well what you want is fine, but thats not the default assumption of pathfinder. if thats what you want, you need to talk to your GM and group, and have them be on the same page before a campaign starts.
The player is doing nothing wrong, isnt even that optimized. 50 damage on the low end is like a level 15 damage spell without metamagic (15x3.5=52.5), and a decently optimized character could get to those numbers well before epic or mythic levels without sacred geometry. Their damage is entirely to scale for an epic level character, and your assumptions are the ones that are off for how pathfinder works.
My suggestion is a good long talk with your player and group about whats fun for you, and them, and trying to find a compromise.
Mako Senako wrote:
yeah, this isnt correct. you get the single touch as listed in touch spells, theres no text anywhere else granting it
The spell liberating command may help you here. Its on most first level lists, and gives a second chance to get out, with a hefty bonus at later levels. text included below:
If the target is bound, grappled, or otherwise restrained, he may make an Escape Artist check to escape as an immediate action. He gains a competence bonus on this check equal to twice your caster level (maximum +20). This spell has no effect if the target could not get free by using the Escape Artist skill (for example, if he were under the effects of a hold person spell or paralyzed by Strength damage).
You cant gain more claw attacks than you have limbs to use them. in this case, give the player the best dice out of both claws, but they dont get extra claw attacks.
The player is doing this because the later powers of the beast totem are extremely powerful, and the lesser one is often considered a tax, even if you dont get any use out of it.
Magda Luckbender wrote:
bladed brush would also qualify for all points that are relevant to a swashbuckler, since they typically cant use shields or dual-wield, allowing use of a dex based reach weapon. I currently have an inquisitor who does just that.
Specific trumps general, this spiked chain isnt exactly normal, it basically gets a free attack per round regardless of anything else. Treat it as if it had 10 feet natural reach, is what I'd do, so attacking within 5 and 10.
edit: also, its worth noting, that this monster was published back in 2007, when backwards compatibility was paramount, and a spiked chain in 3.5 was able to attack both at 5 and 10 feet, so the author may have mistaken that and either not specified because he didnt realize PF changed it, or just didnt clarify.
eh, it should probably have the [pain] descriptor, because thats an actual thing, not necessarily evil.
I agree that it should be 8th. its basically save or die, either from damage or the rider effect, and with 2 different ways to kill you, its too flexible not to be at the maximum level here, I'd seriously consider 9th
the why of your motivations generally matter as much as your actions, and those are missing here. on top of that, your opinion is decided beforehand (from thew wording, i can see defenses already put in), so I'm not sure responding is going to end up in anything but an arguement, if you want reasons that folks may not have responded.
so, I've got a one shot I'm playing in, and I don't get to play much. I've found what I consider to be a hilariously awesome ability I want to build a character around, but I'm having trouble building a character that satisfies me. one shots for my tablecan vary wildly by power level, but with the DM I know running it, I'd like to bring something reasonably powerful.
so, first things first. the ability:
Rift Reach (Su): As a move action, you can tear open a small rent in reality just large enough to reach an arm through. The far end of this portal must be within 10 feet of you, but otherwise allows you to manipulate objects, perform melee attacks requiring a single hand, or even cast spells. If you cannot see your target, standard concealment penalties apply. You cannot move either end of the portal once it’s created, and the opening collapses immediately when you leave your current space or withdraw your arm, but it otherwise lasts for 1 round per psychic level. Your disembodied hand uses your AC with a +4 size bonus, should opponents target it. This size bonus does not apply to disarm combat maneuver checks.
So. restrictions. This is a Psychic phrenic discipline ability, which obviously locks me into Psychic for at least a few levels. It also ends up being cha times per day ability, so I need at least a decent int (for casting, and cha for the ability, plus some sort of combat ability. I was considering a two level paladin splash and one level in oracle for sidestep secret. basically end up cha heavy, and leave dex out of the picture altogether.
While I dont have the ability to dump stats due to the generation method we choose, its still very generous, and I have 25 point buy to work with. just cant drop anything below 10 before racials. As well, power attack and combat expertise are free feats.
so, thoughts? its a move action ability, and a bit of a cludge. Only usable with one handed weapons as well. I need help shaping this into something workable. We're playing at level 9, all paizo material is available.
Good luck, and I hope you guys have more success than me
mm, polearm onehanded, theres a dex based one handed polearm feat, let me find it.
there we go, bladed brush.
won't let you use two claws, really, unless you as the gm allow some sort of weapon juggling, but you'd be able to strike with a claw and the glaive. it also requires worshipping Shelyn, which you wont find on the pfsrd page.
Hope that helps!
edit: technically, you dont actually have to use weapon finesse with it. you CAN, but since he's a bloodrager, he probably won't want to. it would be an option, if he went urban bloodrager, but that's it.