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Liberty's Edge

Mangaholic13 wrote:


First off, I have NO idea what you're talking about. Wizards do NOT add their Int modifier to cantrip damage. Part of the Remaster was removing the [spell does XdY amount of damage + Ability Modifier] formula from all spells.

Sorry, Ive missed this completely, this really puts a Wizard apart from some of the other classes at lower levels, in addition to wizards lower AC.

Mangaholic13 wrote:


Second... I really don't see the point in limiting the number of spells you'd be able to reprepare during a refocus. You never refocus during combat, so I don't see why you should restrict an out of combat activity, especially since you won't regain spell slots, just swap out spells in the ones you haven't used.

I took tail on the Medicin skills available, but since your idea of repreparing during refocus doesnt do direct healing or add new spells, Im swayed.

Liberty's Edge

Mangaholic13 wrote:

Counterspell

For my first idea, Wizards automatically gain Counterspell at level 1, and it gets better as they level up, letting them counter spells they know (not just prepared) at level 7 and any spell at level 15.
Granted, I'm not fully sure this is a very good one, especially given the complex counteracting rules, so I'm not overly attached to the idea as opposed to some others.

The Wizard is in a pretty decent state now, with Int bonus damage for Cantrips at lvl1. I like the counterspell feat tree but having player options here would probably do wonders.

Mangaholic13 wrote:

Spell Substitution

Instead of Spell substitution being a thesis, it would be an ability all Wizards have, and instead of letting them prepare two spells in a single slot, it would let a Wizard swap out their prepared spells after refocusing. This way, you don't need to worry as much about whether they've screwed up their preparations.
Granted, I'd honestly prefer such a thing be extended to ALL prepared casters. But, except for the Magus, I feel like the other prepared caster classes have something that gives them a fallback if you mess up the preparation.

Being able to refocus prepared spells would be very handy, maybe limiting the amount of spell levels exchanged could be equal to your Wizard lvl per refocus ?

Mangaholic13 wrote:

Spellbook Runes

This is my last idea: Runes for spellbooks that grant an item bonus to spells that were prepared from the inscribed book. There could also be property runes that might give certain types of spells extra effects.
Those are my ideas, let me know what you all think.

Ive recently been taught there is a gap for attack rolls between martials and casters. Whilst having item bonuses on Wands could work, it would be quite limiting. I agree, having runes on your Spellbook would probably do wonders.

___________

Personally, by lvl 1 or later, I'd like to see a reactive action or a Flourish ability which could allow you to add in a Cantrip casting after a main spell for the Wizard.

I started drawing out an ability like this:

Taxing Genius:

*Flourish. You gain a Pool of Genius points of size equal to your Int bonus. The pool is refilled after a nights rest.
When attempting to cast a Spell; May 'Heighten' or do 'Simulcast' (combines two 2- action- castings into 3- actions, sharing the same specific DC/Attack roll). Heightening costs points equal to level increased, may max heighten +2 levels. Simulcast costs points equal to half of effective-lower-level-spell cast (including Cantrips), minimum 1.

Liberty's Edge

Trip.H wrote:

Not too sure about removing all no gp access to alch items, I think that trade may be a net negative.

I think perhaps leaving 1 of the 2 way to use reagents to make items would keep the core "pf2 Alchemist" identity intact. Otherwise, there's not much reason the Metal Alchemist uses that chassis.

I'd probably keep the Advanced Alch daily prep, which works also due to Metal loosing any potential 3:1 batches via Research Field as bit more trade-away penalty. And leaves you with an option to tune that all the way down to 1:1 prep batches if you really want the alch items to be a limited prospect for Metal.

The Metal Alchemist has been somewhat of a theorycrafting gone wrong, removing all potion features etc on a quest for alternate physical potential...

Meanwhile, the 'Catalyst Alchemist' with its bonuses to both Attack and Light Armor seems to have found a niche through some investment.
With 2 Alchemists feats and some third (for +1/2 Int bonus- Elemental- rounds duration of the elemental rod/beam).

The Catalyst Alchemist's final change would be to swap out 'Double Brew' at lvl 9 with

'Dual Reaction':

When applying an elemental effect to your Rod inplace of a Quick Alchemy Action, you may instead of spending one batch of infused reagents to imbue your rod with an effect, you can spend up to two batches of infused reagents to make up to two alchemical enhancements as described in that action. These enhancements must not be the same.
Ex Fire & Electricity.

Liberty's Edge

Trip.H wrote:
Does this version have any form of Advanced or Quick Alchemy? Or is the only way to spend infused reagents via Quick Transformation?

Yes, the only way to spend reagents is through Quick Transformation

With the Metal Alchemist...
it was hard to keep additional features in the early levels so I cut off all bombs and utility Alchemical features, such as quick Alchemy, Bombs & the potion creation feat
After Double checking, there is room for 1 more feature at lvl 1, however neither Advanced- nor Quick Alchemy is available as the craft Potions feat got replaced.

Liberty's Edge

Trip.H wrote:

I'm not sure where the idea of this being too much power could come from.

Too much power?

So I put together a Metal Alchemist Class, inspired by the Full-metal Alchemist Brotherhood series. Intelligence oriented with bonus if you got some Dexterity and Strength.

After reading through, the text become quite long.

Metal Alchemist:

Key Attribute: INTELLIGENCE/STRENGTH
At 1st level, your class gives you an ability boost to Intelligence or Strength.

Hit Points: 10 plus your Constitution modifier
You increase your maximum number of HP by this number at 1st level and every level thereafter.

Initial Proficiencies

At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.

Perception

Trained in Perception

Saving Throws

Expert in Fortitude
Expert in Reflex
Trained in Will

Skills

Trained in Crafting
Trained in a number of additional skills equal to 3 plus your Intelligence modifier

Attacks

Trained in simple weapons
Trained in martial weapons
Trained in unarmed attacks

Defenses

Trained in light armor
Trained in medium armor
Trained in unarmored defense

Class DC

Trained in Alchemist class DC

Class Features
You gain these features as an Alchemist. Abilities gained at higher levels list the levels at which you gain them next to the features' names.

Ancestry and Background
In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background, as described in Chapter 2.

Initial Proficiencies
At 1st level you gain a number of proficiencies that represent your basic training. These proficiencies are noted in at the start of this class

Alchemy
You understand the complex interactions of properties within materia, both natural and unnatural substances and can transform metal items to meet your needs. You can do this using normal reagents and the Craft activity, since each of them becomes more and more powerful, you advance in power dramatically, leaving behind those who don't understand your strange science.

You gain the Metal Alchemical Transformation Feat, even if you don't meet the feat's Prerequisites. You may alter the properties of a metal weapon in hand and/or your metal Armor.

Infused Reagents
You infuse reagents with your own alchemical essence, allowing you to alter metal items at no cost. Each day during your daily preparations, you gain a number of infused reagents equal to your level + your Intelligence modifier. You can use these reagents for transforming your metal weapon. Together, these infused reagents have light Bulk.

As soon as you make your next daily preparations, your infused reagents from the previous day's preparations are instantly destroyed, and nonpermanent effects of your previous day's infused items immediately end. While infused reagents are physical objects, they can't be duplicated, preserved, or created in any way other than your daily preparations. Any such artificial reagents lack the infusion and are useless for Transformative needs.

Quick Transformation
[one-action]

Alchemist Manipulate 
Source
Cost 1 batch of infused reagents
Requirements You have the proficiency for the metal weapon you're creating, and you're either holding or wearing alchemist's tools.
You swiftly remold a metal weapon to use at a moment's notice, without having to spend the normal monetary cost in metal materia or needing to attempt a Crafting check. This item has the infused trait.

Ore & Metal Research Field
Your inquiries into the alchemical nature of the universe have led you to focus on the particular Ore & Metal field of research. You might have a degree from a scientific institute, correspond with other researchers in your field, or work as a genius loner.

Your research field allows transformation of mainly metal weapons, and change of metal properties.

When reforging a metal weapon into a Transformative weapon, you add 4/5th your Intelligence Bonus to Attack & Damage rolls with it.

Field Discovery Level 7

Materia Properties
When donning your metal Armor, you may change its properties. You consider Armor you are proficient in of one lighter category (to a minimum of Light Armor, for movement & sleeping reasons), furthermore you increase the maximum amount of Dex bonus by +2 and decrease the Armor check Penalty by -2.
When transforming your metal weapon, you may change the materia it is considered made of to Cold Iron.

Perpetual Potency Level 11

When Transforming your metal weapon, it inflicts +1 damage of either element of your choice.

Greater Field DiscoveryLevel 13

When donning your metal Armor, you may change its properties as if it additionally was made of Adamantine.
When transforming your metal weapon, you may change the materia it is considered made of to Adamantine.

Perpetual PerfectionLevel 17

When being targeted by an area of effect, offering a Saving Throw, add half your Intelligence bonus to the saving throw.

Universal Feats

At 1st level, fourth level and every 4 levels thereafter, you gain any Class' Class Feat you meet the Prerequisites of, using your Alchemist DC rather than their Class DCs.

Skill Feats Level 2

At 2nd level and every 2 levels thereafter, you gain a skill feat. Skill feats appear in Chapter 5 and have the skill trait. You must be trained or better in the corresponding skill to select a skill feat.

General Feats
Level 3
At 3rd level and every 4 levels thereafter, you gain a general feat. General feats are listed in Chapter 5.

Skill Increases
Level 3
At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase either to increase your proficiency rank to trained in one skill you’re untrained in, or to increase your proficiency rank in one skill in which you’re already trained to expert.

At 7th level, you can use skill increases to increase your proficiency rank to master in a skill in which you’re already an expert, and at 15th level, you can use them to increase your proficiency rank to legendary in a skill in which you’re already a master.
Ability Boosts
Level 5
At 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it’s already 18 or above, or by 2 if it starts below 18.

Ancestry Feats
Level 5
In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter. The list of ancestry feats available to you can be found in your ancestry’s entry in Chapter 2.

Alchemical Weapon Expertise
Level 5
You’ve trained to more effectively wield the weapons you find in your lab. Your proficiency ranks for Martial & simple weapons, unarmed attacks, and your Transformative Weapon increase to expert. While using your Transformative Weapon, you gain access to the critical specialization effects for it.

Iron Will
Level 7
Your mental defenses are an iron fortress. Your proficiency rank for Will saves increases to expert.

Weapon Specialization
Level 7
Your understanding of alchemy helps you hit harder. You deal an additional 2 damage with weapons and unarmed attacks in which you have expert proficiency. This damage increases to 3 if you’re a master, and 4 if you’re legendary.

Crafty Alchemist
Level 11
Your Alchemical insight increases. Your proficiency rank for your alchemist class DC increases to expert.

Medium Armor Expertise
Level 13
You’ve learned to defend yourself better against attacks. Your proficiency ranks for light armor, medium armor, and unarmored defense increase to expert.

Weapon Master
Level 13
Your Alchemical understanding makes you even more effective with the weapons you wield. Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to master.

Greater Weapon Specialization
Level 15
The weapons you’ve mastered become truly fearsome in your hands. Your damage from weapon specialization increases to 4 with weapons and unarmed attacks in which you’re an expert, 6 if you’re a master, and 8 if you’re legendary.

Heightened Understanding
Level 17
Your instinct heightens each of your senses further. Your proficiency rank for Crafting increases to master.

Master Alchemy
Level 19
Your proficiency rank for your alchemist class DC increases to master. Your Strikes ignore 5 points of a creature’s resistances.


--------------

So.. whilst unsaid, this archetype can transform a bow, making him a switch hitter.
And the universal class-feat option should aid with some diversity.

The lack of utility gnaws at me, and the absence of improved saves is worrysome. There is also no reaction and Flourish options I could think of.
The Transformative Option is a manipulate action which triggers some reactions of various foes whilst in melee.

What is the Metal Alchemist missing for balance sake?

Liberty's Edge

Trip.H wrote:

I'm not sure where the idea of this being too much power could come from.

1. Alchemist lags in strike accuracy.
2. This looks like a d6 weapon that becomes a ranged weapon w/ splash after an action spend? Is that also adding extra bonus dmg aside from the splash?

3. Aside from the L13 debuffs appearing to have no save, this seems numerically inferior than most existing Alchemist options.

1. I hadnt noticed the inferior Strike scaling of the alchemist.

2. The Catalyst Rod is actually an object rather than a weapon until you infuse it, granting it some d6s etc on melee attacks til its duration ends.
3. After reading through the Alchemist class again, I consider combining the Greater Field bonus with the lvl 1 Alchemist Feat, without Save (just like the elemental bombs (bottled lightning; flatfooted/catch-off-guard etc), now as an option in melee).
_____
Now, I could change the Alchemist around, to make the proficiency attack scale like a barbarians, but limited to Unarmed Strikes, Simple weapons and bombs (and on a note include the Catalyst Rod).
AC would be Dex+4+2 at lvl 1, which is great.
Whilst offense would involve 1 action to activate, a reaction to improve, a move action to get near and one action to attack.
With a specific feat, the duration of an infused Catalyst Rod would increase to rounds equal to half/full Intelligence Modifier, allowing you to save some actions and bomb uses.

Changes with the Catalyst Alchemist:

Maybe there could be a variant option, giving up on medium Armor to get Expert Light Armor.
Lvl 7 Alchemical Weapon Expertise could be switched with the lvl 5 of the Research Field option.
The Greater Research Field at lvl 13 gets switched with Lvl15 Alchemy Alecrity (which gets replaced by 'Alchemical Weapon Master' (Gain Master rank with Unarmed Attacks, Simple Weapons, Bombs & the Catalyst)).
The lvl13 Medium Armor Expert Armor becomes Light Armor Master.
The lvl 19 Medium Armor Master becomes Light Armor Legend.

This would fix the Defense & offense but lower utility somewhat.

The alchemist will need the hands free, so a Shield cant boost his AC.
Also, on a sidenote, he got no unique extra method for getting into melee without triggering Bosses Reactive Attack.


________
Did I increase the power too much or is it in line with the magus or other demi-classes? Perhaps avoiding to improve the accuracy with bombs & alchemists proficiencies is a better route?

Liberty's Edge

The options are almost endless with Crafting Feats. On the side of the scope of Gods powering the magic, your characters could charge their Magic items. Adding charges on every Magic item would prevent alot of permanent boosts but requires some bookkeeping.

And as I always say with Crafting Feats, try adjusting the 50% Crafting cost to 75% or 90%.
Being able to make a 10% cheaper item without having to journey to a bigger settlement are rewards in themselves.

Liberty's Edge

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I suddenly had an urge to see an alchemist in melee Combat. At first I felt inspired by the old series Alchemist Brotherhood but going with a Transformative weapon dependent on Strength seemed too powerful so I found an alternate path.
Am I giving the class too much power with this path or would you call it viable?

Alchemist Feats:
(Lvl1): Light Catalyst Rod/Beam: (Attached, Agile, Finesse, Alchemical, Elemental): You gain a Forearm-attached light Catalyst rod with the Agile, Finesse & Elemental weapon qualities, & its Proficiency. It deals no physical damage, only elemental. Inplace of Quick Alchemy, as an action, you may fuel your Catalyst Rod, activating an elemental beam, with Elemental d6s equal to the number of dice the Alchemical item had. Also adds Splash damage, and appropriate item bonus. The Element chosen lasts til the beginning of your next turn.

Alchemist Feat (lvl2, Prerequisite Light Alchemical Rod/Beam): Chemical Reagent: When adding an elemental weapon quality or throwing a bomb, you may as a Reactive Action add a Chemical Reagent, exchanging noted Splash damage with your Intelligence modifier, once per weapon/bomb, lasting its elements duration or til detonated.

Research Field: Catalyst Materia:

lvl1): You specialize in using Catalysts with your alchemy. You start with the formulas for one common 1st-level alchemical bomb, in addition to your other formulas.

When attacking with an alchemical/elemental source with the splash trait, you may deal splash damage to only your primary target instead of the usual splash area.

Lvl5): When replacing Quick Alchemy to imbue a Catalyst Rod with Elemental power, you can use a batch of reagents to last for a number of rounds equal to half your Intelligence Modifier or your full Intelligence Modifier if having the xxx Feat. (Normally: Lasts til the beginning of your next turn.)

Lvl7): Perpetual Infusions
Choose two 1st-level bombs.

Lvl11): Perpetual Potency
Choose two 3rd-level or lower bombs

Lvl13): Greater Field Discovery
When imbueing a Catalyst Rod with Elemental power, it causes a persistent effect depending on element chosen:
Fire: Caught-on-fire xd4s
Electricity: Caught-off-guard til your next turn.
Cold: Slowed 1 (doesn't stack).
Acid: Persistent Damage equal to 2x number of dice.

Lvl 17): Perpetual Perfection
Choose two 11th-level or lower bombs

Liberty's Edge

shroudb wrote:
TorresGlitch wrote:

How stable do you think this Dex Archetype build would be? It adds to AC over the Strength options but gets a slightly lower damage and limits the Maneuver options, whilst also losing out on a Monk Feat. As the levels grow to 5 and beyond, the difference between the Strength builds & Dexterity build seems to fade with how costly attribute bonuses gets.

Feather Monk
** spoiler omitted **

** spoiler omitted **

Any thoughts?

It's straight up a significant powercreep over everything the monk has.

The d4 is irrelevant since it gets replaced by Stances.

You give them a significantly upgraded version of a pre-existing level 4 feat for free (Flurry of Maneuvers).

You give them the equivalent of 16-18 strength with no downside.

At that point, why even have Str monks? For +1 damage at the expense of everything else?

You make good points, my idea is cracking apart.

The Flurry of Maneuvers makes for a good baseline, I'd delay the option in my post to optional lvl 4 feat.
Naming it 'Feathered Maneuvers' (lvl4 Skill Feat): Allowing the maneuvers Trip & Grapple as part of a Flurry of Blows.
Secondly, replacing the lvl 2 Skill Feat for a fixed skill feat: 'Athletic Finesse Maneuvers': Allowing you to add 4/5th your Dexterity Modifier inplace of Strength on Trip, Grapple, Disarm & Sunder Maneuvers.

As a Strength Monk, you would have that +1 to Dmg, can use the Athletic skill to reposition and Shove etc foes, you can carry more stuff & have that +1 Monk Feat, will have +2 skill feats, but will have about 2 less AC and weaker Dex skills.

Liberty's Edge

So on the topic of the Threadmaker..

Lady Wrath wrote:
So would it be too powerful to allow all characters to get Dex to damage on finesse weapons and what ability should thief rogues get to replace it?

How stable do you people think this Dex Archetype build would be? It adds to AC over the Strength options but gets a slightly lower damage and limits the Maneuver options, whilst also losing out on a Monk Feat. As the levels grow to 5 and beyond, the difference between the Strength builds & Dexterity build seems to fade with how costly attribute bonuses gets.

Feather Monk

Feathered Strikes:
(Replaces Powerful Fist):
Gains 1d4 Unarmed Strikes which may be dealt with any fist, kick, elbow, knee and other of choice. Additionally, you may make an Unarmed attack to Trip or Grab an opponent inplace of making the Athletic Skill check, still versus their Base Reflex/Fortitude. Note: Works with Flurry.
Most people take a –2 circumstance penalty when making a lethal attack with nonlethal unarmed attacks, because they find it hard to use their fists with deadly force. You don't take this penalty when making a lethal attack with your fist or any other unarmed attacks.

Agile Strikes:
(Replaces lvl1 Monk Feat):
May use 4/5th your Dexterity Bonus inplace of Strength for Damage with Unarmed Strikes.

Any thoughts?

Liberty's Edge

I grok do u wrote:

If you are trying to consolidate info on improvised weapon use, you should add more of the archetypes and other specific talents/feats/traits and spells that exist for improvised weapons:

** spoiler omitted **

With respect to the homebrew: the wording of the new sneak attack limit to one attempt per round sounds as though if you miss your attack roll you lose your sneak attack.
The improved catch off-guard, does another drawn arrow count as a new unique improvised weapon to make a target flat-footed again?

Thanks, great input!

For the Improviser's Improved Catch-off-guard; The idea is that a new improvised weapon form is enough to continue surprising the foe. So changing between Arrow and stone would be possible but not using multiple arrows in melee vs the same foe.

I really struggle with the wording for the Improvised Rogue's Sneak attack, maybe its meaning is more clear now.

In a few days I'll have the Summary updated. I was stuck before but with this search-filter-function on Archives of Nethys, ill have some more reading ahead of me :)

Liberty's Edge

Alternate Class Features

Would you consider this a fun, stable alternate Class feature for beginners and experienced?

The Improviser - link

Ive been doing some digging into the improvised weapon rules and put together a class- idea which I'd like to hear some input on.
It enables Sneak Attack potential whilst limiting how often she may Sneak Attack, progressing by Talents. As well as adding some improvise Action access to various feats for players to play around with.

Liberty's Edge

Suddenly, I had the idea to play a Rogue with improvised weapons, and I wasn't the first. It took some time but eventually I put together some info from various sources and gathered them here:

It always will be up to DM in the end naturally, but do you have any thoughts?

Improvised Weapons
Intro
From humble beginnings our ancestors took up the stick and started poking around, our first adventurers. The improvised weapon was made and next followed the rock and torch, lighting up our future. From whatever pieces tools were made, but before the Simple Weapons were made, the world of Improvisation flourished. The improv of Golarion thrives in the art of doing the unexpected and baffles the many.

Content
1. What an Improvised weapon is
2. Managing, Masterwork & Enhancements
3. Improvised Weaknesses
4. Improvised Wielding or not
5. Feats that aid
6. General Improvised Damage
...continues in link...

Have I missed something?

In Combo with:

The Homebrew
The Improviser

Liberty's Edge

Zylphyr wrote:
TorresGlitch wrote:


Iron Muscle Monk
Ki Muscle
At 4th level, a Muscle Monk gain the ability to use Ki Muscle, granting a +4 Morale bonus to strength for 1 minute in exchange of 2 ki points.
This ability replaces her lvl4 ki-power.

The problem with this is that it's far more powerful than a single ki power. It's +2 to hit/damage, and you're replacing a utility for an offensive. If you feel it's too much of a loss to lose Style Strike, you're still better replacing the Style Strike given at 5th level, than to replace a Ki Power. And even then, I'd allow a +2 Strength in place of a Style Strike, which can be taken twice for a total of +4 Strength at the loss of 2 Style Strikes. Just my opinion.

TorresGlitch wrote:


Strength of Gymnastics
A Muscle Monk gains the means to further evade attacks through Gymnastic flexibility, she adds half her Strength mod to AC whilst unencumbered & unarmored.
This replaces the Iron Muscle Monks' first level bonus feat.

A feat (Dodge, Improved Natural Armour, Etc) grants +1 AC, it's obvious this is a strength-build archetype, so this is worth 2 to 5 feats (or more, since getting Strength to 30 isn't that difficult in the upper echelons of levels, especially since you already grant +4 in your previous feature). And while I realize there are a few broken builds out there that make this seem weak (Synthesist), homebrew should not, in my opinion, exceed the power levels of core... we do homebrew to give players a chance to play something thematic to them, not power boost (at least in my gaming world).

TorresGlitch wrote:


I like the name Iron Muscle Monk, seems fit.
A name is just a name... if you like it, absolutely keep it. That being said, it feels like the word Muscle was just thrown in there to justify strength boosts (which is not a terrible thing, it's surely better than "Telekinetic Invisibility" for Kineticist, the worst justification for Invisibility I've ever seen...

Inspirational,

I think the name would change to..
Iron Gorilla Monk

Gorilla physique:
An Iron Gorilla Monk treats her carrying capacity as tripled whilst having atleast 1 ki point.
This replaces her level 4 ki-power.

Liberty's Edge

Those are good pointers, they are intended to be as unavailable as possible to multiclassing etc to prevent shenanigans.

Both Iron Muscle Monks' Stalwart and Strength of Gymnastics is meant to only work under the conditions of her other abilities.

"She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load."

Liberty's Edge

Zylphyr wrote:

It is a bit much. If you take a look at the Ironskin Monk (Hobgoblin archetype), you'll see you're giving far more than should be given. Here's a suggested re-make...

Iron Monk

Damage Reduction
Monk gains damage reduction at 4th level. Subtract 1 from the damage the monk takes each time she is dealt damage from a weapon or natural attack. At 8th level and every 4 monk levels thereafter, this damage reduction increases by 1 point. This replaces the conditions granted by Stunning First at 4th, 12th, 16th and 20th level.

Notes: This is balanced. Every other level is extreme... I mean, an Invulnerable Rager is the only archetype that gets the /2, and he gives up some really great defense to do that... You could replace the "At 8th level, and every 4 monk levels thereafter" with "At 6th level, and every 2 monk levels thereafter", but as a GM I would not allow it unless you did some really fancy convincing...

Initially, I used the drop in HP to justify DR but this would definitely work, at 4th level and every 4 levels onward...

Zylphyr wrote:


Ki Strength
Starting at 5th level, whenever making a flurry of blows, he gets a +4 morale bonus to his strength for the purpose of this attack. This replaces Style Strike.

Notes: I don't think this is thematic for the archetype, I'm just writing it in a more sensible manner. The archetype is about soaking damage, it would make a LOT more sense if this boosted constitution instead of strength. They key note here though is that it uses "morale bonus", which prevents the need to explain that it doesn't stack with rage.

Iron Muscle Monk

Ki Muscle
At 4th level, a Muscle Monk gain the ability to use Ki Muscle, granting a +4 Morale bonus to strength for 1 minute in exchange of 2 ki points.
This ability replaces her lvl4 ki-power.

Zylphyr wrote:


Muscled Resilience... no, this goes too far. In truth, the every 2 levels is too much already, going further would be unacceptable.

How is this?

Strength of Gymnastics
A Muscle Monk gains the means to further evade attacks through Gymnastic flexibility, she adds half her Strength mod to AC whilst unencumbered & unarmored.
This replaces the Iron Muscle Monks' first level bonus feat.

Zylphyr wrote:


Stalwart
Upon reachine any level at or after 10th level, the monk may choose to replace their bonus feat for that level, to gain the ability to use their evasion and improved evasion for either willpower saves or fortitude saves. They may do this a maximum of twice allowing them to use the evasion and improved evasion for both
...

I like the possibility.

Upon reaching 10th level, the monk adds to her choices the ability to use her evasion and improved evasion for either willpower saves or fortitude saves. She may choose this a maximum of twice allowing her to use the evasion and improved evasion for both.

Thanks for such a great reply

Edit::

I couldn't find any strong Will Save Monks with the exception of the standard non-unchained Monk, so I guess I'll have to drop that approach.
On a tangent, I suppose a Paladin could qualify for Stalwart, somehow.

I like the name Iron Muscle Monk, seems fit.

Liberty's Edge

W E Ray wrote:

Thanks.

One of my PCs is almost certainly Leveling-Up in Vigilante because there are lots of opportunities for fun roleplay if he can switch identities. That leaves my second PC. In certain situations I can give this PC a Hat of Disguise and voila. But a Hat of Disguise is only a +10, and next to my PC Vigilante, I want something better. So I looked. .... And found nothing.

And so now here's the Thread.

. . . .

My gut tells me that a +1 Level-Up for the Spell would be appropriate for this Feat. Skilled-Spell I think I'll call it.

Looking for ways it can be broken is certainly the important requisite before allowing it. (I know in my game I'm not trying to but, still, it's GOT to be considered.)

Regarding Intimidate, You only Demoralize for 1 round extra per five points over the DC. That doesn't sound too, bad -- basically Demoralizing the NPC for the one fight -- and have to deal with the repercussions later if it isn't a fight. But I'm not thinking of any Spell that gives you a Bonus to Intimidate. Is there a Spell in, I dunno, a Rogue's Supplement book, or a Tiefling's Supplement book? Maybe in Ultimate Magic or somewhere else?

I was thinking the easier way for this to get broken is Stealth and Perception. Even before we discuss Crafting Wondrous Items with this Metamagic Feat, my stomach gets a little queasy thinking about it. However. Invisibility is a mere 2nd Level Spell and gives a +20 or +40 Bonus to Stealth. That ain't even a Feat.

In any case, this requires much more thought and examples.

Since Magic items typically cost 100 x skill bonus^2 (100x5x5=2500gp) for a typical +5 skill boosting item, i'd say go from there on creation of items.

A1
For a metamagic feat, i'd say increase by +1/2 CL, max +5 or +10, costing +1 spell slot.
Or increase by +50% for +2 spell slot, similar to how empower metamagic works.

A2
Im theory you could argue skills are less powerful than blasting 1d6/CL so each metamagic feat boosting skills specifically gets lowered by -1 Spell slot, to a minimum of its origin.
Id say it gets too powerful if you argue like this though.

Liberty's Edge

Hey again, with another homebrew Archetype for the Unchained Monk. I really am looking for something making the class further sturdy and think Ive found it in Stalwart & Invulnerable. This archetype is slightly weaker to blasty mages but better vs multiple weaker foes.

Archetype: Resilient Bulk Monk
Lose:
Stunning Fist & all its conditions,
Lower Unarmed Strikes damage to 1d4.
Evasion Lvl 2 & Improved Evasion Lvl 9.
Style Strike lvl 9.
Delays Wisdom to AC & CMD til lvl 2.
Exchanges Ride Skill with Survival.
Exchanges Good Reflex progression with good Will Save progression.
Exchanged 1d10 HP progression with 1d8 HP progression but gain Invulnerable.

Gains:
Invulnerable: Gain +1/2 Level to DR.
Bulk up: Increases Strength Score by +4 but decreases AC by -2, lasts 2+2xLvl+Con Mod rounds per day, activates by a free action, user is fatigued for twice the duration being in Bulk Up, cant Bulk up whilst fatigued, exhausted or in Armor. Bulk up does not benefit from Rage powers, and neither stacks the bonuses nor duration with Rage.
Muscled Resilience: Whilst in no Armor and unencumbered, gain DR equal to half your Strength Bonus. Stacks with Invulnerable.
At 9th level gains 'Stalwart'; A Resilient Bulk Monk can use mental & physical resiliency to avoid certain attacks. If she makes a Fortitude or Will saving throw against an attack that has a halved damage on a successful save, she instead avoids the damage entirely. This ability can only be used if the Monk is wearing no armor.

So how is it? Too powerful? I like the Combo of Bulk Up and Muscled Resilience but is it too cheesy or unreal?
Looking forward to hear your comments

Liberty's Edge

I like the investigate, Lore of Arcana & Lore of Cosmology -skills, the use of climb to catch characters seems fit and getting an improvement on the heal skill seems comfy for the characters lacking a cleric.

However, I believe the Sleight of hand skill should be tied to dexterity, as its a deft action.
If sticking with Lore of Humanoids, shouldnt they get intel on race features, rather than class features..

Btw, did you exchange Knowledge Nobility & Know History with Lore of Society?

Overall, interesting aspects on the skills.

Liberty's Edge

Small detail, in p1, "Fractions", you've written 1.75+2.5*2
Typically in math, summary comes after multiplication.
Maybe what you need is: (1.75+2.5)*2

Liberty's Edge

You mentioned there was no way for the players to obtain the items they need til later, so a contracted Merchant (who is their boss/character with own agenda, /directing the PCs) may not be available?

W E Ray wrote:

Here's what I'm thinking: Using an Item Creation Feat to create a Magic Item is 10% less than the full cost of the Magic Item rather than a 50% discount. Now the PCs can get their gear at 90% of cost which is not that terrible, I think.

Additionally, creation time will require only half the time dictated to by RAW.

On item creation costs, I'd recommend changing it to somewhere between 10%-25% discount, like you're thinking. However, the creation speed is already quick for Magic creation, and you can already cut it in half at a +5 DC, so stick with the norm.

Additionally..
They could need custom material for custom gear, collected from specific monstertusks, hides, flora etc, they'll need to search, disect and collect these.
The crafting check could be at higher difficulty without proper blueprint (+5 to +10).
All custom items could have higher DC (+5 to +10) to represent the difficulty of innovation.
You could add the need for a series of additional simple checks such as knowledge Arcana/Religion, Sleight of hand, Strength Check, making the creation a team effort.

Make available potions of Crafters Fortune for a +5 luck bonus on a crafting check.
They'll treasure these.

Liberty's Edge

Azothath wrote:

Altering "to hit" and damage in one feat can be tricky. See Weapon Focus, Greater Weapon Focus, Weapon Specialization, Greater Weapon Specialization, and Power Attack.

...and Point-blank shot.

Liberty's Edge

Phoebus Alexandros wrote:
TorresGlitch wrote:
Regarding Humans, its an investment they do with their standard and bonus feat into TWF, so some value ought to come of it.

It's not a question of whether they should get something out of your feat. The issue is that your feat, even when amended, is basically Weapon Focus and Double Slice rolled into one.

My initial intent was to make the subpar feat Double Slice more valuable, adding thematic value combined with TWF.

The universal use of Weapon focus is much broader than Ambidextrous, applying to both Two-Weapon-fighting, Standard Action, Charge & AoOs, whilst Ambidextrous only applies to TWF.

Phoebus Alexandros wrote:

You make a point that Ambidextrous could be picked at lvl 1, however, just like Monks' Flurrying is a lvl1 ability and so is a Magus' Spellcombat.

Well, yes, but those are class features, not feats.

Fair point, though I dont see Ambidextrous exclusively being tied to an archetype, its acquisition difficulty could be raised, to +4 or +6 BAB, in addition to Dex 15 & TWF prerequisites.

Phoebus Alexandros wrote:


Quote:
Being Ambidextrous doesnt come with TWF, as if it had, the off-hand would have had some bonus.
Ambidexterity is the ability to use both of one's hands equally well, not the ability to use one's normally non-dominant hand better than their normally dominant one.

'Bonus' wasnt the right word to use.

But as when multiorganizing two hands simultaneously is difficult, easing one hand can lower the distraction for the main as well.

Liberty's Edge

Azothath wrote:

Ambidextrous v2

You are able to use your hands equally well.

Prerequisite: Dex≥13

Benefit:
choose one effect which applies until the start of your next round;
 1) Your two-weapon fighting attack penalties are reduced by 1 to 0 at most.
 2) When making multiple attacks using natural weapons (including Multiattack feat) the secondary attack penalties are reduced by 1 to 0 at most.
 3) When using Improved Unarmed Strike attack penalties(if any) from flurry are reduced by 1 to 0 at most.

When using a DEX based skill that takes longer than a standard action to complete or Sleight of Hand you gain a +1 competency bonus to your check. When using a Craft skill gain a +2 competency bonus when calculating your daily or weekly progress. If you have 10 or more ranks in a skill, the competency bonus from Ambidextrous doubles for that skill.

At first, I made the Ambidextrous feat with the idea of replacing the discardable feat 'Double Slice' whilst climbing on the TWF feat tree.

I can see how tempting it is to have the feat add to secondary attacks for a Druid or alike who uses Multiattack.
However, I dont see the feat being applicable to secondary natural attacks, as Multiattack isnt using off-hands attack, but rather extra limbs.
On a game-balance level, pouncers would become further deadly which isnt needed.
However, if really interested in applying it to Multiattack, add it as a potential prerequite, alternate to TWF and add a 15 Dex prerequisite, as in par with TWF's Prerequisites.

Using Ambidextrous to apply a reduced attack penalty to the old Monk's Flurry of Blows seems thematic and in line of how TWF works, I approve.

Although Ambidextrous reduces Attack penalties by 1, it isnt as universally applicable as Weapon focus which raises attack by +1, which applies when Full-round-attack attacking, charging, on a standard action and on AoOs.
So I wouldnt say it combines two feats, it improves 1 feat and sticks with the TWF pattern of reducing attack penalties for Two-weapon-Fighting.
Getting into Full-round-attack range isnt always easy, there are Skirmishers, difficult terrain and obstacles which can delay the rounds until a TWF finally gets into range to attack.

Maybe increasing Ambidextrous BAB prerequisite to +4 would prevent early game exploitment, in addition to its Dex15 & TWF prerequisites.

Liberty's Edge

Phoebus Alexandros wrote:
TorresGlitch wrote:


Hearing you out I think I'll make the Feat a little stronger, depending on the GM they could pick between my first posting of Ambidextrous or this one, v2.0

New Feat:
Ambidextrous 1.1

You are able to use the right and left hands equally well. Your ability to Dual wield weapons is improved.

Prerequisite: BAB+1, Two-Weapon Fighting & Dex15

Benefit:
Your off hand attacks deal damage using your full Strength Bonus.
Furthermore, reduces Attack penalties when Two-Weapon Fighting by 1....

Something to consider here is that you've combined an archetype's 11th level and 15th level class features and the Double Slice feat into a single feat that a human can get at 1st level.

I agree, the Ambidextrous 1.1 took away all the penalties regarding light weapon off-hand TWF, which was too much, and the two 1-handed options had their penalties lowered too far.

The Archetype you mentioned allows one to treat a 1-handed weapon in the off-hand as if it was a light weapon
(Attacks at: -2 & -2) & otherwise lowers the penalties once each to (to -0 & -0) for a Real light off-hand, whilst Ambidextrous doesnt change the weapon-type and lowers it once
(-3 & -3), and for light off-hand (-1 & -1).
- Ive found that when one changes what something counts as (1-handed counts as light) -you need an archetype to specify it, Ambidextrous adds to rather than changing the off-hand weapon.

Regarding Humans, its an investment they do with their standard and bonus feat into TWF, so some value ought to come of it.
You make a point that Ambidextrous could be picked at lvl 1, however, just like Monks' Flurrying is a lvl1 ability and so is a Magus' Spellcombat.
Furthermore, the +1BAB requirement, denies Rogues the quick access to Ambidextrous.

Phoebus Alexandros wrote:

Another thing to consider is that the Two-Weapon Fighting and Double Slice feats imply a significant degree of ambidexterity to begin with: they quite literally make it as easy to attack and damage with your off-hand as you would with your main hand. They remove the balance between your two hands only when the off-hand has a negligible weight. Where that point is concerned, the fact that you can switch primary and secondary hands at will indicates that "off-hand" isn't simply about being dominant with one hand; just that it's easier to fight with one weapons being significantly lighter than the other (or when both are significantly light).

An alternative might be to take a page out of the "Princess Bride" duel between Inigo Montoya and Wesley, and have ambidexterity manifest as a bonus you get by switching hands when fighting one-handed against another one-handed opponent ("I'm really not left-handed!") or by switching your primary and secondary weapons (perhaps as part of a successful Bluff check). In either case, it would be about throwing your opponent off-balance rather than adding to the ambidexterity your character already demonstrates.

You added some fun plays there.

The way I view TWF is an adeptness to using weapons together through skill/mastery, whilst Ambidextrous adds to your natural use of your body's ability to wield weapons in your off-hand specifically.
Being Ambidextrous doesnt come with TWF, as if it had, the off-hand would have had some bonus.

Liberty's Edge

Im a little confused what each row is meant to discern but I think you mean each full-round-attack option.
In 03, you're using the old Monk inplace of the fixed Unchained Monk.
From T1) TWF & 15Dex; you've included Double Slice (full Str to off-hand)
A1 til A4 explains my two versions with Ambidextrous /1.1
I guess X2 & Z2 is with multiarmed races.

Im a little worried how Multi attack would interact with Ambidextrous, so I'd say;
Ambidextrous only applies to weapons, not natural weapons.

I believe Rogues can be rather unpredictable, sometimes they excell, with the aid of the party, and other times she deals little damage.

Your commitment made me interested in taking a second look at Ambidextrous.
I like how the Strength stat requirement nerfs 1-handed builds, but I believe my first version of Ambidextrous is enough change to prevent OP builds whilst also becoming a non-ignored-feat, in other words, dont use Ambidextrous 1.1.

Furthermore, I'd change the wording to enable full Dex to Damage with off-hand attacks;
Your off hand attacks deal damage using your full Strength/Ability Bonus to Damage with, instead of half.

For a Rogue, picking this feat, would grant a little bit of off-hand fixed extra damage to depend on whether or not Sneak attack works, and gains 1 penalty less on full-round-attacks, as opposed to weapon focus which grants +1 to all attacks with a weapon, standard, Charge etc.

Liberty's Edge

Java Man wrote:
Have you looked at a multiclassed scaled fist monk/ swashbuckler?

I have now, the swashbuckler is as always cool, though the scaled fist Monk isnt very appealing except for Draconic Fury.

I really like the idea of any Merchant worth their salt could be a Monk, Armor & weapon less, yet fully ready.
Also, Monks forming lines of lawful defenses using multiple allies, all equipped with Bodyguard is appealing to me. It would make the Rogues and thieves think twice before rushing headlong into the midst.

Liberty's Edge

Java Man wrote:
This character will also fear archers.

Good point !

Edit: Actually...
Ranged attacks can be evaded using Bodyguard as its intent.

This is the Feat's Author and his intent on how the feat is supposed to work, as well as the view of what PFS or RAW games would take into account.

Edit 2.
But apparently not per RAW, so...

Own's Bodyguard 1.1;
Grants the Bodyguard feat & whilst unencumbered, unarmored & not wearing a shield, may aid herself (and allies) evade attacks using Bodyguard, even versus attackers she doesnt threaten.
She retains the Monks' AC, CMD & Touch AC bonuses granted as she gains levels.

Liberty's Edge

So in the end, as I stubbornly want to use Bodyguard...
I ended up sacrificing/replacing Monks' first Bonus feat & the Monk class feature Wisdom Bonus to AC and gained
Own's Bodyguard;
Grants the Bodyguard feat & whilst unencumbered, unarmored & not wearing a shield, may aid herself evade attacks using Bodyguard.
She retains the Monks' AC, CMD & Touch AC bonuses granted as she gains levels.

Bonuses:
Halflings Racial Trait: Helpful
Item: Bracers of Armor: Benevolent

Ideal:
Good in low level to mid level games and when facing few foes.
Horror:
Facing multiple low-tier opponents at once.

I wish this would become official =D
Thanks for all your input

Liberty's Edge

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DungeonmasterCal wrote:
DungeonmasterCal wrote:

I just went back and dug out my 3e Player's Handbook and used the Ambidexterity feat there.

Ambidexterity [General]
Prerequisite: Dex 15+.
Benefit: The character ignores all penalties for using an off hand. The character is neither left-handed nor right-handed.
Normal: Without this feat, a character who uses his or her off hand suffers a -4 penalty to attack rolls, ability checks, and skill checks. For example, a right-handed character wielding a weapon with her left hand suffers a -4 penalty to attack rolls with that weapon.
Special: This feat helps offset the penalty for fighting with two weapons."

It's not a perfect fit, but my GM said he was fine with it.

I probably shouldnt be surprised to discover this old feat being so similar to what I crafted, its definitely stronger, though doesnt consider the difference between light & 1-handed weapon in the off-hand.

There are a couple of classes that really benefit from Dual Wielding, such as
Rogues (Sneak attack)
Rangers (Fav Enemy)
Fighters (Weapon Spec & Crit Feats)
Paladins (Smite Evil)

I read you've reduced the Attack penalties and attack options significantly!
Though I believe having some penalty to Attack roll is the path to take when Two-Weapon Fighting with 1-handed weapons.
I can see the value in being able to TWF on standard actions and on AoOs, but I think it would be too strong without one or two BAB+6 Feats, eitherway consuming an additional AoO.

Hearing you out I think I'll make the Feat a little stronger, depending on the GM they could pick between my first posting of Ambidextrous or this one, v2.0

New Feat:
Ambidextrous 1.1

You are able to use the right and left hands equally well. Your ability to Dual wield weapons is improved.

Prerequisite: BAB+1, Two-Weapon Fighting & Dex15

Benefit:
Your off hand attacks deal damage using your full Strength Bonus.
Furthermore, reduces Attack penalties when Two-Weapon Fighting by 1.
In addition, when two-weapon fighting using two light/finesse weapons reduces the attack penalties by 1.
Finally, if the character has 15+ Str and is using a 1-hand weapon in her off-hand, the penalties are reduced 1 each.

Resulting...
-0 Attack Penalty with Light/finesse weapons
-1 Attack Penalty with two finesse 1-handed weapons (Req Str15)
-2 Attack Penalty with two 1-handed weapons (Req Str15)
_______

Potential Class update:
The Feat Ambidextrous is added to the Rangers Combat Style 'Two-Weapon Combat' Feat list, replacing Double Slice.

Liberty's Edge

Ive wanted to see Two-Weapon Fighting be more viable, not only less feat-tax-heavy but also more appealing.
With the numerous feat tax on Two-weapon-fighting I went on to replace the weakest feat in the chain with a quality feat which would stabilize the penalties on attack rolls whilst also opening up the path to the appealing Double 1-handed wielding option found in various Anime.
What do you think about this?

I replaced this feat

Double Slice (Combat)
Your off-hand weapon while dual-wielding strikes with greater power.

Prerequisite: Dex 15, Two-Weapon Fighting.

Benefit: Add your Strength bonus to damage rolls made with your off-hand weapon.

Normal: You normally add only half of your Strength modifier to damage rolls made with a weapon wielded in your off-hand.
________
Remains
Two-Weapon Fighting
Prerequisite: Dex 15.

Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6

Normal: If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. When fighting in this way you suffer a –6 penalty with your regular attack or attacks with your primary hand and a –10 penalty to the attack with your off hand. If your off-hand weapon is light, the penalties are reduced by 2 each. An unarmed strike is always considered light.
TWF

New Feat:
Ambidextrous

You are able to use the right and left hands equally well. Your ability to Dual wield weapons is improved.

Prerequisite: BAB+1, Two-Weapon Fighting & Dex15

Benefit:
Your off hand attacks deal damage using your full Strength Bonus.
In addition, when two-weapon fighting using two light/finesse weapons reduces the attack penalties by 1.
Finally, if the character has 15+ Str and is using a 1-hand weapon in her off-hand, the penalties are reduced 1 each.

Resulting Attack penalties: TWF+Ambidextrous =
-1 Attack penalty with dual light/finesse weapons,
-2 Attack penalty with two 1-handed finesse weapons (Req Str15) &
-3 Attack penalty with two 1-handed weapons (Req Str15).
_________

Any input on this, is it too strong or does it make TWF more viable?
Thanks for your input

Liberty's Edge

Thanks both for your shared input,
When I Craft an idea I leave my wits aside at first.
I can see now how going full Dexterity-build is not supposed to be as simple/cheap as I first figured, in full right, as it saves stat points, adds to Ref Saves & AC.

I figured if any class should have 'Own's Bodyguard' it would be the Monk because of the whole 'mind over body' approach and learned Improved Unarmed Strikes with full body options.
Also, adding some AC to the unarmored early on inplace of Armor still makes me think its a rather balanced concept.
In exchange of Stunning Fist, a bonus feat, a trait and your first feat into Combat Reflexes, +4 to AC trice per round doesnt sound so cheap, as an early Strength-Monk only has about 13 to 14 AC, it doesnt seem gamebreaking, especially when one considers options like crane wing.

Im completely convinced to put aside the Elven Braced Monk idea for lower levels.

It can still work but it would need the Agile Weapon enhancement applied on both Improved Unarmed Strikes & the Elven Branched spear, and with this set of 'weapons' which is 3x the cost in total compared to a solo weapon Wielder, it can get a bit pricy.

Liberty's Edge

I forgot to mention..

In addition, I'll use a homebrew Racial Archetype 'Braced Elven Monks' (Elven), prerequisite Proficiency with Branched Elven Spear.
This archetype exchanges all 'Monk' weapon Proficiencies with Weapon Finesse & may add your Dexterity Bonus to Damage rolls with Improved Unarmed Strikes inplace of Strength.
Furthermore, exchanges Monks' second Bonus Feat with the feat: Agile Weapon Wielder (adds Dexterity to damage inplace of Strength to a single Finesse or light weapon, you are proficient with, whilst wielded by a non-encumbered & non-armored user).

Im thinking of having a PC running with this, but also have an encounter where some Orcs face 3 Braced Monks holding a steady line, tripping incoming Orcs, by using the Braced Monks superior reach and then bodyguarding eachother whilst flurrying.

Is this balanced?
Appealing?

//
Benevolent looks good, thanks

Liberty's Edge

I would like to hear some input on a Monk archetype Im considering making in a homegame.

Short and easy, this archetype would replace the first level 'bonus feat' and the 'Stunning Fist' .
Instead gaining the 'Body Guard' Feat & 'Inner Guard' (allows an unencumbered, non Armored creature with the 'Body Guard' Feat to protect herself, counting her as her own ally).

As first level feat, she'd pick Combat Reflexes.
And with the Adopted Halflings Trait 'Helpful' this Monk would be quite the bodyguard.

AC 10+ Dex mod + Wis mod +2+2 =~20 lvl 1, with the means to bodyguard allies +4 to AC.

Im lacking a good name for the Archetype.

Thx in advance

Liberty's Edge

The easiest way to roll dice for identical checks multiple times would be to know 2 things;
Their chance of success on 1 check and how many checks they need.

Fails on a 1, =95% successrate
20checks
0,95^20=35,84% chance to manage.
Now roll one d100, if 36 or lower they manage.

If they fail, roll a die equal to number of checks. (in this case 20checks=d20).
d20=x. Where x = if it was, first, second... or twentieth attempt that failed.

It's a general system, so it has it's flauses but narrowing down 20d20s to a d100 and a d20 saves time.

Liberty's Edge

The 'Non-FAQ' guidance changes and clarifies a few things.
To me, it sounds like the characters turns more human by not automatically staying calm and collected at all times. Like when they climb a 300ft cliff.
Though I would encourage take10 until there is a trigger for drama/trauma.

The ruling also seem to weaken powergamers who could breeze through challenges by always 'taking10'.
All this seems to imply the debs want to see characters with more focus on their skills.

Liberty's Edge

Maezer wrote:
TorresGlitch wrote:


I can't believe they ruled it that way. It makes no sense whatsoever that it gets easier to strike with a weapon because it now has some electricity as a rider effect.
Because they aren't treating it as an 'electricity' rider effect. Rather just the effect of the spell. No other spell with the electricity descriptor has this built in +3 to hit. Monsters that deal electric damage with each attack don't get this +3 to hit metal. Its not something generally associated with the 'electric' descriptor. Rather this singular spell grants a bonus if attacking a certain type of type of opponent and the effect is independent of its descriptor.

Yes I am aware of it being a non-riding spell effect with their ruling which goes completely against the RAI that the touch spells with spellstrike are considered rider effects.

Would this mean they consider the spells imbued with the weapon?

Liberty's Edge

1 person marked this as a favorite.

I agree, let's FAQ it!
The archetype already loses out on the first hex and the familiar. (The fixed hex' scarred skin' is nothing compared to Slumber!)

Liberty's Edge

Chemlak wrote:
Concealment of the target negates sneak attacks (total concealment for unchained rogue). So that's no to smoke, mist, and fog.

not what we are debating about. There are several ways of getting around that like Oracles' revelations.

Chemlak wrote:
And you have not shown that stealth makes you visually undetectable which is a requirement for invisibility.

I have never claimed so, you've misunderstood and you are wrong.

Stealth doesn't grant invisibility nor does it make you invisible. But while you use it, you become a surprise element as enemies aren't aware of you or your location.
Wordlawyer:
The requirement for being invisible (not invisibility) is being visually undetectable. Stealth doesn't grant you that, but smoke etc will. What stealth allows you to do is move about without the enemies seeing/sensing where you move.

Ex. Assume a mist spell where the enemy saw you cast it.
He knows you were standing there and can with hearing and sense of smell etc locate your exact location (pinpoint your location) but if he doesn't have these tools or something disrupts them, then you can move about without them understanding where you move. (which may allow you to completely dodge arrows and badly placed AoE spells.)

Chemlak wrote:
For the record, I absolutely agree that attacking from stealth denies Dex, but I don't pretend it's RAW.

I don't think it's RAW that stealth grants it but the circumstances around stealth will grant it. And it will grant it 100% of the time since the circumstances (smoke, invisibility etc) always go hand in hand with stealth.

There is 1 way of staying 'not visible' with the stealth skill even without concealment, cover or the like (but for a short period of time);
Stealth Skill
"Breaking Stealth: When you start your turn using Stealth, you can leave cover or concealment and remain unobserved as long as you succeed at a Stealth check and end your turn in cover or concealment. Your Stealth immediately ends after you make an attack roll, whether or not the attack is successful (except when sniping as noted below).

Sniping: If you've already successfully used Stealth at least 10 feet from your target, you can make one ranged attack and then immediately use Stealth again. You take a –20 penalty on your Stealth check to maintain your obscured location."
Source: Stealth Skill

I consider these words to be synonymous 'unobserved', 'not detected', 'hidden', 'unnoticed' and 'invisible'. They are alike but on a case by case basis different. But for the stealth skill's purposes I consider them alike as some people in the know-how expressed considering similarities between a few of the game-terms concerning stealth, 'hidden' and 'unaware'.

Sorry about coming off as pompous :)

Liberty's Edge

I can't believe they ruled it that way. It makes no sense whatsoever that it gets easier to strike with a weapon because it now has some electricity as a rider effect.
Well that's what I thought until I considered it working like a magnetic effect. The electricity will guide the attack towards the metal...
Hm... Still shouldn't work as the weapon attack would hit the targets armor and be brushed off...

Liberty's Edge

Chemlak wrote:

Not sure why we're now getting a treatise on invisibility, but...

Powder (1cp 1/2 lb): Powdered chalk, flour, and similar materials are popular with adventurers for their utility in pinpointing invisible creatures. Throwing a bag of powder into a square is an attack against AC 5, and momentarily reveals if there is an invisible creature there. A much more effective method is to spread powder on a surface (which takes 1 full round) and look for footprints.

Because parts of the rules concerning invisibility generally applies to anything being invisible.

Smoke, fog, mists and the spell invisibility and (big-ass wall-) cover will all make you invisible.
Based of the above clarifications, RAW allows rogues to sneak attack from stealth.

Liberty's Edge

And everything (90%) of what you need to know about Invisibility;

"Invisibility
The ability to move about unseen is not foolproof. While they can't be seen, invisible creatures can be heard, smelled, or felt.

Invisibility makes a creature undetectable by vision, including darkvision.

Invisibility does not, by itself, make a creature immune to critical hits, but it does make the creature immune to extra damage from being a ranger's favored enemy and from sneak attacks.

A creature can generally notice the presence of an active invisible creature within 30 feet with a DC 20 Perception check. The observer gains a hunch that “something's there” but can't see it or target it accurately with an attack. It's practically impossible (+20 DC) to pinpoint an invisible creature's location with a Perception check. Even once a character has pinpointed the square that contains an invisible creature, the creature still benefits from total concealment (50% miss chance). There are a number of modifiers that can be applied to this DC if the invisible creature is moving or engaged in a noisy activity.

Invisible creature is... Perception
In combat or speaking –20
Moving at half speed –5
Moving at full speed –10
Running or charging –20
Not moving +20
Using Stealth Stealth check +20
Some distance away +1 per 10 feet
Behind an obstacle (door) +5
Behind an obstacle (stone wall) +15

A creature can grope about to find an invisible creature. A character can make a touch attack with his hands or a weapon into two adjacent 5-foot squares using a standard action. If an invisible target is in the designated area, there is a 50% miss chance on the touch attack. If successful, the groping character deals no damage but has successfully pinpointed the invisible creature's current location. If the invisible creature moves, its location, obviously, is once again unknown.

If an invisible creature strikes a character, the character struck knows the location of the creature that struck him (until, of course, the invisible creature moves). The only exception is if the invisible creature has a reach greater than 5 feet. In this case, the struck character knows the general location of the creature but has not pinpointed the exact location.

If a character tries to attack an invisible creature whose location he has pinpointed, he attacks normally, but the invisible creature still benefits from full concealment (and thus a 50% miss chance). A particularly large and slow invisible creature might get a smaller miss chance.

If a character tries to attack an invisible creature whose location he has not pinpointed, have the player choose the space where the character will direct the attack. If the invisible creature is there, conduct the attack normally. If the enemy's not there, roll the miss chance as if it were there and tell him that the character has missed, regardless of the result. That way the player doesn't know whether the attack missed because the enemy's not there or because you successfully rolled the miss chance.

If an invisible character picks up a visible object, the object remains visible. An invisible creature can pick up a small visible item and hide it on his person (tucked in a pocket or behind a cloak) and render it effectively invisible. One could coat an invisible object with flour to at least keep track of its position (until the flour falls off or blows away).

Invisible creatures leave tracks. They can be tracked normally. Footprints in sand, mud, or other soft surfaces can give enemies clues to an invisible creature's location.

An invisible creature in the water displaces water, revealing its location. The invisible creature, however, is still hard to see and benefits from concealment.

A creature with the scent ability can detect an invisible creature as it would a visible one.

A creature with the Blind-Fight feat has a better chance to hit an invisible creature. Roll the miss chance twice, and he misses only if both rolls indicate a miss. (Alternatively, make one 25% miss chance roll rather than two 50% miss chance rolls.)

A creature with blindsight can attack (and otherwise interact with) creatures regardless of invisibility.

An invisible burning torch still gives off light, as does an invisible object with a light or similar spell cast upon it.

Ethereal creatures are invisible. Since ethereal creatures are not materially present, Perception checks, scent, Blind-Fight, and blindsight don't help locate them. Incorporeal creatures are often invisible. Scent, Blind-Fight, and blindsight don't help creatures find or attack invisible, incorporeal creatures, but Perception checks can help.

Invisible creatures cannot use gaze attacks.

Invisibility does not thwart divination spells.

Since some creatures can detect or even see invisible creatures, it is helpful to be able to hide even when invisible."
Source:
Invisibility and mods

Liberty's Edge

Three rules all seemed to forget, that explains it all.

Stealth Skill
"Check: Your Stealth check is opposed by the Perception check of anyone who might notice you. Creatures that fail to beat your Stealth check are not aware of you and treat you as if you had total concealment.
...
If people are observing you using any of their senses (but typically sight), you can't use Stealth. Against most creatures, finding cover or concealment allows you to use Stealth."

Source:
Stealth Skill

Total Concealment
"Total Concealment: If you have line of effect to a target but not line of sight, he is considered to have total concealment from you. You can't attack an opponent that has total concealment, though you can attack into a square that you think he occupies. A successful attack into a square occupied by an enemy with total concealment has a 50% miss chance (instead of the normal 20% miss chance for an opponent with concealment)."
Source:
Total Concealment

Invisible
"Invisible: Invisible creatures are visually undetectable. An invisible creature gains a +2 bonus on attack rolls against sighted opponents, and ignores its opponents' Dexterity bonuses to AC (if any). See Invisibility, under Special Abilities."
Source:
Invisible

To summarize, in general, with a successful stealth attempt, the target/targets will be unaware of Mr. Hero so the target lose his Dex-bonus vs Mr. Hero's attack.

Liberty's Edge

Just found a hilarious build which might trigger some creativity.

Race: Half-Orc
Scarred Witch Doc lvl5
Feats:
Improved Unarmed Strike (1)
Healing Hex (2)
Hex Strike (3)
Slumber Hex (or whatever) (4)
(Whatever feat) (5)

Weapon enhancement (conductive) for unarmed strikes (costs total 6000gp)

First, cast the 1st level spell 'hex vulnerability' on yourself.
Then hit yourself every round with a nonlethal punch!

The punch triggers conductive and hex strike, healing: (2d8+5)x2=28hp heal.
Now enjoy the autohealed Nonlethal damage and 28hp heals.
It is a great tactic if you want to stall, with no wish of attacking :p

Liberty's Edge

Secret Wizard wrote:


- Strength Stance. (Big CMB and HUGE Strength check bonus.)
- Knockback. (Puny humans. Becomes really good when you can discard your worst attack for a full CMB + Strength Stance bull rush.)

Strength stance? You mean Strength surge?

Btw When you replace an iterative attack with a Combat maneuver, it takes all relevant penalties and uses the mods and such for the attack it substitutes.
A +6/+1 BAB character's second swing (+1BAB) uses +1 BAB for it's melee attack so if you replace it with a combat maneuver, the maneuver hits with +1 BAB.

Liberty's Edge

I sure hopes the 10ft jump for 10DC gets more votes :p

Liberty's Edge

Bandw2 wrote:
isn't the term hustle?

I agree. The penalty for a hustle is -10 (according to the only applicable stealthing rules found under 'invisibility').

I believe 'full speed' equals your 'base speed' and by spending two move-actions moving allows one to surpass the typical 30ft by moving faster.
So the feat wouldn't aid you when moving beyond your base speed (hustling, running, charging etc).

Liberty's Edge

If you want a quality answer, never ask the masses, read a book or ask someone who actually can provide a valid source to support their claims.

I think I did a pretty good job of providing support for my claim that the feat 'fast healer' does apply to 'fast healing'.

The argument I made in the earlier post implied that "Fast Healer" req resting, resting is 'natural healing' and 'fast healing' works like natural healing.

Fast healing (=natural healing) ->
Fast healer (req resting (=natural healing (=fast healing)))
In math, algebra uses the same method to substitute the same 'values' with different 'names'.
c=3
a=c
b=c

1.) So what is 2 • b ?
2.) And is a = b ?

Answers:

1.) 2 • b = 2 • 3 = 6
2.) a = b ?, a = 3, b = 3, a=b => 3=3, True.

To make this clearer, The only subcategory under 'natural healing' is resting (by all knowledge I've found and I'm thorough), so saying natural healing mustn't mean resting would just be a method of closing ones eyes to what is written.

As a result, 'Fast Healer' works with 'Fast healing', which is great out of combat and decent to good during combat.
___
btw. Sorry if my methodology comes off as blunt or hard.

Liberty's Edge

Based of those quotes from SpellCombat, the FAQ and 'natural Spell combat Arcana' it seems obvious that a character with 2 claws and a bite attack can (with SpellCombat do);

A. Claw+Touch attack

B. (with the arcana), Claw+Bite+Touch Attack

(you'll notice that you lose out on a claw attack since you need that free hand to cast the spell.)
_____

Add the spellstrike feature to those options and you'll be able to replace the touch attack with any weapon available to you.

Liberty's Edge

Do you know the archetypes of the Monk, Warpriest and Summoner?
And do you know which 'prefered weapon' each has? All three could be archers for what we know.
An Arcane Spellcaster seems like the safest bet, so as not get conflicted roles.
Witch, Wizard.. The bard could combo amazingly with the summoner (if he may summon).