Now dual class is in GMG, what do you feel about picking the same class twice e.g. combine alch paths or sorc bloodlines?
I don't see why not, you don't get 2 focus pools though so sorc/sorc kinda loses out if you wanted to focus on bloodline focus spells.
I can't see Sorc/Sorc being all that different than Wiz/Sorc other than having a slight advantage of a single casting stat although you could do a similar thing with Cleric/Druid and should be just fine.
Ranger/Ranger for 2 different Hunter's Edge would be pretty strong though.
1- disagree, the npcs in the GMG are fine, haven't had a need for them and have been playing since release.
2- Ok and? Random ability scores aren't how the game is designed it doesn't matter at all to me that an optional rule is not there.
3- I never expected there to be variants about selecting prof bonuses, not sure why you did, and I don't think they're needed at all. (I don't care about 3e/pf, i'm playing 2e, this is nonsense)
Does he yell "I'm old Greg!" while doing it? and also ask about drinking baileys out of a shoe?
why would Greek have anything to do with the name?
As Magi210 said the first result when searching Aliurus is a red panda, which they look like.
Haven't had a chance to use it yet, would be interesting. I could see melee wep Barbarians liking it a lot as they can pump str for both damage and health, then take cha for intimidation feats and will save. They'd essentially only care about Str/Cha/Agi
In that variant everyone gets Dex to dmg if it's greater than str
Just wanted to mention here that the GMG has a Variant Rule that changes the ability scores to be more equally balanced.
It removes con and rolls it into strength.
Splits dex into two scores(dex, agility) with agility being the ac/save stat, dex becomes the ranged/unarmed atk and finesse dmg stat.
charisma goes to will saves, wis/int otherwise unchanged.
It's a non issue because I game with adults and they know the rules already. There's nothing to address as the rules are clear.
except that's not how monster stats are built or derived.
Level 8 creatures have stat modifiers that range from +3 to +7 and Perception ranges from +11 to +21 it's not just a matter of subtracting numbers as they won't necessarily add up.
This is wrong, large weapons do not increase in damage due to being large. The enlarge spell increases melee damage but that has nothing to do with the weapon.
Bolstered by magical power, the target grows to size Large. Its equipment grows with it but returns to natural size if removed. The creature is clumsy 1. Its reach increases by 5 feet (or by 10 feet if it started out Tiny), and it gains a +2 status bonus to melee damage.
The enlarged person would do the extra damage with a small weapon, has nothing to do with weapon size.
Why would a ranger not Hunted Shot/Twin Takedown? Why wouldn't the other martials take ranger dedication [only needs 14 dex] for those those feats so you can use weapons without an extra feat.
Rangers have to hunt Target first and twin takedown is only vs hunted Target. Monk had neither of those issues.
The Rot Grub wrote:
There seems to be a missing link
Why do you not use actual spells and why do you have an animal companion as a Storm Druid? Why are you spending "each combat" only casting cantrips?
Ha I actually had not, so other PC's would trigger snares then.
Withes are still in development so I don't consider them, I just did a search for fast healing and not much came up on AoN
Resurrectionist gives Fast healing 5 and ends if they fall unconscious so this situation could not occur since the Fast Healing would end when they dropped to dying.
Crimson Shroud could get them back up from dying though, and they'd then have actions to spend.
doesn't persistant damage happen at the end of the round? they have 3 actions to do something
Actual sequence of events would be
Take 1 damage-> drop to 0, roll to remove persistent damage
Start turn -> Heal 1
Also isn't the only player option to gain fast healing the lvl 20 Monk feat that gives them Fast Healing 20?
There's Malignant Sustenance but that only works on Undead.
Regenerate doesn't grant Fast Healing.
So I'm not really sure where the Fast Healing could even be coming from for this to occur.
Ok, so doing this (True Strike->Bespell Wep->Ki Strike->Strike) again with a Kama and the correct damage for Ki Strike, a Monk avgs 93dmg vs 32 AC
With a Temple Sword it avgs to 94dmg vs 32 AC.
Familiar Focus->True Strike->BeSpell->Ki Strike with a kama avgs 83dmg.
For a total of 269 in 3 rounds... so a rounding error from killing the Purple Worm in 3 rounds.
Familiar Focus-> True Strike-> Bespell-> Ki Strike with a Temple Sword avgs 86
for a total of 274 total damage, killing the Purple Worm in 3 Rounds.
These numbers are including elemental damage runes on the weapon, mostly because I'm not sure how to do the math on things like Keen or Grievous with a Temple Sword giving flatfooted on the later attacks etc.
So I know it has been awhile but I've had time to actually put the numbers down now.
A lvl 13 Monk using a Temple Sword with Elemental damage runes (shock, flaming etc) hits AC 32 for an avg of
True Strike->Bespell Wep->Ki Strike->Strike
Assuming I'm using this tool correctly. dps chart image
To calculate Ki Strike I did the attacks at +1/-3 with 12 bonus damage to account for the 4d6 ki strike damage.
EDIT- oh no! it should be +1/-4 because Temple Sword is a non-agile Wep! readjusted numbers, damnit ki strike should be 14 not 12.
Purple Worm has 270 HP.
Using this build gish monk Note it for some reason doesn't show the Wizard Archetype feats, which other than basic casting are Familiar (Familiar Focus, Darkvision) and Bespell wep.
The first 2 rounds of True Strike->BeSpell->Ki Strike->Strike
drop the worm to
3rd round, Familiar Focus, True Strike-> Bespell->Ki Strike is ~81 damage, Purple Worm dead in
Now I'm thinking a 1d6 agile wep might be a better idea to take greater advantage of making sure both ki strikes land, going to have to check.
Nothing stops them from selling trap services, Earn some Income with traps sounds fine to me.
Kobolds don't have any snare crafting ability?
If you gave them snare crafting abilities and then have them set up traps and don't adjust the XP budget that's a failure as the GM since snares should be pretty obviously hazards and should be part of the encounter budget.
I don't think I'd have to rein any of that in, most likely the ally kobolds all die to the snares the fictional Ranger Kobold created and it's 1 single Kobold left in a lair of corpses since everything else died to all the snares they set up.
PC's having to advance slowly through a trapped lair sounds pretty standard adventure to me.
Staffan Johansson wrote:
They already did this for the Red Mantis Assassin Archetype.
All the spells in your Red Mantis assassin spellbook, from this and later feats, must be either transmutation or illusion spells from the arcane spell list or a spell from the following list: clairaudience, clairvoyance, darkness, dimension door, modify memory, obscuring mist, paralyze, see invisibility, true strike. Regardless of their usual magical tradition, your Red Mantis assassin spells are divine spells, as are any Red Mantis focus spells you gain.
So it is still possible to do custom lists, just will probably not come at the class level.
Yes but none of your allies get that benefit, unless you're escorting them around constantly and never split up.
Not really seeing how game balance "goes out the window" by having lots of snares, it's an incredibly niche situation for them to impact the game.
Is there a way to correct guides? Because the Monk guide has a bunch of things wrong, notably how focus points work.
This is incorrect.
From the CRB
If you have multiple abilities that give you a focus pool, each one adds 1 Focus Point to your pool.
Both Ki Strike and Ki Rush give a focus pool.
I also mentions Shield Proficiency, which doesn't exist..
And not knowing how Assurance works
Wind Jump: By this level you can easily by Master in Acrobatics (level+6), granting you a total bonus of +15 before consider your Dexterity modifier. With the Assurance skill feat that's a guaranteed result of 25 before your Dexterity modifier.
You don't add your stat to assurance rolls it's just 10+prof.
And then there's the subjective stuff like ranking Monastic Weapons above Ki Strike but that's not an incorrect rule.
I agree it should be dangerous was mostly thinking that it's a bad idea and that the snares not expiring isn't that big a deal.
I'd say that PCs are creatures too.
That's what I was thinking as well but wasn't sure if it was specified anywhere.
Mostly was thinking about in light of this post
because if PC's are creatures as well it seems like an extraordinarily bad idea to set up tons of traps in your home base unless you want to be rolling to not die every time you enter a square.
Successful grapple makes somebody grabbed, one is an action one is a condition.
No the person grabbing is not flat footed, just the one with the Grabbed condition.
Yes the Monk would get to roll a save for the fireball, nothing states that they wouldn't.
No you cannot move with a grabbed creature unless you have an ability that says you can.
No it could not throw the monk unless it has an ability that says it can.
Flat footed would not apply to shove as it only causes a -2 penalty to AC.
The Monk is flat-footed vs all attacks while grabbed because it has the flat-footed condition.
The ghoul would be undetected to the wizard on the first round making the wizard flat footed to the ghoul until it acted, but otherwise rounds handled normally.
One thing to keep in mind is that abilities and feats do exactly what they say they do and nothing more/less.
Are you saying -6 is all that bad? Because that's slightly worse than the 2nd attack of every martial character, as their final attack, that's pretty good.
The Extra attack is easily worth it. It also neglects the scenario where the Ranger would like to reposition or command their companion.
Can do Hunt->Command->Hunted Shot->Stride all in one turn.
And Rangers having to Hunt Target when moving to a new target is a prime example of why Haste is great for them, they essentially can Hunt for free and still have 3 actions so long as they planned on Striding or Striking during the round.
Turns out I'm the GM and I don't need official rulings to run common sense things in game, imagine that.
I've ruled that Manual Dexterity which lets them
"use up to two of its limbs as if they were hands to use manipulate actions."
Also lets those hands hold things, it might break the game though we'll have to see.
Again, have you actually played with somebody using haste and noticed the issues you claim or are you just theorizing?
This is what the Churgeon in my game does as well. After his prep he gives the familiar 2 potions to hold in each hand, then in combat he'll just use an action to have it run over to somebody and heal them.
You make a lot if assumptions about how fights play out that I disagree with. Your first round actions are not inherently better than later rounds.
Not sure what you mean by haste being a 4th action? Or how that devalues it somehow.
And Flurry rangers are great.
Have you played with somebody using haste and found it isn't good or is this more white room theorizing?
So the caster trades 2 actions to give somebody else 1 each round.
After the 2nd round it's a net positive amount of actions added to combat and only grows from there.
If the single action enabled the other character to do something they otherwise couldn't it's even more value. Say for instance it gives the Barb another action to move into place for whirlwind, or it enables another caster to move before they cast a needed wall spell so they're on the correct side.
Unless the fight ends the round you cast haste it was likely a net gain for the party.
And then at 17 they drop to -4(-2) it's gets pretty crazy in the high levels.
Some weapons also work very well with Monk class feats, the Bo Staff particularly is great with Tangled Forest Stance, letting you deny movement in a huge range.
You can Flurry with a Bo Staff and Trip at range, you can also combine weapons + stances.
Temple Sword + Ironblood stance lets you have 1d8S, 1d8B, parry, sweep trip and Resistance to all damage all at the same time. To do that with stances you need multiple feats (Stances + Fuse Stance at 20), Monastic weps does it in 1 + Stance.
A fun one is Monastic Wep + Wild Winds Stance, use weapon strikes in melee while being able to toss out ranged attacks while never switching weapons.
Having a weapons also lets you avoid having to spend an action entering a stance at the start of combat or spending class feats on Stance switching options.
Monastic weapons also have the benefit of working with feats that require a weapon if you're going to take a dedication.
You can cast True Strike, Bespell Weapon, Flurry/Ki Strike with a Monk weapon for serious damage. Since Unarmed Strikes are not weapons you can't Bespell them.
And if you follow up with Brawling Focus you get access to multiple Crit Effects earlier than I think any other class(lvl 2).
A Temple Sword with a Shifting rune offers great versatility.
Just FYI your second quote is attributed to squggit but was actually said by FlashRebel.