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Liberty's Edge

Rules question for the Plague Bringer Ratfolk Alchemist archetype...

it doesn't seem to be RAW, but I'm wondering if swift alchemy should technically work when applying disease to a weapon using the effects of a plague vial.

Otherwise it always requires a standard action to apply, which seems terribly limiting, especially for higher levels.

Is this just an oversight, am I reading it too literally, or should it always require a standard action?

Liberty's Edge

Spring Attack Question:

I have a rogue/shadow Dancer in a high level campaign.

I've been using this tactic:

1: Partial move with spring attack
2: Stealth while moving using HiPS
3: Make attack with hidden condition
4: Hidden condition ends
5: Take second partial spring attack move
6: Stealth while moving away using HiPS

This lets me make a sneak attack every round.

There doesn't appear to be any restriction with how many stealth checks you can make in a given round, it's just based on the action types you use.

Since spring attack lets you split your move, I don't see any real reason why you couldn't make the two stealth checks.

Thoughts?

Liberty's Edge

-Anvil- wrote:
Plognark wrote:

Just throwing this out there: I actually like the new Magus class, in spite of all the whining and complaining I've seen. But this thread isn't about the magus, it's about the arcane archer.

I like what they did to improve the arcane archer, but it still doesn't stack up compared to some other classes. How would people feel if the bow enchantments that the Arcane Archer got stacked and progressed like the new Magus class? Two of my DM's have already signed off on the idea with a great deal of enthusiasm, so I think it has some serious merit.

My initial thought would be to grant a +1 bonus per two levels (1, 3, 5, 7, 9),let the +1 bonuses stack with magic weapons up till +5 like the Magus, and give a selection of features and powers applicable to bows that can be added in.

Anyone else like this idea?

I like it.

THANKS BROSEPH!! \m/

Liberty's Edge

Just throwing this out there: I actually like the new Magus class, in spite of all the whining and complaining I've seen. But this thread isn't about the magus, it's about the arcane archer.

I like what they did to improve the arcane archer, but it still doesn't stack up compared to some other classes. How would people feel if the bow enchantments that the Arcane Archer got stacked and progressed like the new Magus class? Two of my DM's have already signed off on the idea with a great deal of enthusiasm, so I think it has some serious merit.

My initial thought would be to grant a +1 bonus per two levels (1, 3, 5, 7, 9),let the +1 bonuses stack with magic weapons up till +5 like the Magus, and give a selection of features and powers applicable to bows that can be added in.

Anyone else like this idea?

Liberty's Edge

Qaz wrote:


3.5 FAQ wrote:

Can an animal increase its Intelligence when it gains an

ability score increase at every 4 Hit Dice? If its Int increases
beyond 2, does it become a magical beast?

The Sage recommends that the DM not allow an animal (or
any nonintelligent creature) to increase its Intelligence via HD
advancement except as a very special case. Even the biggest
18-HD viper in the jungle shouldn’t be able to have an
Intelligence of 4.
Regardless, an animal’s type doesn’t change simply due to
an Intelligence increase.

I think that Animal Companions constitute a special case. It's even mentioned in the core PRPG that companions can have their INT boosted.

Liberty's Edge

Nether Saxon wrote:

What a nice surprise. ^^

I wondered about that on my own some time ago, since I had to design a villain for my group who was supposed to have "a fiendishly clever giant black tiger" as an animal companion. Him being quite high in level, I put all the AnCo's extra stats in Int, ending up at 6 Int.
I checked the book and found nothing against doing such a thing. After all, the wording "an animal companion with an intelligence score above 2 may put ranks in any skill/may learn any feat" (or somesuch) has to be there for a reason - and not just because of those pesky paladins. ;-)

I don't know where I read it, but all in all and in accordance with the rules, I allow any Animal Companions with an Int of 3 or higher to understand ONE language of the player's choice (the character must know this one language) and, since it can now put ranks in Linguistics, also acquire additional languages of the player's choice (again, the character should know these languages, as he'll be the one training his furry friend in them).
The animal doesn't evolve new vocal cords, of course, so conversation may be a bit onesided, to say the least. The poor beasty also is not very bright and even dumber than your average ogre at Int 3, so I keep that in mind when roleplaying an Animal Companion's responses.
I don't change the animal companion's alignment, since it will still see the world in matters of predator and prey or whatever, it is just smarter than average and better able to follow it's master's commands.

Eavesdropping is hard for someone who doesn't get each and every piece of information out of a conversation and even with Int 3, an animal doesn't have eidetic memory - far from that, actually!

Concerning the "superfluous" tricks and stuff for an animal companion with Int 3 or higher: at effective druid level 4, your animal companion receives it's first stat increase. At this point, it will (hopefully) already know 8 of the teachable tricks from the Handle Animal list(if it has an Int score of 2 to begin with). Staying...

Well, fortunately my elf is somewhat on the clever side, so all should be fine from that standpoint ;)

That sounds like the best way to handle this vague rules gap. I recall from core 3.5 that extra stat points equated to extra tricks, and although it's not spelled out (that I've found) it seems implied that you get three tricks per INT point.

The understanding language part did throw me off a bit; I may have to run this by my DM. It makes sense to me, in a cinematic fashion, so I can probably get it allowed.

With the Ogre analogy though, keep in mind that Ogres are also sorely lacking in WIS, not just INT. Most of the companion animals are rather wise, so at least they can avoid obvious threats.

Liberty's Edge

So is it a definite that an animal companion that gets bumped to an INT of 3 can understand a language?

How does having an INT of 3 affect an animal companion as far as skill tricks go? Do the tricks just 'go away' since the companion can now understand a language?

This seems like a peculiar loophole to me. I'm sure the intent was not to have animal companions suddenly become magical beasts, but I'm also sure that tricks shouldn't vanish and become irrelevant as soon as you get the INT to 3 or higher since they can understand spoken word.

Would a smarter animal be able to learn more tricks or something?

This feels like a gap in the rules, so I'm just sort of looking for clarification. My ranger is about to level and get a smarter than average pet, so this has become somewhat important for the campaign...

Liberty's Edge

Pretty strong idea. I'd still like to see a little more option diversity, perhaps make trapfinding be part of the discovery abilities, although I don't know if that fits either.

So far every single person I've seen discuss this class has indicated that the discoveries are far too few, and would like to see them structured a bit more like the rogue talents.

As it stands, some of the loose testing I've done with several alchemist builds have been pretty weak.

Liberty's Edge

I just want to chime in on my support of the split path idea for the summoner after Dags pointed me to this thread.

One alternative I've been floating is the use of a summoning "pool" that can be used to cast various summon monster spells and also to boost the potency of those SLA's. For example, spending an extra point to increase the duration, or another point to decrease the cast time.

It might be viable to have an Eidelon focused summoner that gets the collection of evolution points to mutate the Eidelon into whatever they want, and then an alternate that gets a pool of daily summoning points to power their SLA and any available mods to just focus on summoning up an army of smaller critters.

Liberty's Edge

It looks like I have at least our DM (who's the only one who really matters, quite frankly) behind the idea of a summoning "pool" similar to the ki pool to summon critters, so we may wind up testing a version of that class out in our game to see if it works or not.

We probably won't have a chance to play till next year though :(

Liberty's Edge

mdt wrote:
Am I the only one that has a conceptual problem with making unlimited glass vials per day for no cost? I mean... in most fantasy settings small glass vials are expensive to make (glass being expensive to make as well).

Well, they could be clay or some sort of ceramics, or even a weighted paper packet of volatile powders. There are lots of options besides glass, I'd think.

Liberty's Edge

I would like that. As it is the current discoveries are so few and far between that some of the interesting ones aren't available until very high levels.

Liberty's Edge

I'm not crazy about the idea of completely killing the Eidelon mechanics off, but a few of the guys in my game group have mentioned that the class does seem a bit disjointed between the Eidelon and the Summoning.

Perhaps it could be a class choice feature, similar to how a ranger chooses their nature's bond ability.

Liberty's Edge

I can see some benefits to solidifying the poison harvesting rules.

Perhaps it could be based off of healing or maybe a knowledge skill for the given critter type, enhanced by the class bonus to alchemy?

Liberty's Edge

seekerofshadowlight wrote:
Dragonborn3 wrote:


If you create a third category...

Full Caster: Druid, Cleric, Oracle, Sorcerer, Witch, and Wizard.

Secondary Casters: Bard, Ranger, Paladin, Inquisitor, and Summoner.

Non Casters: Barbarian, Fighter, Monk, Rogue, Cavalier, and Alchemist.

Ya know thats interesting 6 caster's, six non casters and 5 hybrids. Although alchemist could be a hybrid as well

I'd probably make an alchemist a hybrid, but yeah, listed that way it seems pretty well balanced.

Liberty's Edge

dulsin wrote:

I don't say get rid of the pet just use the rules already in place. The eidelon becomes a summoned creature with the familiar template.

It would be infinitely changeable and would automatically scale with level.

Meh, that kills it for me. I'm not even playing a summoner right now, but I like the Eidelon idea. Just needs a little tweaking to balance the power out for the multi attack thing.

Liberty's Edge

MerrikCale wrote:

We have 17 base classes and by my count, only 6 don't caster spells: fighter, rogue, barbarian, monk, cavalier, and alchemist. And the alchemist creates spell like abilities. That leaves 5 strictly martial types.

To me, thats not enough. I would like to see a few more choices that don't include spells within the class. Even if that means spell less versions of the Ranger and Inquisitor.

What say you?

My group does wind up with a lot of spell-less rangers. We usually swap in a feat when a ranger would normally get a new spell level.

The one I'm playing right now has some interesting features that follow along with combat style ability; normal feats that drop a prerequisite, but restrict him to light/medium armor, like mounted archery in my case.

Liberty's Edge

I'm sort of discussing an idea I had about the SLA in another thread, so I'll reprint it here in what seems like the main update thread:

I think it would be interesting if the SLA were converted to a mechanic similar to a ki pool, where the summoner would get 1 use per day per level + their CHA mod.

As the summoner levels up, they'll learn abilities that would allow them to spend extra summons per day to enhance what they can summon.

As an example:

+1 summon:
1: increase the duration of the summon to minutes, instead of rounds.
2: decrease the casting time from a full round action to a standard action.
3: cast the summon with a buff spell of choice already cast on the summoned critter(s).

+2 summon:
1: Increase the duration of the summon to 10 minutes/lvl
2: Decrease casting time from full round to a move equivalent action.

These are just a few options I can think of, there could be more. They would function very similarly to metamagic feats, in that they would restrict the highest level of summon spell the summoner could call up. So a 9th level summoner, who can use their SLA as Summon Monster 5, would be restricted to summon monster 4 if they add a +1 level modification to their summons.

Alternately, you could restrict the maximum number of "summons" uses a summoner could use at one time. Perhaps the summoner could cast a summon with up to an extra +1 mod every three levels, so at level three they could start enhancing their SLA at the cost of burning up summons per day a little faster.

Anyway, I think this is a kind of cool idea, and might be a good way to distinguish a summoner further from a plain conjurer, other than having a nifty Eidolon pet.

Liberty's Edge

Kolokotroni wrote:
Plognark wrote:

Understood. I just don't think that a summoner should be built along the lines of a bard, but rather more of a mage type.

A class like the alchemist fits the mid BAB simply because they have to get up close and personal and fling their potions and bombs and such, so it makes sense for them.

There's nothing in the summoner class abilities that are even remotely linked to BAB or being able to hit better or use armor; it's all about getting other critters to do it for you. I could accept light armor for a summoner, since their style of magic is more innate and less strict (but also less versatile) than a sorcerer or wizard.

I besides his solid list of buff spells, shield ally, greater shield ally, aspect, and greater aspect all imply that there is reason for the summoner to be up near the front with his eidolon. Shield ally requires you to be in reach of your big stompy monster. Sure you can be behind him, but you can just as easily be next to him attacking also. And aspect and greater aspect can be used to enhance combat abilities as well. Not to mention all of your buffs work just fine on you in addition to on your summons and eidolon.

And certainly the capstone Twin Eidolon indicates that the final vision of the class also involves their BaB.

Hmm, yeah, the 20th level ability does indicate that. Good point. I see shield ally as more of the Eidolon protecting his owner/summoner than something that would prompt the summoner to wade into the front lines.

Ok, I'm less committed to the 1/2 BAB now that I've had a chance to discuss it a bit.

What about the SLA though? How do you feel about modifying the ability and giving it more options based on a mechanic similar to a ki pool or stunning fist use type feature?

That way it doesn't start off overpowered, but gives the summoner some greater versatility later on and significantly distinguishes them from conjurers as being, well, summoners.

Liberty's Edge

Eric Stipe wrote:
Plognark wrote:

My group has been testing a low level summoner in our mix, and I've got a few observations or ideas.

I feel the summoner should be 1/2 BAB; their focus seems to be to use their eidolon or summoned critters to fight. Having mid grade BAB doesn't really seem appropriate at all. In fact, it's just weird that they were given a mid grade BAB since their focus is to keep themselves out of combat and use minions at all costs. I mean, that seems to be the very definition of a summoner.

Their SLA to summon critters should stay somewhat buffed. At the least it should keep the 1 minute per level duration, although I do have an alternative below.

The tweaks to the Eidolon seem pretty good, so I don't really have any suggestions there. But again, the summoner should be somewhat weak. They should keep their minions close to protect themselves. This balances out the strength and versatility of the Eidolon by making a vulnerable point and forcing the summoner to sort of think tactically and keep themselves safe.

...

A possible improvement I had considered was that the summoner could burn extra uses of their SLA to improve the summon ability. The available improvements could be boosted at certain level intervals.

the only way to justify giving them the lower bab, ect would be to give them full spellcasting.

Perhaps, although I think keeping their summon SLA stronger would justify it and fit the concept of the class better (well, my concept anyway, other people certainly seem to have different takes on it, which is cool).

I'd like to see the SLA increase in uses per day by level, and give them the extra options to enhance the duration or speed of the summon as I outlined in my first post.

Liberty's Edge

Eric Stipe wrote:
Joseph Raiten wrote:

I was thinking it might be better if what they did is make a list of summon-able creatures... and you choose one and then summon that one creature... and is could still level up and all that, but the idea that the summoner makes it look howe he/she wants makes me think you are going to see a lot of absurd Eidolons.

if there was a fixed list and then a selection of evolutions to add to it ... that would be better and would overshadow the summoner less.

this is the worst idea, i love the eidolon being what ever floats out of the players head, it makes it unique. if it's just a list, you better do a lot to make it worth not getting 9th level spells, cuz i could build a pretty damn good druid summoner.

Yeah, I'm not keen on that list idea at all either.

Liberty's Edge

Understood. I just don't think that a summoner should be built along the lines of a bard, but rather more of a mage type.

A class like the alchemist fits the mid BAB simply because they have to get up close and personal and fling their potions and bombs and such, so it makes sense for them.

There's nothing in the summoner class abilities that are even remotely linked to BAB or being able to hit better or use armor; it's all about getting other critters to do it for you. I could accept light armor for a summoner, since their style of magic is more innate and less strict (but also less versatile) than a sorcerer or wizard.

Liberty's Edge

I suppose, although I'd rather see their summoning class feature buffed than retain a mid level BAB.

Mid BAB Still doesn't seem to fit to me. It seems like a summoner ought to multiclass if they want to be better in combat themselves.

Liberty's Edge

I agree with a lot of these suggestions.

As mentioned in another thread, I like the idea of moving some set class features into discoveries and making the discovery progression every even level.

I like the idea of changing a lot of the abilities to an "alchemical" bonus type, which would allow some stacking of buffs.

That might be a little overdone, as allowing stat bonuses to stack can lead to something becoming overpowered, but it's definitely something to consider.

Chugging potions faster does seem like it might be fitting for the class as well.

The class does seem like it should require prep time to set up potions and bomb ahead of time, giving them a slight restriction, but forcing the bomb throwing to always be what is, basically, a full round action is a pain in the ass. It might be good to at least let the Alchemist hold a bomb's magical charge over multiple rounds (and only one bomb at a time) so they're not so restricted.

Liberty's Edge

My group has been testing a low level summoner in our mix, and I've got a few observations or ideas.

I feel the summoner should be 1/2 BAB; their focus seems to be to use their eidolon or summoned critters to fight. Having mid grade BAB doesn't really seem appropriate at all. In fact, it's just weird that they were given a mid grade BAB since their focus is to keep themselves out of combat and use minions at all costs. I mean, that seems to be the very definition of a summoner.

Their SLA to summon critters should stay somewhat buffed. At the least it should keep the 1 minute per level duration, although I do have an alternative below.

The tweaks to the Eidolon seem pretty good, so I don't really have any suggestions there. But again, the summoner should be somewhat weak. They should keep their minions close to protect themselves. This balances out the strength and versatility of the Eidolon by making a vulnerable point and forcing the summoner to sort of think tactically and keep themselves safe.

...

A possible improvement I had considered was that the summoner could burn extra uses of their SLA to improve the summon ability. The available improvements could be boosted at certain level intervals.

For example:

1 use = normal spell

Possibly at Level 5+
+1 uses = normal spell, with enhanced 1 minute duration
+1 uses = faster cast time; standard from full round

Possibly at Level 10+
+2 uses = normal spell, with enhanced 10 minute duration
+2 uses = faster cast time; swift action

Alternately (or in addition to) this could cap the level of summon spell the summoner could pull off. For example, if I boost my SLA summon to a standard action by burning an extra use per day, it also reduces the level of summon spell I can use by 1. If I enhance it with both duration and cast speed knock the spell level down by 2.

So a level 9 summoner, who can cast level 5 summon monster, could cast level 4 as a standard action, or level 4 with an enhanced duration, or level 3 with both standard and enhanced.

At high levels it may be possible to get the summon down to a move or swift action with large adjustments; a move action might be +3 or +4 (costing 4 extra uses and dropping the spell level by 4), and swift might be even higher (if available at all; swift could be a deal breaker, it's just a thought).

I'm not sure how I feel about how many SLA summons can be active at any one time or not. One active at a time may be fine, or again, you could force a summoner to burn extra uses per day to have multiples active. FOr example, if you've got one active, a second requires more energies, so adds +1 use and, again, diminishes the highest level summon spell the summoner can pull off.

...

This is just an off the top of my head idea. The Eidolon seems to have taken too much of the focus for the class, in my mind. They should be good at summoning monsters as well.

There could be plenty of tweaks to it, this just seems like it might keep the summoner flavor going rather than just the "Eidolon pet owner" class.

Liberty's Edge

I admit I kind of like this idea. A discovery every even level and moving some of the set abilities into discoveries would be a good change.

That might make the class progression feel very much like a rogue with their class features, but I don't really think that's necessarily a bad thing.

I do like the idea of more focused "Jekyll/Hyde", Poisoner, or Explosives oriented alchemists, rather than a forced hodge-podge of all three.

Liberty's Edge

-Anvil- wrote:
Plognark wrote:
-Anvil- wrote:
ShadowChemosh wrote:


See the SRD linked here or the DMG for full info on Sp.
I guess they were never common enough in my game before now to look up all the rules in regards to them. Thanks for the link. I hope Paizo includes some rules on them in the Beta for easy reference.

You're just bitter because I escaped your big nasty demon and you couldn't do jack about it ^____^

I agree about counterspelling being sort of weaksauce though. As things in 3.5 stand, you've got to jack yourself up with some buff spells to improve counterspelling to make it worth the delay.

Oh, I'm also not all that worried about the CMB thing being set at 15. That actually seems like a fair number. When we were back in my campaign it worked out pretty well.

That being said, the +2 bonus you get for the feats may be the part that's too low. I'm still not sure.

Actually I'm not bitter about the demon thing. I'm glad it ended that scene before I dropped from exhaustion. I like it when you guys surprise me.

Although had I been technical about it I could have looked it up and realized that a Spell-like ability takes the same amount of time as a spell and provokes AND allows for readied actions which the demon probably would have had. But that would probably have been the end of you.

You don't scare me. ^_^

Well, ok, maybe a little.

I'm still pretty sure I could have gotten out of there even if he saw it coming.

Liberty's Edge

Jal Dorak wrote:
Russ Taylor wrote:
Ashiel wrote:

Over at Wizards, the off-hand issue of the monk was cleared up a while back. Essentially, a monk doesn't suffer a penalty to off-hand attacks with unarmed strikes. There's nothing to stop you from making unarmed two weapon fighting attacks, or in using an unarmed strike with a two handed weapon via TwF for example.

Just wanted to throw that in there.

Wanted to make sure folks are clear what that means: it means that you can throw right and left punches with no penalties (and no reduction in damage). It doesn't mean you get an EXTRA off-hand attack for free.
And would also mean you can wield a Two-Handed weapon and make an unarmed strike as an off-hand attack (say with a knee or headbutt). Of course, said Monk still takes huge penalties for TWF. And to tag along with Russ, the you can make an extra off-hand attack with TWF, taking all the normal penalties, in addition to flurry of blows (again, you still take penalties for all this).

I must admit, this seems like it might be a nice perk for the Monk, and allow them to be even more distinct in their combat abilities if they could pull off nifty tricks like that.

In our game I think we figured that, since the monk can have his fists treated as weapons, weapon-type feats should be able to apply.

Liberty's Edge

lastknightleft wrote:
or you know nothing like a monk jumping over the wizard and falling smack dab into the invisible wall of force

Hey, shut up man, don't give him ideas. *cry*

Liberty's Edge

lastknightleft wrote:

and if a 12th level sorcerer targets a creature with a scorching ray with all possible rays striking the same target what damage is the sorcerer doing?

Edit: this isn't even a great spell to choose just the first one my head popped up with at work with no books around me, but I'm pretty sure with a 12th level wizard I could make your monk cry

That's kind of the point where I don't think this Monk build is all that bad. Yeah, he hits hard, but my sorcerer is regularly dropping 15d6 fireballs (empowered) in battle, or triple scorching ray blasts.

I think he's right in line with the rest of our party for damage. he's just very flashy and unorthodox, so I think it gets a lot of attention when he says "I make a sixty foot leap and axe kick the golem in the skull twice, shattering him to pieces with my massive damage".

Liberty's Edge

-Anvil- wrote:
The Authority wrote:
-Anvil- wrote:
Input...?

Yeah. Leave that world of warcraft tripe in world of warcraft.

For me, Warlock (and the entire ph2) really stood out as a clear sign that 3.5 had woefully degraded. I think that pathfinder is attempting to shore up the base classes and start again without the need to branch into those terrible "one upmanship" base classes.

First of all I've never played World of Warcraft or any other MMORPG of any kind. I didn't even know WOW had Warlocks until you mentioned it. So the fact that I think the Warlock has a viable place in an adventuring party and skills that contribute in a unique and interesting way has nothing whatsoever to do with Warcrap.

Also your "One upsmanship" slight seems ridiculous, how can character classes printed in a book be trying to 'one up' the others? I can only guess your presuming the attitude of those using the classes which is childish and idiotic.

To be honest, there has been some power creep in 3.5 with the new base classes; look at the beguiler and others. Of course, some were more miss than hit, like the useless Complete Warrior Samurai or the watered down 3.5 non-oriental Wu-Jen.

I like the idea of the 3.5 Warlock, although the bloodlines of sorcerers and the addition of more at-will abilities for the wizard has made some inroads into the Warlock's current mini-niche.

Liberty's Edge

-Anvil- wrote:
ShadowChemosh wrote:


See the SRD linked here or the DMG for full info on Sp.
I guess they were never common enough in my game before now to look up all the rules in regards to them. Thanks for the link. I hope Paizo includes some rules on them in the Beta for easy reference.

You're just bitter because I escaped your big nasty demon and you couldn't do jack about it ^____^

I agree about counterspelling being sort of weaksauce though. As things in 3.5 stand, you've got to jack yourself up with some buff spells to improve counterspelling to make it worth the delay.

Oh, I'm also not all that worried about the CMB thing being set at 15. That actually seems like a fair number. When we were back in my campaign it worked out pretty well.

That being said, the +2 bonus you get for the feats may be the part that's too low. I'm still not sure.

Liberty's Edge

lastknightleft wrote:
-Anvil- wrote:

T

I realize now that what needs adjusting is not the Monk but rather the 3.5 feats that work off jump/acrobatics such as Battle Jump and Flying Kick which can be used by a monk far easier than they were intended and cause massive attack damage.
Have you actually used those feats in play with those bonuses before making this claim? As I recall flying kick adds 1d12 to damage but uses a standard action as an attack. I'm not sure what battle jump does, but I would wait till you've actually seen a monk that uses them, heck this is playtest time, have your friend take the monk in that direction and see how he stacks up to the party wizard in damage potential

I'm in the OP's play group.

here's how our friend, the Monk of leaping goodness, plays out.

Flying kick adds +1d12 damage on a charge with an unarmed attack.

Battle jump (out of unapproachable east) says you can execute a charge with a drop of at least 5 feet above your opponent, so long as it's not more than 30 feet and you're not flying or something else goofy. On top of that, if you hit, you deal double weapon/unarmed damage.

Add in powerful charge and greater powerful charge: +2d6 on a charge for damage.

THEN to put the cherry on the sundae of aerobatic nuttiness, add in two-weapon pounce from the PHB2.

This is the figures we come out with:

Monk jumps, and with his berserk jump mod, he can easily get a 15 foot vertical standing leap. This puts him five feet over most foes, so suddenly he's treated as charging.

This adds 1d12 + 2d6 to his 2d6 unarmed strike, of which he gets TWO, because of his two-weapon pounce. Even though he's not using two weapons per se, his fists more or less count. Oh, he's got an STR of 16 as well.

The battlejump also doubles his base weapon damage. So when he jumps at an enemy, he gets two attacks:

Attack 1: 4d6 + 6 + 2d6 + 1d12 (13-58) - main hand
Attack 2: 4d6 + 2 + 2d6 + 1d12 (9-54) - off hand

On top of this, he can add in fiery fist if he doesn't use Ki to boost his jump, slapping an extra 1d6 fire damage on each strike.

Now, the DM ruled that the flying kick and powerful charge damage should only apply to the first attack of the two, which most of use are OK with. It's still pretty impressive for a Monk though; especially since he can make this attack from over sixty to seventy feet away, and can bypass any obstacle or foe in his path with a tremendous leap.

Personally, I think it's awesome, but it aggravates our DM when the monk makes a sixty foot horizontal leap and splatters the evil wizard by bypassing all of his minions. And then, of course, he jumps away before they can converge on him. ^_^

Liberty's Edge

I'm still not so sure it's all THAT bad. A fighter with a good selection of feats can still deal more damage than the afore mentioned battle-jumping Monk.

Of course, I don't think Battle Jump is OGL, being out of an obscure Forgotten Realms book, so I don't think Paizo can really do much about it.

Jump is still a weird action...it's not the same as, say, stealth or other acrobatics checks. It's the one skill in the game that doesn't really get too insane when you slap a +20 or more on it. It just lets you move a little further.

At least we're all in agreement that the style of it works. ^_^

Liberty's Edge

1) I really like the idea of having a warlock version of "practiced spellcaster". They're a difficult class to do any multiclassing with, currently.

2) I like the idea of having the DR be 'bloodline' based.

3) The fast healing ability is weaksauce. I'd say grant it either more uses per day, or allow the warlock to have some sort of long-term healing improvement. Something like recovering X HP's per hour of rest. That removes it from being useful in combat, but I think it fits the flavor of the character better.

Alternately, give them constant fast healing, but don't grant it till much higher levels.

4) Adding an invocation to boost the blast to d8's isn't a bad idea. I'd make it a fairly high level though. Either that or make it a feat; some third party publishers have a feat to boost rogue sneak attack damage to d8's instead of d6's.

5) I'm inclined to think the Warlocks need a few extra invocations, or alternately, more little flavor abilities like the sorcerers and wizards now get. This may be handled using the extra invocation feat, which should be available earlier. The feat should always grant them at least a least invocation, and should be available from level 1.

6) I like the idea of adding a "rapid fire" blast shape type ability that lets them use iterative attacks with their blasts, but at a large range penalty, perhaps dropping it to thirty feet.

7) They should be a d8 HD, no arguments, if we're going to get on board with the PF BAB <-> HD linking.

8) Not sure how I feel about the skill points. I'm inclined to leave it at 2, personally. They already get mid grade BAB, can wear armor, and some decent abilities that can be used at will all the time. That being said, they don't have the same firepower as a wizard or sorcerer at similar levels, although they are more consistent about it.

9) Fell flight is slow. The speed it grants should scale by level. It should at least wind up matching the fly spell at higher levels.

There should also be a larger array of invocations available, but that'll take a bit more time and thought to sort out.

Liberty's Edge

I'd think any class with a Ki pool of some sort would stack levels, the same way that any class with improved uncanny dodge stacks levels to avoid being flanked.

I'd also agree that the Monk should get their class level in their Ki pool, not half, especially with all the new Ki powers they have, some of which use more than one ki point.

Liberty's Edge

Agreed with ditching the "trapfinding" class feature.

I'd say replace it with some kind of level based skill bonus. Make rogues good at it, but it shouldn't be so selective that it only applies to rogues.

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My 2 cents without bothering to read replies: Minions are a bloody horrible, contrived, inconsistent one-off idea that should be cast into a bottomless pit.

There is no need for "special" minion rules. You want minions? Give them low HP's and don't bother fleshing out their skill or other details.

Liberty's Edge

Seems reasonable. I mean, if you're accustomed to fighting nasty aberrations, chances are you're going to know how to do more than just stab it in a soft spot... And as mentioned above, especially for the grappling nastiness of things that like to eat adventurers.

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Jal Dorak wrote:

Don't forget the old standby:

If you munchkin your character, there is most likely another NPC who figured it out first, and who is 3-4 levels higher than you.

That is a good way to traumatize an abusively mechanical player.

What gets my goat is when a player build a character on broken mechanics, and when you call them on it, they get all defensive and then don't want to play a toned-down version of their uber-PC.

Yeah, that is annoying. It's one reason why I generally detest 3rd party published materials.

That's actually a strong compliment for Paizo. Third party stuff has to be good for a DM like me to consider it, nevermind be happy with it.

Liberty's Edge

I'm of the opinion that now that the core classes don't suck and actually give nifty perks at high levels, PrC dipping will be cut down a bit.

Personally, I've never been too concerned with it. The flexibility and wide array of options have always been a good thing, I think, although it does have the potential to punish non min-maxers. Again, the strength of the core classes now should mitigate that problem.

Liberty's Edge

So, I'm assuming that at least the "core" prestige classes are OGL, being in the DM's guide and all.

Will they get updated? Will there be any prestige classes in the Beta or final release?

Apologies if this has been brought up before, but a quick search didn't seem to find anything.

Liberty's Edge

Well, not sure how I feel about the mechanics of it, but I'd go with the Skill name Discipline rather than the old Concentration, should the rules happen to shift this way.

Liberty's Edge

I like the rage points. The X per day thing always seemed lame to me.

Liberty's Edge

Sir Hexen Ineptus wrote:
Kirth Gersen wrote:

Remember the splatbook feat of the same name that gave you +1 to atk per level of the spell slot burned, and +1d4/spell level to damage? Now THAT was a feat!

EDIT: Plog just mentioned that. D'oh!

Yeah, it was fine, it was just a problem when they started making them stack with multiple spells sacrificed. That is why I thought it should be restricted to only 1 spell can be sacrificed.

Oh weird, I never even picked up on that, I had just assumed it was a one-spell at a time thing. Interesting.

Well, back on the topic at hand, how does this PF feat get a boost so it sucks less? Conversely, is it really that bad? It's not that far of from weapon specialization, in that it grants +1 damage and makes the weapon magic, instead of a plain +2 damage.

Of course, this feat doesn't lead to a tree of extra feats like weapon spec. does...

Liberty's Edge

Derake wrote:
this is an interesting discussion but most prestige classes that improve casting abilities only aplly those improvements to spell not special abilities.

This is a good point. So is the specific wording of "caster level" rather than class level for Wizards intentional, or an oversight? Sorcerer bloodlines, for example, say class level (I think)...

At the same time though, you do get your extra spell slots and such from cleric domains per caster level, not class level. Is that what they were going for?

<- *head explodes*

Liberty's Edge

It strikes me as kind of tough to make a heal check in the middle of combat. And being forced to do this makes bleed damage a nightmare; either you keep going and bleed out, or you stop and provoke attacks from everything nearby to heal yourself.

It lets even a very low level rogue do tremendous damage or almost permanently off-balance an enemy as soon as they land a sneak attack.

I'm not saying get rid of bleed, just that freely adding 1 point of bleed per sneak die without a tradeoff is too much.

Liberty's Edge

Count me in as another one of the "don't muck with DR too much" crowd.

The very reason it changed from 3.0 was because an extra +1 trumped everything else, always. A +2 magic dagger was dramatically better than a +1 magic dagger because of those DR 10/+2's out there. It meant that half of the magic items you got, even if they had a nifty ability, were useless at high levels fighting high DR ratings. And forget silver or cold iron; who cared about that crap!

The current DR system works out fairly well. I'd hate to return to the days of the 3.0 DR system in any capacity: it sucked.

The current system works well with requiring special materials to overcome foes. It's boring if all you ever need is your +4 greatsword of ultimate doom.

Liberty's Edge

The Cantrips and Orisons are fine as unlimited use spells.

Create water probably needs a closer look, as you can get into some surprisingly creative hijinks with an unlimited water source at early levels.

Liberty's Edge

I don't personally mind the BAB cap on power attack...but I'm not fond of the 'all or nothing' of the feat. I kind of liked the variability of it. Maybe I just run with groups who don't take forever to decide what amount to use though...

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