Charon's Little Helper wrote:
' Honestly I was going to take +2 stealth and +2 bluff and stack it with boots of elven kind. Blend is a pretty fun spell when your stealth is >40. The value of 10 move speed drops off hard less than 1 book in when you can get vile leadership by level 7 and use my organization to get a buff wizard who follows me and gives me flight.Quote: Can you fit in crane style and slashing grace? If I could fit it I'd be a kitsune with vulpine pounce instead and not take said feats. Unfortunately I cannot take said feats, no space. Pounce is clearly the right choice but having a wizard who's job in life is to telekinetic charge , fly, and haste me makes it matter less. Crane style is cute but losing 5 feats for vampire makes it a tough sell.
Charon's Little Helper wrote:
While I am slowly coming over to the side of halfling it's largely due to something my brother pointed out "I only have 3 traits, the WoTW trait gives me +1 trait will save, fate's favored gives me +1 saves, so does adopted glory of old." At which point since I need a stealth trait halfling improves. Additionally since he ok'ed gloves of dueling to work with swash Weap training my to hit is decent enough. The +1 to will saves basically at all time as to this
Quote: The AC applies to all ranged attacks and whenever you're flat-footed. It should also be used against iterative attacks or against mooks. While extremely useful, I think that you're overestimating how consistently you'll be able to Parry. Plume of panache costs 1k and can be replaced after usage. I'll likely buy 5-6 and just replace them every combat. Along side the +3 from my weapon later on I expect to be able to parry at will by the 3rd book.
Charon's Little Helper wrote:
1) it is -1 to defend yourself. 2) Half orc's always take FF because it's strong. It's no more cheesy than a warpriest taking the trait for divine favor. Dwarfs get higher.3) The offensive penalty comes from the lower chance to hit out of turn. 4) Half orc's get 1 more skill point per level. Just like as a fact. Quote: Skilled: Second- and third-generation half-orcs often favor their human heritage more than their orc heritage. Half-orcs with this trait gain 1 additional skill rank per level. This racial trait replaces darkvision. Overall the differences are Halfling
+1 panache
The ac doesn't really matter since you chose to parry pretty much down to 1 panache starting at level 5. Halfling is meh unfortunately. I'll take a deeper look but my initial impression was they are just underwhelming for swashbucklers compared to half orc's, drow, and ifrits.
Philo Pharynx wrote: 1) Are you limited to using the same weapon? Can you change it out when answering isn't as important? I can switch but it'll cost me the half cost of a +3 weapon since my first enhancement is fortuitous because +1 attacks/round is much stronger than +1/+1 to hit/damage. Which is around 9000 some gold. This is a possible option but I'm not sure it's a good one. It's also possible to go something like +1 Answering, Fortuitous, Bane good outsider, Bane Humanoid Human, Unholy exct. Philo Pharynx wrote:
Magus also isn't charisma based and lacks the primary mechanic that makes me want to be a Swashbuckler which is parry which makes defenses feel dynamic. Philo Pharynx wrote: 3) Iron will, wisdom boosters, resistance bonuses, indomitable faith. Literally all of that sans 12 wisdom is something I have or will get by a very low level. I was hoping there was something I was missing. Quote: 1. I'd just use straight + bonuses. You'll be getting enough static damage that the extra accuracy is great, and with Parry it helps you defensively. The thing about accuracy is that my accuracy will already be absurdly high as it's my defensive stat. I get a 20 starting stat, Weapon training, 2 weapon focus feats, and possibly applying bane to a +5 weapon. I also will NOT have power attack which helps to hit a lot power attack on a 2 handed weapon trails off at the giant 60 total damage. For 1 handed weapons at 40 average damage (which I achieve at level 6-7 or so) it stops being useful. The alternative is the generic vanilla +5 fortuitous, unholy, good outsider bane. Quote: 2. Nope - it's true of all martials. I can only say that most campaigns don't get that high anyway. This game goes to 20. I ran it for my group already to 20. It will get to 20. I'm figuring out how to be useful at levels that high. Quote: 3. Why not a halfling? They make great Swashbucklers, and they get +1 to all saves. Also - there is a Swashbuckler archetype which gets a bonus vs mind-affecting spells (Which is about 2/3 Will saves). I would also put your Wisdom up to at least 12. (14 Con is also nice.) The 20 dex at 1 might be overkill. Quote: for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2penalty on this roll. 1) Because halflings make terrible swashbucklers and half orcs get a higher bonus to saves, and more skill points without the defensive/offensive penalty. 2) odd stats are bad. Especially in high level games. You get all 5 stat bumps and a +5 stat book. If you take a lower stat amount you take the 16 instead of 18 but never 17. Con is also not that important in a game where you are told up front you can be undead by level 11-12 which means con will never provide more than 10 hp per 2 points and is later replaced.
My group completed this adventure and now one of them wants to run it for another group. I'll be participating and while not metagaming too much I'm allowed to use the same piece of knowledge I gave them before they built characters. Charisma matters, a lot. You can also become undead eventually. With that in mind and the somewhat unique build rules (+2 skills/level, 25 point buy, bonus trait) I saw a chance to play an otherwise underwhelming character in a swashbuckler. We also have one special home rule, +3,+4,+5 weapons don't bypass anything You need holy/unholy/spell buffs/metals to bypass DR.
Spoiler:
Swashbuckler
Inspired Blade Half Orc -City-Raised: Half-orcs with this trait know little of their orc ancestry and were raised among humans and other half-orcs in a large city. City-raised half-orcs are proficient with whips and longswords, and receive a +2 racial bonus on Knowledge (local) checks. This racial trait replaces weapon familiarity. -Sacred Tattoo: Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity. -Skilled: Second- and third-generation half-orcs often favor their human heritage more than their orc heritage. Half-orcs with this trait gain 1 additional skill rank per level. This racial trait replaces darkvision. Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature. STR: 7
Traits 9 Skill/Level :The swashbuckler's class skills are
3 Traits:
1 Drawback: Paranoid Feats It costs 5 feats to be a vampire. I will retrain several feats to it when we get there.
My problems with the character are as follows 1) The best possible +1 weapon enchantment is also terrible later on because answering is like a jump forward but later on is straight up bad. What weapon enchants would you use? I'll 100% be using fortuitous because it's great but I like unholy due to home rules and bane humanoid is a pretty good investment if you go for answering. 2) This character at level 15+ feels like a joke a best due to know magic. Any remedy? 3) I don't really WANT to play a half orc I want a dex/cha -con or -str race but all the races I looked at with those mods don't have a way to improve your will save. Any advice on these issues would be appreciated. Especially the weapon since it's not unusual to get+7-10 weapons in this game since it goes to 20.
Darksol the Painbringer wrote:
I use a move action to study them. I use my next move action to study them. I use my swift to drink. If I cannot drink then It's poison. If I can then the GM literally cannot tell me it's poison.
Spoiler:
Benefit: The longer the investigator studies his opponent, the greater the damage he ultimately deals with his studied strike. When the investigator makes a studied strike, he deal a number of points of additional damage equal to the number of consecutive rounds he studied the target with studied combat. If I use this and refresh my studying I've still studied them for X consecutive rounds. Conceptually what I'm thinking is studying my prison guard for say 10 minutes then flicking a stone at the back of his head. It's a fairly narrow useage but the ability isn't that great so I was curious. I'd be inclined to allow it because it's an interesting power and creates a funny situation where keeping an investigator locked up with someone guarding him is dangerous.
Scott Wilhelm wrote:
Large difference is that what you just said pretty much is in agreement with the "You can drink it therefor you can drink it as a swift." It only has to be potable for the person drinking it because nearly everything that can be consumed has someone allergic to it.
BigNorseWolf wrote:
Once again there are still bestiaries with antipaladin grave knights and oracle liches with cha to saves twice along with the half a dozen errata'ed feats which prove that it DID in fact work at one point they simply changed the stance they had on it errata was issued and enemies STILL have this functioning on undead. They had reached a point where such errata is needed to prevent absurd stat stacking and that's OK but acting like it was always that way is simply wrong considering the undead they STILL let stack it.
BigNorseWolf wrote:
You mean the point where they were clearly wrong and they literally subverted the ruling the next day by publishing undead monsters which were stat stacking? the RAI/Less Power crowd has gotten a bunch of things nerfed because they didn't function RAI but that doesn't mean they were right (It's actually a pretty clear indication they were wrong since errata was required) it just means they complained loud enough to get something nerfed.
KingOfAnything wrote:
No I want things to be consistent. EFS can just be banned if you don't like the result but immediate actions being able to interrupt things is somewhat important to other effects like a few immediate action attacks which can disrupt spell casting. If PFS has a problem with EFS ban it for frick sake don't claim it doesn't work that way. Same thing with haste, teleport, or literally any other encounter or mod breaking spell. This is like the argument that "Free actions can't be done outside of your turn" when at the time they fairly obviously could until errata stated they could not resulting in multiple other feats and abilities being errataed. The same thing happened with the "You cannot stack stats" debacle because the day after they put that out even THEY demonstrated a lack of understanding what the rule meant by publishing an anti paladin grave knight with cha to saves twice. This is after the errata that forced them to errata several other feats and abilities.
I think it's funny people want this to not work. I honestly feel like it's the same crowd that didn't want pummeling lances, spirited charge barbarians, Sacred fists in full plate, or any other of things they considered "Over powered" because they weren't RAI. In this case it's clearly RAI that EFS protects the caster and bounces an effect but because GM's hate it they are performing mental gymnastics to try and negate it. Please continue to FAQ this so that they can make EFS hilariously solid so that no one can attempt to say "You can't actually use that because I hate it so I'm going to claim it doesn't work how it clearly works".
BigNorseWolf wrote:
Clearly it functions like dark souls.
Serisan wrote:
Just as a point of note. That isn't a special exclusive condition exceeding normal conditions, it is actually a limiting condition which prevents you from using it as a normal immediate action. The existence of the phrase "The instant before you are reduced to 0 or fewer hit points" means that there is an instant, a TIME if you will when you are about to be reduced to 0 or fewer hit points, which as I've stated before is a subset of ANY time similar to how the most frequently asked question to microsoft is which key is the any key. This thread feels like that microsoft FAQ.
Orfamay Quest wrote:
Readied actions can't do that. They simply stop an action from happening or interrupt it mid execution. Readied actions do not cancel the effect after it has happened like an immediate action can (hero's defiance, stone shield).
I think it's better to think of immediate actions as Super actions or ultimate actions. Due to the timing of "Any time" whenever another action in the game NO MATTER WHAT ACTION IT IS could take place that action takes place at some time (Counter spelling, more restrictive immediate actions like hero's defiance, exct) immediate actions can be taken.
BigNorseWolf wrote:
This is simply wrong. He is president elect.
James Risner wrote:
This might be the funniest correct answer I have ever seen.
James Risner wrote:
I assume you would be able to do so. After dice are rolled there is still a period in which the hit hasn't happened OR all those effects which can occur post dice roll couldn't happen. For example on inspiration Quote: This choice is made after the check is rolled and before the results are revealed. There is a point in time in which after dice are rolled other effects can be applied otherwise effects such as inspiration. Note that this is before effects are applied. I don't see how else people are expected to use some effects.
James Risner wrote:
I feel like his argument is similar to the aqueous sphere+Hideous laughter interaction. "It doesn't explicitly say you drown!" but you do because you are laughing under water. People don't always know the implications of rules they create but that doesn't mean they function differently.
BigNorseWolf wrote: It looks like it was supposed to be "when you're caught in a tunnel collapse you man...." but became one stop shopping for swift action nyah nyah can't hit me!" The flavor of things has little to do with the mechanics. I could pick 20 feats which say they do something different than they do.
KingOfAnything wrote:
Just as a point. If there is a time, it is a subset of ANY time similar to how the R key is a subset of any key.
Gauss wrote:
Step three is still a time. Part of the ultimate phrase "ANY TIME" which means it's interrupt-able. Saying once you chose a target is absurd because it's illogical and pointlessly silly. Let's say A and B are players with E as enemies and X as empty square and we'll call it an archer for the sake of simplicity. AXXXXEXXXXXB Archer is looking at wizard B when he draws his arrows and EFS to save himself then the archer snaps 180 just before letting multiple arrows fly into A. There are by the laws and rules of casting clear visual and auditory effects including effects to determine the direction of casting as wizards know to exact geometric coordinates. Spending a life of geometic fire cubing as a wizard would grant him intimate knowledge of knowing if the 3rd finger up or half up meant 3 squares or 4. As you pointed out in 4 steps there are more steps before "The effect is resolved". At any point before "The effect is resolved" Is a valid moment to take the action. Just to put it in context you can actually FF in the square adjacent to the ground if you want and take no damage because you take fall damage when you cannot fall another square so you could cast it inches from the ground. Until you eat that falling damage you can FF. That Dispel magic is attempted on you and bam you EFS it's stopped. I get people in this thread dislike EFS. I understand that but just trying to rule it strangely and gut a spell which has been around for a long time because you dislike how good EFS is isn't productive. Immediate actions exist to "Counter" actions after they have been performed. To negate an action. Falling, full attacks, doesn't matter. Quote: Thats the crux of the matter. There's nothing to indicate that there is any time between the target being selected and the spell being in effect for a targeted spell. A wide variety of spells explicitly describe something traveling such as fireball, cone of cold, ray spells, and so on. Spells which are blocked by line of effect can be inferred to have travel time or else could be cast through a glass window.
Feather fall is an immediate action. It interrupts falling. Immediate actions can be used at any moment before it is too late and the effect has finished. Until that ray hits you you can EFS. Once dispel magic has a target you can EFS. This isn't so much a raw question it's a "I really hate EFS so I don't want it to work that way" question because your method basically nullified a really common no questions level 1 core spell which has been adjudicated the same way since many editions ago. In example A you are playing it correctly. In example B you are playing it incorrectly. Quote:
Any time means any time. If there is a moment in the sequence of events where a target has been selected that is part of "any time" because any time is tautologically any time.
Basalisk the problem with being framed is that if a paladin can prove that he still has his powers by definition he hasn't gone over the line because their god would revoke powers. Clerics not so much but paladins must remain both lawful and good. Evading the law would revoke this status as would breaking it.
This in no way is a justified loss of class features. You didn't kill her and failing to save someone is not grounds for any cleric to lose their powers. Otherwise every cleric would lose powers every second due to someone dying somewhere they didn't save. In fact higher level clerics with fast travel methods instantly result in power loss due to failing to scry, travel, and save those in danger by said logic. You only lose your powers if you do something consistently which violates your alignment and shifts it away, or if you violate the CoC for your god. Assuming generic good aligned deity X you pretty much lose your powers if you cull children, engage in theft, or other serious evil acts.
Blakmane wrote:
A reasonable solution but the person I was referring to has maintained his percentage of going first wins of 55% for over 4000 professional matches of magic. It's not how he rolls dice, it's not how he flips coins, there are just a small number of really lucky people read up on Timothy Dexter. The stuff he did was outright crazy and made less than zero sense since half the time the thing he exploited hadn't happened at the time he made a terrible choice. (He sent coal to a coal mining region for god sake, they had a strike less than a week before it arrived!) I'm not saying he is that lucky what I'm saying is that if swapping dice, using a roller, or whatever doesn't work just let it go and accept you have a prodigy. EDIT: to add to the answers given earlier. Go to a casino.
Ashram wrote:
Not true. There's a magic pro who rolls on screen with thousands of people watching who according to professional stats has won 55% of his rolls/coin flips in professional play. A small number of people are just flatly lucky. Just like a small number are flatly unlucky. I know two people who no matter what dice you give them they roll sub 10 over 60% of the time, we know because we kept track of all roles for all 8 sessions in a month. It's not always confirmation bias, magic, or whatever. Stats state that a small number of people will deviate 1 SD from the norm and a tiny amount 2 SD's. He just happens to be rare.
Aelryinth wrote:
Suddenly dazing spell.
Goth Guru wrote: On the Potion glutton thing, characters are already limited to extracts of a level that they can create. If that isn't limiting enough, limit it like rage. You can only double dose a total number of rounds equal to your con bonus +1 per 3 levels(of anything). After that you are "full" till the next day. Making it half your level + Int mod (The fervor equivalent) makes it basically infinite instead of literally infinite. If there are 5 combats a day most combats will be over in maximum 2-3 rounds with some combats ending in 1. Typically at 4th level assuming you have a +3 in your stat (because you should regardless) you'll have 5 quick casts off fervor which is 1/combat but you'll only have 6 total spells. Sure later on you spells balloon up but later on you don't get enough rounds of combat to use em all anyway.
Cavall wrote:
And a barbarian allegedly has limited rage. However I've never seen a 5th or 6th level barbarian run out of rage. I can tell you safely I've never run out of fervor past 6th on any of my 5 warpriests and excluding 4th level I only run out if I run out of spells. Fervor is not a limiting mechanic. RAW of a single word isn't even being argued. People are trying to ignore the definition of a word. The word is clearly defined, as mentioned earlier the meaning has been posted over two dozen times and attempts to refute the definition of a word in the dictionary have been preposterous to the point of a SNL skit or a political response like arguing that something you drink isn't drinkable, or that potable who's definition is drinkable doesn't include something which must be drank. It's as absurd as saying "If you move up you can do so as a swift action" but then debating UP using not the planet as the original point of reference for just that ability. Quote:
That is potable. That is the official definition of potable. There's no question or debate that is what it is defined as. It's been posted repeatedly because people keep ignoring it.
Purple Dragon Knight wrote:
This is the rules forum. We don't argue what's balanced. We argue RAW. By raw wizards get new spell levels at 1/3/5/7/9/11/13/15/17. That doesn't make the spell levels associated with those levels any less broken, but no one argues they don't get them. Also for those who think this feat is horrifyingly OP I assume you believe the WP to also be broken beyond words since it already has this feat as a class feature starting at level 2.
Purple Dragon Knight wrote: Has anyone considered an alchemist with the enhance potion discovery with Potion Glutton? *this* would be a legal way to get your multiple spells off per round I think... It's already a way to get multiple extracts a round. You've yet to refute that extracts are potable and every argument you've made amounts to "It's op look over here!". Here's a simple guide to if PG lets you drink as a swift.
Can you drink it? Yes -> PG lets you do it as a swift.
Do you drink extracts? Yes -> It's in the description of alchemy that they must be drank to take effect. Can you present any rules which refute this?
My zen archer was the only one who saved against a teleport trap which sent the rest of the party to a dungeon and the gear to another room. We buffed before entry so I ran through the entire dungeon alone because if you are the juggernaut nothing can stop you, only slow you down. When the only damage you take the entire time is a single magic missile spell you know you've gotten enough defense and offence to go the distance.
Cao Phen wrote:
+6 dex, +8 wisdom, +3 Deflection, +4 Ki, +1 dodge, +1 insight, +2 Monk.
Goth Guru wrote: So potion glutton has been decided? I mean it's fairly clear based on the full list of information provided it works as written and allows all potables (Drinkable liquids) to be consumed as a swift. An extract is a drinkable liquid and as such able to be consumed as a swift action. No other logical reasoning has been presented and 100% of other arguments are "its too strong" or "It also requires a move action" The latter of which I'm not sure of but may be correct. Someone actually tried to argue that the extracts weren't a drinkable liquid at one point is how far gone the people are, which to me signals yes it's pretty definitively clear its over and clear.
Snowblind wrote:
In no way is this true. The bonus to attack and damage rolls is +5 from the sword to the sword. The only way this would be similar is if you had swords for arms which were +5 and a natural armor amulet in which case the enhancement wouldn't stack because its the same type of bonus, enhancement. Enhancement is a separate type of bonus on the bonus table.
Aelryinth wrote:
I found the FAQ. It's interesting because it also implies you get shadow/glam/resists off the armor if it's wild. That's fine by me I did not know they had made that FAQ.
Aelryinth wrote:
In what world, is an armor bonus, and an armor enhancement bonus the same thing?
Aelryinth wrote:
You are enhancing your shirt. It's literally in the magic vestments spell. An outfit of regular clothing counts as armor that grants no AC bonus for the purpose of this spell.
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