(Disclaimer: I am aware Crafter's Appraisal exist. Ths is about why would the tax feat exist in the first place) So due to a conversation about how to Identify Magical items we found an interesting hole in the rules: A character thas has magical crafting but no training in Tradition skills or Crafter's Appraisal cannot identify magic items they have the ability, level and formula to create. Your ability to etch a +1 potency rune in a weapon doesn't allow you, rules as written, to even attempt identify a +1 potency weapon in a loot pile. Despite multiple searches, I could not find information on how being able to create a magical item, or indeed having created it before, helps you identify the same instance of that magic item in the wild. This leads to the rather janky situation of a legendary crafter that is capable of Crafting Anything (as per the legendary feat) but has no clue as to how or why the items they create work, or even how to learn what that exact same item is or does when built by someone else. Is this intended?
PlantThings wrote:
I'd rather not encourage them to publish badly-designed mechanics so they can sell you the fix later on. Anyway, to sum up, in order to benefit from the 3rd craft of Alchemical Alacitry as an Alchemist (no archetypes), one of these three conditions must be met:
Basically, A) requires a specific feat and an ally to spend their spell slots for you. B) results in no net gain of actions or ingredients, since the retrieve action to recover the item you crafted could be used to craft the item this round. C) forces an ally to use two of their actions to make your lvl 15 class feature useful, when they could instead be making use of their (better) lvl 15 class features.
One thing I'd love Fighters to get, is the following: Weapon training grants proficiency with all weapons in the group the fighter is not already proficient with. In addition, feats that apply to a weapon in the chosen Weapon Group now apply to all weapons in the group. This in addition to the regular benefits of Weapon Training. I also have an idea about "Martial Masteries", special features the Fighter would get to choose from a list at every four levels, including but not limited to (this are rough sketches, prone to revision, but offer a gist of the idea): Forge Master: The Fighter is not only a master of wielding weapons and armor, but also a master at their fabrication. He gains Craft Magic arms and Armor as a bonus feat, even if he does not meet the prerrequisites. For the purposes of this feat, treat the Fighter's BAB as his caster level. Choose Craft (Weaponsmith), Craft (Bowyer), or Craft (Armorsmith). The Fighter raises his ranks in the skill to a value equal to his Fighter level, and he may use his Strength, Dexterity, or Constitution modifier in place of his Intelligence modifier for such skill. At level 10 and 15, he may choose another of the skills listed. You must be level 5 before picking this Martial Mastery. Cavalry Master: The Fighter has mastered the intricacies of mounted combat. He gains a Mount (equal to the Cavalier Feature), and his Fighter levels are treated as Cavalier/Druid levels for the purposes of this mount's progression. He gains a bonus to his Ride Skill equal to half his Fighter level. He may gain a feat of his choice, as long as he meets the prerrequisites for it and one of the prerrequisites of the feat is Mounted Combat (or a feat that has Mounted Combat as a prerrequisite). The fighter must have the Mounted Combat feat to choose this Martial Mastery. Physical Mastery: The Fighter's training has made him able to perform tasks of raw physicality unavailable to most people. He gains a bonus equal to half his BAB to Acrobatics, Climb, and Swim checks. At level 4, level 11, and level 18, choose one of the three mentioned skills: The Fighter increases his ranks in the skill to a value equal to his Fighter levels. In addition, he gains one of the following benefits, based on the chosen skill: Acrobatics: The Fighter treats all falling damage as if all dice rolled 1. In addition, once per day, plus one additional time for each four levels in Fighter, he does not provoke attacks of opportunity when standing up from a prone position or moving through threatened squares. Finally, once per day at level 7 plus one additional time per day every four levels thereafter, the Fighter may perform an astounding leap, moving vertically a distance equal to his base movement. This allows him to charge vertically against flying targets.
Army Mastery: The Fighter knows his way around an army camp. Increase his ranks in Proffesion (Soldier) to a value equal to his Fighter level. The Fighter gains a bonus equal to his Fighter level to Bluff, Diplomacy, Intimidate, and Sense Motive rolls that involve treating with military, and may replace his charisma modifier with his Stregth, Dexterity, or Constitution modifier (player's choice) for these interactions. In addition, he gains Leadership as a bonus feat, even if he does not meet the prerrequisites, and he may use his Strength, Dexterity, or Constitution modifiers in place of his Charisma modifier when determining his leadership score. A Fighter must be level 7 to choose this martial mastery. Fearful Reputation: The Fighter's Mastery at arms is well known, and his reputation precedes him. The Fighter gains the Frightful Presence Extraordinary ability. He may use his Strength or Dexterity modifiers in place of his Charisma modifier in order to determine the ability's DC. In addition, the Fighter may use the Demoralize effect of the Intimidate skill once per round as a free action. Magic Mastery: The Fighter has been on the receiving end of magical effects enough times to learn how to harden his body against this kind of assaults. Once per day, plus an additional time for every four Fighter levels, the Fighter can, as an Inmediate action, gain Spell Resistance value equal to 10 + his Fighter levels + his Constitution modifier against a single spell that targets him or includes him in its Area of Effect.
Tels wrote:
Quinn's Lawful Good, through and through. Like any character worth of the alignment, whenever he is forced to make a choice between Law and Good, he chooses Good.
LazarX wrote: What you're really saying then, is that there should be no non-magical classes at all. Considering the amount of magical gear a non-caster carries in his/her person at any given time (save, perhaps, at 1st level), and considering that magical gear is factored when calculating challenge ratings (that is, it is an intrinsic part of balance), I'd say that there are already no non-magical classes in the game. At least past 2nd level. That, without taking into account that, ruleswise, a 7th level fighter can survive a 100 ft drop without much incident, or survive being throat-slitted during sleep 3 out of 4 times. How is that not magical? As to the topic at hand, I have no objection with earlier rage cycling. After all, that was the explicit intent with which the cord of stubborn resolve was created.
Gwaithador wrote: Rogue? Fully armored. Well, except for the gaping hole in the upper part of her chest exposing the sternum and giving easy access to the heart/lungs. Imrijka has the same problem. Then again, other than completely out of place boob windows (I don't mind the Master Spy's or Aristocrat's cleavage, it fits the court setting, but having a chest-exposing hole in the middle of your armor defeats the purpose of wearing armor) and the ocasionally spine-breaking contortion(such as the poor Red Mantis Assassin in the cover of Serpent's Skull #3 -- seriously, you try to strike that pose and not pull a muscle in your back), I don't have much of an issue with Pathfinder's art. It's getting better with each iteration.
Alleran wrote:
ulgulanoth wrote: cause mythic makes you so powerful, no shirt can contain you! I'm too mythic for my shirt, too mythic for my shirt, so mythic it huuuurts...
Drachasor wrote: He specifically said in the OP his pastries aren't addictive. I read the original post. Gellos Tharn wrote: I'm not talking about a drug addiction kind of thing. It's more like they walk down the street and see the bake shop and say "I know the wife wants me to loose a few pounds but their pastries are SO GOOD! Just one won't hurt". Thesaurus wrote: 2. -- addiction - an abnormally strong craving He's pretty much defined addiction in his justification it's not addiction.
Squirrelshades wrote:
Thy do it the only way it can be done. In all capitals and an exclamation point after it.
Wyrmholez wrote:
Because power attack prerrequisites are less constraining.
insaneogeddon wrote:
There is. It's called "Power Attack." There's also the fact that Dual Wielding requires a much higher amount of feats to do reliably, has innate penalties, and only works in limited situations (i.e. you cannot charge and attack with both weapons).
Democratus wrote:
Gimli had throwing axes.
Scavion wrote:
I might be explaining myself badly. "Doing something" is not only moving. I'll try to cover the examples. A rock on the ground can be seen (reactive perception); noticing the rock has a small carving requires more than a cursory glance (move action). A tapestry can be seen (reactive perception), but the fine gold embroidery hidden within the patterns requires more than a cursory glance (a move action). A hole in the wall can be seen (reactive perception); noticing the dart inside - and so identifying the trap, requires more than a cursory glance (a move action).
Scavion wrote:
But is it a stimulus? The Most Holy Book, The Dictionary wrote:
The trap is sitting completely idle, hidden from sight save for very few telltale signs. Unless trained to instictively recognize these telltale signs (i.e. able to be stimulated by the trap, such as with trap spotting), they wouldn't react to it. The same with, say, an invisible incorporeal that chooses to make no sound. Or a deactivated golem passing for a statue. On our table, unless it does *something* to draw attention (i.e. a stimulus), it wouldn't trigger a reactive perception roll. Simply existing is not enough to trigger it.
Detect Magic wrote:
So we make them non-magical, Discworld style. The idea is that fighters are so aggresively bounded by "normal" physics said physics refuse to bend when a fighter's near, strengthened by the fighter's sheer physicality, leaving the poor caster to go cry in the corner when narrative causality tells him "no, this dude you're not messing with". Mikaze wrote: Martial characters should be able to be fantastic. For some reason I read "fabulous" instead of "fantastic". They should definitively be allowed to be both.
Domestichauscat wrote:
Don't forget the Magus: He can do magic with his weapon of choice.
I had the opposite situation happen: I had to relinquish a melee weapon (a whip) to start shooting. Then the raven familiar of the sorcerer we were fighting just flew by, grabbed my whip, and flew away. While the combat happened, my character just pelted the familiar while calling it obscene names so it'd drop my whip. It was fun.
The black raven wrote: Can a slaveowner be good ? Why not if he protects the innocent and ensure that they live happy lives ? Then he is an employer, not a slave owner. "Happy lives" implies a degree of autonomy that simply does not exist for a slave force. The black raven wrote: Or do we just label slavery as inherently evil, even if the slaves live happy lives, just because we feel that the innocents being deprived of their freedom is irredeemably evil? Since, again, autonomy is a necessary for a happy life, yes, an innocent being deprived of freedom is evil, as it is depriving them from the ability to lead a fulfilling life. The black raven wrote: What about convicts (ie, not innocents) becoming slaves ? What about a system where only convicts are slaves ? A judicial system that includes penal labor has several key differences from slavery: Nobody "owns" the labor, the sentence has a fixed term, can be reduced if the convict shows signs of reform, and more importantly, the law system has enough checks and balances to ensure that penal labor is a rehabilitation tool for criminals, and not institutional slavery. The black raven wrote: For that matter, what about slaves of Evil alignment ? According to Django Unchained, those are called Household Masters.
Vaxx01 wrote: The Deep pockets ability is slightly confusing. As it is listed, does it allow you to declare, at the point of removal, what the items are, or do you have to list the items within that gold value before hand. As an example, I need a cure potion, but I currently do not have any. With Deep Pockets, can I produce a potions from my pocket under these conditions, or must I have declared that I have one prior. As I understand the rule, the first option is correct. These two bits of the definition are particularly relevant: "As a result, she may carry unspecified equipment worth up to 100 gp per class level." -- Note the equipment labeled as "unspecified". "As a full-round action, the chronicler may dig through her pockets to retrieve an item she specifies at that time, deducting its value from the allocated amount of cost." -- Note the text is pretty clear in determining when, exactly, the retrieved's item nature is specified: At the moment of retrieval. If you had to keep a list of items, the feature would be pretty pointless, as it would basically read "you have an inventory."
I find a bit silly that Combat Expertise (or fighting defensively in general) hampers your chances to successfully parry a blow, when it should be the other way around. That is, have dodge bonuses to AC add as a bonus to your parry attack roll, or at the very least remove the defensive combat penalties when making a parry roll. |