cannot take Silence spell). Also remember, they said it is an obvious effect that even a lay person can tell is magical. Which means something like sparkles, Avatar:the last airbender kung fu movements, glowies, floating runes, ect. Things you cannot confuse for glare in your glasses or a mirage. The fact they call out their artwork further shows they are thinking along these lines... Also, most media tends to have the obvious signs of spell casting (outside stuff like fireballs) as the WORDS and the movements to cast (Swish then flick). Of the other ones, a lot of time it has visual effects so that the audience knows SOMETHING is happening. It is put in to enhance drama.
Well the thing is that, it seems he doesn't quite understand how the game evolves at higher levels. At those levels, the game is VERY different. Pathfinder is not like a video game where the game is pretty similiar from level 1 to level 20, just bigger numbers and explosions. In PF, level 20 you are doing things that most people would peg GOD LEVEL. Even at level 12, if you look at my prior post, you are literally as epic as JESUS. I mean, at this point, you have to shift your expectations, otherwise you end up frustrated like this where you need to create horridly contrived scenerios to railroad your players or to just ignore the rules all together. Add in the fact that WIND WALK is giving him problems.... WIND WALK... that is a pretty negligible spell on the whole...what happens when he runs into Simulacrum? Clone? Wish? Miracle? What happens when a player gets the bright idea to bind an outsider? Or Create Demi-plane? It will only get MUCH worse. If he is having an issue with a minor spell like that, the best advice is to play something like E-6 or E-8. EDIT:Forgot to mention... wait until one of his players discover the Kineticist....
lulz. I actually like that xD. Honestly, I feel like the Proteans need more love... Having more Chaos vs Lawful stuff would be awesome lol. Having Asmodeus and that one LG paladin god (I am completely spacing her name...) pairing up would be HILARIOUS. Or of course you can do the opposite quite well. Chaos working together to stop the horde of uniformity and conformity (think Shivering Isles from Elder Scrolls Oblivion).
And another inexperienced GM is painfully discovering the reality of the Martial-Caster Disparity and how higher level casters can shut down mundane things (like travel) with ease... Consider this Barry.... A level 12 Cleric is literally more epic than Jesus... Create Water from thin air? Check Bless Water? Check Turn Water to wine?Check Cure Blindness? Check Cure the Sick? check Walk on Water? Check Can tell falsehoods?Check Speak such that all understand? Check[url] Atone a person for their sins? [url=http://www.d20pfsrd.com/magic/all-spells/a/atonement]Check Break enchantments and such? Yup Raise the dead? Yup I mean... just think of that. A 12th level cleric is literally as epic (or more so) than Jesus. AND he can still open a can of Whoop ass in combat...
DM_Blake wrote:
Except that the feat simply says you can weave your spell into your performance. This I saw before as hiding the verbal in the lyrics or sounds and the somatics in movement. Now, if you got sparkles or things that are VERY OBVIOUSLY MAGICAL makes it much harder to figure out how to hide it. I mean, how do you hide sparkles? I mean, if all magic makes special effects that even a lay person can tell is magic, how can you possibly hide it? Unless you are suggesting that all bardic performances come with pyrotechnic shows.... And if they ARE having a way to hide it, why can't anyone else? Unless, of course, they are going to force a new meta magic feat to suppress this non existant sparkle in the new book... Oh and this makes playing any sort of stealth mage damn near impossible until said feat is created...
memorax wrote:
There is a reason for Touch vs Flat Footed... Since the rounds are sub sonic and actually kinda slow (for a bullet), they are in fact dodge-able. But due to their mass (muskets would go all the way to 70 or 80 caliber... which is rediculous....) they have alot of KE so they punch through armor (well that is the thought process. It kind of depends on angle of attack as well since they are prone to Ricochet due to their lower velocity). Also you can throw off the aim of a firearm by being a moving target. Hitting a moving target is fairly difficult for a firearm (even with modern firearms, people sometimes have difficultly hitting moving targets with accuracy without lots of training and practice). Now hitting a BIG target much easier. After all, the joke is "not able to hit the broadside of a barn." If you miss something bigger than a barn.... well... you suck...
Hm.. Grapple can be useful though... My Huge sized Snake Animal Companion agrees (Hunter9/Mammoth Rider1 (my GM ruled that a Large Snake is a suitable mount for a Gnome)). Getting the Grapple feats and the Contricting feat chain together with a crit fishing Gnome with Butterfly Sting gets really funny...
Technically you can argue it is reducing HP. It is reducing your HP by a negative value, therefor causing it to go up. Mathmatically, you can just see Positive Energy as a negative numerical value. Essentially your equation would be HP= C-E[D1+D2] Where HP= Final HP
If Positive Energy is simply a Negative Value you would have something like this (lets assume you took 10 damage from a longsword prior): so lets start with 40= 50-[10+0] Now lets say you get hit with a CLW 48= 50-[10+(-8)] And we know that current HP is tracked as total HP subtracted by total damage sustained (this was cleared up with all the confusion with non lethal damage that is tracked up, not down). Therefore you can very easily say "healing" is just negative damage. The only reason it is not written as "negative damage" is that it would confuse the crap out of newer players. Heck, this is actually how most video games track HP and damage (which is why you CAN crit with heals in things like WoW).
I can say that NON LETHAL parties are quite do able. I was in a party with a Monk of the White Lotus (me), a Hedge Witch (she loved her sleep hex...), A Cavalier of the Blue Rose, a Tranquil Paladin, and a Life Oracle. Everything we did was non lethal and we took prisoners and returned them to the "proper authority" or we try to help teach them the path of good.
How is positive energy not damage? When you hit an undead is it not Positive Energy DAMAGE. The difference with living and non living is that one does "negative damage" and one does "positive damage." With living creatures, its like throwing a fireball at a Iron Golem, they GAIN power from it. Visa Versa for undead. I remember in 3.5 it WAS negative damage. Essentially, they treated it like how many Video Games treat healing in game, its damage, just damage with a negative value (Subtract a negative value from your HP creates a positive addition, for those who are bad at math). They just didn't write it that way since it would look REALLY messy.
Rynjin wrote:
Even still, I doubt the encounter would go all the way up to a CR 12 or 13 encounter. And this party was with 6 (not 4) members and had full gear (I gave them solid gear since they started in a prison). It was mainly the combination of their Dominate, Projected Image, and being underwater. It also didn't help that the party Scarred Witch Doctor (pre-errata) and rogue (ninja) failed their saves initially...
You want a rediculously under CR-ed CR 7 creature? Let me introduce you to the 3 eyes, many tentacled, swimming slimy people eater THIS is what under values looks like... I ran an encounter with 4 of these vs 6 level 10 PCs.... and they almost died... They failed to perceive the aboleths in a pool they were walking across (the pool was DEEP). A few of the party members got dominated and well... it got ugly... it would have been a TPK if I didnt realize how under CRd they were and surfaced them so the party had a chance and didnt get TPKd at the very start of the campaign...
Otherwhere wrote:
That is the problem. A paladin makes 1 mistake and he is done. A cleric has to GROSSLY violate their code. Also, clerics do not have defined codes like paladins. They don't have codified things that are "fall or not fall"
Paladin Code of Conduct wrote:
For reference...
Psyren wrote:
Really? You sure could have fooled my shaman, with the addition of MORE spells and all after that last errata.... Oh tell me again how that errata to Reposte is doing for everyone who is not a Swashbuckler... the last few erratas hurt martials more than it hurt casters... Oh and lets not forget about how "terrifyingly broken" Crane Wing was...
Redjack_rose wrote:
The better thing is to put caps on # of natural attacks, not this stupid mess. If the only problem was massive multi limbed pounce monsters, putting a cap on natural attacks and increasing the cost of pounce would have been simple enough. There, no 100 tentacle pounce monsters. What we got was a horrid mess. As for the flavor thing, then I guess fighters are boring to you too right? After all, they got no real flavor built into the class. Or how about wizards? They are "guys who cast" . What other flavor do they got? Oh wait! thats right! you create it when you make your character! If a your complaint is that your player is making a bland summon, that issue is with the PLAYER. They would make a bland ANYTHING if it doesnt have pre-built flavor.
I'm Hiding In Your Closet wrote:
Except you can easily reflavor stuff normally. Ninajs are not all guys in pajamas. Not all wizards wear point hats, ect. WHen I say forced RP I mean things like say... a Paladin. A Paladin is more of a Prestige Class than a Base class. It is forced into certain tropes ad has little wiggle room. The Unsummoner forces certain RP tropes with required alignments and such. You can't do things like the Evil Guy who bound an angel or something, or the Crazy gnome who rides around in a machine. Or a celestial mount? PFFFF, but you can for sure ride around on a bipedal devil..... Alignment restrictions are generally pretty dumb...
Snowblind wrote:
Personally I kinda like the sudden death thing. Made much more thematic sense than temp HP. I mean, they are not magic. Rage is literally an adrenaline rush. Sudden death after rage is like... you have had a tough fight, your on your last leg. The only thing keeping you going is your white hot blinding anger. You finally killed your opponent. Your anger spent, your smile, then breathe ypur last. I mean, its like an awesome version of the samurai capstone. Thematically it just awesome. The temp HP thing seems kinda meta gamey and weird. Not nearly as cool.
HFTyrone wrote:
And worse Ki issues. Also the Monk.of the Seven winds is pretty good for mobile combat.
Redjack_rose wrote: ... You'd rather something that has very little, if any customization, then deal with... a nerfed summoner? I just like the flavor for the Spiritualist and the cool incorporalness. And I love Dragon Age it it makes for some cool Demons ala DA. That anf I like the psychic magic. Psy is nifty to me
Redjack_rose wrote:
But then your forcing people to not play their character. MAYBE their fireball does less, BUT THEIR CHARACTER IS BUILT TO CHUCK FIREBALLS .They want to chuck fireballs, not play vending machine for someone else. Maybe the cleric wants to have fun going in at hitting things. Why should he have to give up his wanted playstyle for a class that cant self buff? Regardless of what is more effective, its also about what the PLAYER wants to do. He wants to go up and things! Unless your suggesting clerics should never be self buff bots and instead be vending machines bacause "teamwork." Maybe the bard doesnt want to be the spoony bard going around as a cheerleader. Maybe he wants to call down thunder and be a badass. Sure, the normal bard is much stronger, but thundercaller is just rule.of cool. Or maybe they are a Chelish Diva or Spund striker. Heck I made a SoundStriker Bard once with a dip into oracle for the Legalistic curse (and lore mystery... cuz may as well...) and Profession (Lawyer) so that I could flavor my spundstrike as legalese LITERALLY CAUSING YOU PHYSICAL PAIN. Sure, if I wanted to be "teamplayer" i would be a normal bard and focus on buffs... but I wanted to he a.lawyer damn it lol.
Redjack_rose wrote:
What if your a blaster wizard? Your level 3 slots are gonna be kinda tight with fireballs. Or what of your a battle cleric? Ypu built him to be a delf buffing melee machine (you know, like the typical warpriest trope). You built him so YOU can be in combat,not so Mr. Fighter can be useful at it while you stand back and watch. Or say your a self buffing druid. Sure you can expend a spell slot to cast SNA to give your fighter a flanking buddy, but your supposed to be a wildshaping melee bot. Why waste a turn to summon when you prefer to go in and duke it out ypurself. Or the oh so popular bard. When you take an archetype that DOESNT focus on "spam Inspire Greatness" and your fighter gets annoyed since you are not buffing him (say you took Thundercaller instead for awesomeness).
So I have seen in my few years many a person demand or get annoyed at not getting stuff from another player. Examples include: Cleric/Oracle buffing self and not martial Alchemist not getting infusion asap BSF/Glass cannon not spending turn/AoO to move into flanking. Wizard not preparing haste for the fighter Ect. So qhat do yu guys think? Are you obligated to break from your theme or build or whatever to give someone else something?
Lemmy wrote:
Or maybe.... The people who are denying it are actually part of a Paizo Conspiracy to cover up the truth! I will not be quieted! I am not afraid of your KGB! I stand for proletariat martial masses to contest this disparity of power! Lulz xD. We shall end the control of the Bourgeoisie casters and provide equal power to all!
KahnyaGnorc wrote:
I remember it being the other way around. But most of my lore tends to follow forgotten realms (i have a library of over 100 books from forgotten realms :p). In particulair the series about the dragons raging. The silvers were the captains of the guards and the knights, but they tended to be a bit hasty and judgemental and led them to he prone to the rage.
KahnyaGnorc wrote: Gold dragons are typically the epitome of Paladin . . . they are like a race full of paladins. No, that was the Silver. The Gold was the wizened old dragon who was full of knowledge and wisdom through the years. They tend to be patient and considerate. By some others, they are TOO patient.
Rynjin wrote:
If memory serves, Bronze were the ones to use sleep breath then bury them to their necks to.force them to listen to its stories and to talk to it.... It BORED people to death
Chromnos wrote: I think a good strategy for playing any class is setting aside in the range of 20-30 percent of character development resources to enhance team play. Playing a rogue with a high crit range weapon? Take something like the outflank feat. Playing a Druid, pick a few good team buffs in your spell list and summon flank buddies for melee types. Playing a fighter, don't hesitate to run to the front and be a meat shield for your buddies. Character classes with more potential for OP and more net resources need to devote more for party support. That's a good internal balancing method. The problem is that you may run into scenerios where a fighter gets all hurt because the cleric decided to cast buffs on himself instead of the fighter. Say the cleric was built to be a war cleric type. He is fully justified in buffing himself for combat (after all, that is how clerics fight). That or you pigeonhole people into certain roles. What if the party ninja wants to play a shuriken build? That will pretty much eat all his feats and a good nber of his ninja tricks. I have seen all too many martials get butt hurt because someone didnt force their character to play around himself (like beinga. N cleric with inflict or alchemist that does not grab infusion immediately)
The hunter can actually make a rather viscous beat stick... The big OP thing of the summoner was the SM SLA. Which is why yhe Master Summoner was one of the most OP archetypes. Between slowing down the game amd breaking action economy, the SM SLA was dumb. The best comparison to the Summoner would be the hunter. And the hunter is very solid. NOw granted, the summoner was stronger, but that is more due to SM and his poorly built spell list. Without his rediculous summon monster ability and utilizimg the unchained spell list, the APG summoner is not that much betyer than the Hunter, if at all.
Not that hard getting Huge sized Eidolon as well... 1 level dip into Mammoth Rider gets you huge size. Oh and by 20th level an AC gets a +12 Nat armor buff... this not including things from spells and.items and such. They also get a +6 str and con before accounting level boosts and size and stuff... Hunters show that ACs can get pretty broken pretty fast... oh and you can easily get your AC evem higher level than yourself,,,
About Plates The RagerBackstory:
*sigh* Plates leans against the tree, his travel clothes covered in dust. Plates stares over his old homestead. Well, it was not *his*, it did not belong to anyone anymore, but he grew up there. But that was 11, 12(?) years ago when he left Roslar's Coffer to join the Pathfinders. At the age of 16, he has snuck out of the house to pursue his glory. He went where he thought he might learn and grow and explore. That was a big mistake. The Pathfinders were a waste of time. At the same time, I might be dead if I had stayed. I might be dead like my parents. Or they might live because of me. Plates shakes his head, trying to shake out the fight he'd been having with himself for the past 12 years. It was a fight that he could never win, either way. The attack 4707, mere months after he had left, had destroyed most of the town. He probably wouldn't have made a difference. Or would he have? Could he have saved his mom? His dad? He had left the Coffer in 4706, a youth at 16 to join the Pathfinders. It was a fool's quest. He had been admitted to the Society (the entrance mission was a piece of cake), but his time there was a joke. He wasn't highly trained before his similarly untrained Pathfinders had be thrust into all matter of crazed and dangerous undertaking. After about the fifth or sixth near death experience, they took him off the active, outgoing lists to the passive, supporting capacities. It's not like he ever died. Or caused anyone else to die. But the Society didn't see to send him out much anymore. They didn't have much use for him. And that's how he wasted about 8 years of his life: being underused and hiding from life in the Society. He could craft a homebrewed hangover remedy, tell you a bit about the history of Absalom, & name 3 types of giant, and even a little about magic, but the Society didn't care. And so neither did he. Plate's gaze again goes to the remnants of his home: the brick chimney, a few bits of fencing that used to hold goats and chickens, and then to the back wall that once was part of his bedroom. To his right used to be big fields of kale, to his left, used to fields for livestock. It was a good farm, back when he was young. Everyone had a job, everyone knew their duty. Duty, an angry memory hits Plates hard. F+!& the Pathfinders. The last straw had come when the Pathfinders had sent a crew to *his* hometown to handle something called the Reaver. He hadn't even known it was happening, much less been invited. He had to read about it in a Pathfinder Chronicle, like a common golarimuggle. They could have *asked* him to go to his hometown. He could have come to face the Reaver.
Plates shakes his head, looking down at what he had left in his life: a broken wayfinder, a nice backpack full of rarely used adventuring gear, and whatever he could do with his two hands and two feet. There were still a few coins in his purse. Maybe the militia is hiring until I can get my feet under me. Maybe get a business started. I dunno. He looks left, then right, as if hoping to see a neighbor or an old friend to help him re-attach himself to the Coffer. He finds none. He would ask where his parents are buried, if their bodies were found at all. He would like to pay his respects. With another glance back at his old home, Plates picks up his backpack and walks into town. He hopes for a better welcome than his family's now-tomb offers him. He hadn't trod this road in a long time. With more and more uncertainly with every footstep, Plates wonders what is next for him. Timeline:
4690 AR Born in Roslar's Coffer 4706 AR Leaves home to join the Pathfinders, traveling to the Grand Lodge in Absalom 4707 AR Twisted Nail Orcs destroy much of Roslar's Coffer 4708 AR Officially accepted into the Pathfinder Society 4708 AR Nearly dies trying to stop a silent tide of undead entering Absalom 4708 AR Nearly dies to a crazed ziggurat-humping ape within a museum 4708 AR Nearly freezes to death after being transported through a painting into an iceberg, then eaten by zombies 4709 AR Nearly dies to spiders and ettercaps in the jungles of the River Kingdoms 4710 AR Removed from active duty 4711 AR Meets an incarnation of Aroden Reborn within the walls of the Grand Lodge 4714 AR Nearly dies in a Shadow Lodge attack on the Grand Lodge to goblins and dragon burn 4717 AR Finding his life lacking meaning, Plates begins to look for something else 4718 AR Leaves the Society after reading about the Reaver's Roar and his town's attempts to rebuild and protect after continued orc raids 4719 AR Returns to Roslar's Coffer 4719 AR Finds Himself in Sandpoint Appearance:
Plates isn't tall or short for a half-elf. The walk back from Absalom had hardened his legs and put some muscle back that had gone to fat, but mostly he was just average is most aspects. His brown hair hung down his back, and his green eyes held little of mirth or joy.
He wears a relatively unused breastplate. He has a lucerne hammer at his waist and uses a longspear as a walking stick. Half-Elf:
Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Dual Minded: The mixed ancestry of some half-elves makes them resistant to mental attacks. Half-elves with this racial trait gain a +2 bonus on all Will saving throws. This racial trait replaces the adaptability racial trait. Keen Senses: Half-elves receive a +2 racial bonus on Perception checks. Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light. Traits:
Accelerated Drinker: You may drink a potion as a move action instead of a standard action as long as you start your turn with the potion in your hand.
Elven Reflexes You gain a +2 trait bonus on initiative checks. Skills:
Acrobatics(Dex) 7
Appraise(Int) -1 Bluff(Chr) 1 Climb(Str) 7 Craft(Int) 2 Diplomacy(Chr) 6 Disguise(Chr) 1 Escape Artist(Dex) 3 Fly(Dex) 3 Handle Animal(Chr) 4 Heal(Wis) -1 Intimidate(Chr) 4 Knowledge(Arcana) 2 Dungeoneering Engineering Geography History Local Nature Nobility Planes Religion Linguistics(Int) Perception(Wis) 10 Profession(Wis) -1 Ride(Dex) 3 Sense Motive(Wis) 5 Spellcraft(Int) 2 Stealth(Dex) 3 Survival(Wis) 2 Swim(Str) 7 UMD(Chr) 7 Feats:
1. Power Attack
3. Improved Bull Rush 4. (Bloodrager Bonus Feat) Eschew Materials 5. Big Game Hunter 5. (Flaw Feat)Combat Reflexes 6. (Bloodline Feat) Iron Will 7. Quick Bull Rush 9. Greater Bull Rush 9.(Bloodline Feat)Improved Initiative 11. Arcane Strike 12. (Bloodline Feat)Great Fortitude 13. Riving Strike 15. Bloodied Arcane Strike 15.(Bloodline Feat)Improved Disarm 17. Raging Brutality 18.(Bloodline Feat)Improved Grapple 19. Reckless Rage Flaw:
Nearsighted: All ranged attacks you make suffer an -2 penalty, and the range increment for all ranged attacks and ranged, sight-based Perception checks are halved. Bull Rush:
You can make a bull rush as a standard action or as part of a charge, in place of the melee attack. You can only bull rush an opponent who is no more than one size category larger than you. A bull rush attempts to push an opponent straight back without doing any harm. If you do not have the Improved Bull Rush feat, or a similar ability, initiating a bull rush provokes an attack of opportunity from the target of your maneuver.
If your attack is successful, your target is pushed back 5 feet. For every 5 by which your attack exceeds your opponent’s CMD you can push the target back an additional 5 feet. You can move with the target if you wish but you must have the available movement to do so. If your attack fails, your movement ends in front of the target. An enemy being moved by a bull rush does not provoke an attack of opportunity because of the movement unless you possess the Greater Bull Rush feat. You cannot bull rush a creature into a square that is occupied by a solid object or obstacle. If there is another creature in the way of your bull rush, you must immediately make a combat maneuver check to bull rush that creature. You take a –4 penalty on this check for each creature being pushed beyond the first. If you are successful, you can continue to push the creatures a distance equal to the lesser result. For example, if a fighter bull rushes a goblin for a total of 15 feet, but there is another goblin 5 feet behind the first, he must make another combat maneuver check against the second goblin after having pushed the first 5 feet. If his check reveals that he can push the second goblin a total of 20 feet, he can continue to push both goblins another 10 feet (since the first goblin will have moved a total of 15 feet). Bloodrager:
At 1st level, a bloodrager can bloodrage for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can bloodrage for 2 additional rounds per day. Temporary increases to Constitution (such as those gained from bloodraging or spells like bear’s endurance) don’t increase the total number of rounds that a bloodrager can bloodrage per day. The total number of rounds of bloodrage per day is renewed after resting for 8 hours, although these hours need not be consecutive. A bloodrager can enter a bloodrage as a free action. While in a bloodrage, a bloodrager gains a +4 morale bonus to his Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, he takes a –2 penalty to Armor Class. The increase to Constitution grants the bloodrager 2 hit points per Hit Die, but these disappear when the bloodrage ends and are not lost first like temporary hit points. While bloodraging, a bloodrager cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. A bloodrager can end his bloodrage as a free action. When the bloodrage ends, he’s fatigued for a number of rounds equal to twice the number of rounds spent in the bloodrage. A bloodrager cannot enter a new bloodrage while fatigued or exhausted, but can otherwise enter bloodrage multiple times during a single encounter or combat. If a bloodrager falls unconscious, his bloodrage immediately ends, placing him in peril of death.
Fast Movement (Ex)
Uncanny Dodge (Ex)
If a bloodrager already possesses uncanny dodge from a different class, he automatically gains improved uncanny dodge(see below) instead. Blood Sanctuary (Su)
Blood Casting (Su)
Eschew Materials
The bloodrager’s selection of spells is limited. At 4th level, a bloodrager knows two 1st-level spells of his choice. A bloodrager gains more spells as he increases in level, as indicated on Table: Bloodrager Spells Known. Unlike spells per day, the number of spells a bloodrager knows is not affected by his Charisma score, but it is affected by any bonus spells he gains from his bloodline. At 8th level and every 3 levels thereafter, a bloodrager can choose to learn a new spell in place of one he already knows. This swap follows all the same rules as for a sorcerer. Improved Uncanny Dodge (Ex)
If a character already has uncanny dodge from another class, the levels from the classes that grant uncanny dodge stack when determining the minimum rogue level required to flank the character. Damage Reduction (Ex)
Greater Bloodrage (Su)
Greater bloodrage counts as the barbarian’s greater rage ability for the purposes of feat prerequisites, feat abilities, magic item abilities, and spell effects. Indomitable Will (Ex)
Tireless Bloodrage (Su)
Mighty Bloodrage (Su)
Aberrant Bloodline:
Bonus Feats: Combat Reflexes, Great Fortitude, Improved Disarm, Improved Grapple, Improved Initiative, Improved Unarmed Strike, Iron Will. Bonus Spells: Enlarge person (7th), see invisibility (10th), displacement (13th), black tentacles (16th). Bloodline Powers: While bloodraging, you gain the abilities and immunities of some aberrations, but show signs of your tainted heritage. Staggering Strike (Su)
Abnormal Reach (Su)
At 8th level. Replaced with two rage powers Superstition, Eater of Magic(10th Level) At 12th level Replace with 2 Rage Powers. Come and Get me
Aberrant Resistance (Su) At 16th level, you are immune to disease, exhaustion, fatigue, and poison, and to the staggered condition. Aberrant Form (Su)
Primalist:
At 4th level and every 4 levels thereafter, a primalist can choose to take either his bloodline power or two barbarian rage powers. If the primalist chooses rage powers, those rage powers can be used in conjunction with his bloodrage, and his bloodrager level acts as his barbarian level when determining the effect of those bloodrage powers and any prerequisites. Any other prerequisites for a rage power must be met before a primalist can choose it. This ability does not count as the rage power class feature for determining feat prerequisites and other requirements. Spells:
Offense:
Adamantium Lucerne Hammer (+11/+6)1d12+15(17) 19-20 (12 CMB)
Enlarged (+11/+6)3d6+16(18) 19-20(CMB 17 Bull Rush) Raging (+13/+7)1d12+18(20) 19-20 (CMB 18 Bull Rush) Enlarged Raging (+12/+7)3d6+20(22) 19-20 (CMB 20 Bull Rush) Equipment:
Block and Tackle, Crowbar, Masterwork Backpack, 10' Pole, Folding Shovel, 50' Knotted Rope, Waterskin, Weapon Cord Gold/Experience:
.45k/23k Magic Items:
Belt: +2 Str Body: Mithral Breastplate Chest: Eyes: Feet: Hands: Head: Headband: . Neck: Ring 1: Force shield +2 Ring 2: Ring 3: Ring 4: Shield: Shoulders: Cloak +1 Wrist: Spring Loaded Wrist Sheaths(1) Wand: Longarm (49) Misc: Wand CLW(50),Scroll Lesser Restoration(2),Potion Organizer: Enlarge Person(10) |