Poryphanes

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In case anyone is looking for this for an unblemished image of the page 2-3 double page spread, this pdf does not include pages 2-3.


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So the only issue I really have with this is that the tagline for Paladins shouldn't be "Paladins are divine champions of a deity." It should read "Paladins are divine champions of some deities (not all deity's worshipers need apply)."


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Cat-thulhu wrote:
Mark Seifter wrote:
Shifter's Edge had some issues in the process and is pending a hotfix FAQ once we can get the new FAQ page up. I'm actually surprised it took this long to come up. And that's the only FAQ topic we know of for the book so far! After the FAQ, it's basically Lethal Grace for a shifter's claws (and claw-augmented natural attacks), meaning Dex-based shifters that use Dex to hit and Str to damage can do some pretty big damage (1/2 level scaling up to +10 damage).
Can you elaborate at all on the issue with Shifters Edge. I think the add shifter level to damage actually works extremely well for the shifter, to the point where I’m contemplating giving it as a bonus feat to the Shifter at level 2.

I think the issue they have is that they don't want you doing +10 damage on an attack at level 10. What I think the FAQ team forgot is that Claws only get two attacks, even with full BAB.

As it is, it's powerful enough to make up for the lack of iterative attacks. The worst part is that if you're really using a Dex build, you'd probably try to have a +10 Dex mod by level 14. So Dex-To-Damage would actually just be a better ability than "Dex-to-hit and half-level-to-damage".


So a couple questions on the Water Dancer, but does Nereid's Grace apply Charisma to the Kineticist abilities gained, or is it solely for monk abilities? The text of the ability is as follows: He uses his Charisma score instead of his Wisdom score to determine the size of his ki pool and the DC and effects of monk class features

Because if the latter applies, it would seem the archetype designed to make the Monk even more MAD. If the former applies, then it looks like a very SAD Monk.

I would assume that AC Bonus still relies on Wisdom, so Nereid's Grace makes Monk rely on three abilities for AC. But I guess I put the question to the floor. What's it look like?


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Alright, fair enough, the first sentence of that comment was a rules question, and belongs elsewhere.

So is there at least a response for why the Brawler Archetype gets a longer duration on Shifter Aspect by getting ability score synergy, but the Shifter itself (which the Brawler borrows that ability from) has to spend a feat to get ability score synergy? To clarify, Extended Aspects is in feat form, Feral Striker gets it just at level 10, no feat required.

And the same goes for the Warpriest archetype. The monk archetype treats Claws as a Shifter of their Monk level, which reduces the damage die of the Claws. However, the Warpriest gets full damage so it ends up doing more damage at level 20 with its claws than the Shifter.

I'm really not trying to sound hostile, but it boggles my mind that the base class gets a worse form of its unique ability than an archetype for another class that borrows the feature.


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They're barely rules questions, they're questions about bad design, for the designers, which I can only assume falls under "Product Discussion" and not "Rules Questions". Not that I necessarily expect direct answers.


So a couple questions on the Water Dancer, but does Nereid's Grace apply Charisma to the Kineticist abilities gained, or is it solely for monk abilities? Because if the latter applies, why is the archetype designed to make the Monk even more MAD?

Aside from that, I have seen mentions about Shifter's Edge being changed, and I think it's a reasonable thing to do. Level-to-damage far outstrips simple Dexterity-to-damage after about level 6 or 7. However, if they change it to half-level-to-damage, it's less efficient than a simple Dexterity-to-damage. I hope whatever happens, an intelligent choice is made.

Is there a reason that the Rageshaper gives up every Shifter-Specific ability in exchange for some poorly scaling or non-scaling abilities (Invulnerable Defenses makes me shudder)? It would be interesting to at least hear why it was made so poorly. It looks more like a barbarian archetype than a Shifter archetype.

Also, I think this is unintentional, but the Fighter doesn't have a link in the pdf in Chapter 2. Every other class with an archetype subsection has a link except for the fighter. As a side note, the Tribal Fighter looks like it'll be really fun.

Also, this is a really weird thing to note, and it's really kinda sad simultaneously, but why is it the Feral Striker Brawler archetype adds the Constitution modifier to the number of minutes they can use Feral Aspect simply by leveling up, but the Shifter needs to spend a feat to add their Wisdom for the same effect?


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So I just want to let everyone know that the Treestrider Hunter archetype selects their animal companion as a free action.

I assume that was an error in writing. If not, that's genuinely hilarious.

Also, if I read this correctly, a Saurian Champion Cavalier can take a level in the Mammoth Rider Prestige Class to grow their Dinosaur Mount to Huge and then take level 10 in the Saurian Champion to grow their mount to Gargantuan size. Not that it's useful in anyway, but hey, you're riding a Gargantuan mount!


So if a level 1 Kobold Bloodrager with the Tail Terror feat and the Salamander Bloodline bloodrages, do they have two tail attacks? As near as I can tell, the Salamander Bloodline only refers to legs twisting together into a serpentine tail.

And in any case, does the full-round action it takes to slip on a kobold tail attachment require patience or concentration? If I have a Kobold Bloodrager, can I bloodrage, gain a second tail, then slip on my second tail-attachment in the one round, or am I unable to do so?


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Oh sweet, then does this Versatile Design allow you to use Outslug Style with a whip? Because that would just be amazing if you could. You could get an effective 20 foot range with a 10-foot step!

This pleases me.


If it were meant to build solely around Dervish Dance, the archetype would replace features, not alter. But, this is steering the conversation a bit far away from the intent...


KingOfAnything wrote:
Dervish Finesse, Whirling Dervish wrote:
She must not be carrying a weapon or shield in her off hand to gain this benefit.

Technically that only applies to scimitars. If using any other Swashbuckler-Finesse weapon, the issue still applies. All Whirling Dervish does is add Scimitars to the list, but with its own caveat.


Imbicatus wrote:
The FAQ applies to the unchained rouge only. All other methods of getting dex to damage either specifically state that you only get 1x dex to damage if two-handing such as agile or the aldori prc, or they specifically do not work if using your off hand, sucks as slashing grace or dervish dance.

Not all other instances. Oddly enough, the Whirling Dervish archetype for the Swashbuckler uses the pretty much the same language as the Uncahined Rogue.

Specifically, the source says "Dervish Dance (Ex): At 4th level, a whirling dervish can use her Dexterity modifier instead of her Strength modifier on melee damage rolls when using her swashbuckler finesse. She counts as having the Dervish Dance feat for purposes of meeting feat prerequisites."

So interestingly enough, this is one of those other complicating examples.


Swashbuckler Finesse (Ex)

At 1st level, a swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as having the Weapon Finesse feat for purposes of meeting feat prerequisites.

Does this effect allow a character to use Dexterity on attack rolls with a Ratfolk Tailblade (as it is a light weapon)? Or does the Swashbuckler's Finesse ability require the weapons to be piercing?

Basically, the underlying question is: does the ability read "light or one-handed piercing weapons", or "light or one-handed piercing weapons"? (The former instance only applying the ability to piercing weapons, the latter allowing Swashbucklers to use Kukris with Dexterity on attack rolls because the piercing only modifies the "one-handed" property).


Except, since you need to take a feat just to use this part of the body, it clearly does, in fact, take special training to use, or else it would be a default racial ability.

Also, chill dude, no need to get so heated over a discussion.

And your final sentence is unnecessary. The "with" you're using means the exact same thing as "in place of" in this case. You can use a natural weapon instead of an unarmed strike while using your flurry of blows class feature.

No need to get all bent out of shape over a difference in syntax this small.


Derklord wrote:
Quintain wrote:
No. You can't stack standard attack actions.

Sure you can. It's just that Iaijutsu Strike never uses the standard attack action.

At tenth level, the Iaijutsu Strike can be used with a Standard Action, but from 1-9 it costs a full-round action. This can be seen here: http://archivesofnethys.com/ArchetypeDisplay.aspx?FixedName=Samurai%20Sword %20Saint (Delete the space that for some reason shows up in the link).


I dunno what the issue is with this. Clearly, you can unclasp and throw the shield as a free action. But throwing the shield is not the same as attacking with it. You can in theory throw as many shields as you have with as many free actions as you want to use, but attacking with those shields is another story entirely.


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Oh, I figured since this was a question of rules and ages of the race of Aasimar, for the last few years, Aasimar age the same rate as humans. Some of the tables on this (http://paizo.com/pathfinderRPG/prd/advancedRaceGuide/ageHeightWeight.html) page are wrong, but the Aasimar only live to be about 91 years old.

They hit adulthood at 20 years of age, thus making a 40 year old Aasimar a Middle-aged Aasimar, not a young Aasimar. If you want additional reading material on this aspect of the topic, read this (http://paizo.com/threads/rzs2kud3&page=2?AasimarTiefling-Age-Categorie s).

Overall though, that doesn't impact your character too much, just a number change is all.


I kinda feel like the Naga Aspirant Druid archetype from ARG feels off compared to the Naga Bloodline in this book. I feel like the Power of the Naga should have the effect of "the Naga form becomes her natural form, though she can transform into her original nagaji shape at will".

The Naga bloodline should become just as permanent as the druid archetype.


Rysky, not only do they qualify for Gruesome Shapechanger, but they also qualify for the other new shape changing feat.

Also, why would it look odd for them? Do you mean from shifting from small to medium? Because medium to small would be reasonable.


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I'm really glad that the Vanaras can now benefit from the Gruesome Shapechanger feat. I've been trying to find more ways to use that feat, and now there's another race that can use it!

And add Startling Shapechange to that and you can sicken AND scare your enemies in one round! That's pretty handy! And for Skinwalkers now being able to take Racial Heritage, I honestly feel like they got a massive bump in this book too (despite already having their own book).

And then the Grippli Fiend Keeper? Can't wait to play one with just a permanent Champion spirit. +5 to attack rolls and +7 to damage rolls with every melee attack? Just screams two-weapon fighting, and at level 13 a +8 to-hit and +10 to damage? God, I can't wait to play one.

Plus grippli are like, the smallest possible race I'm fairly certain, so that ought to be funny to play. It'd be like that scene in Prince Caspian where Reepicheep's crew is just cutting the ankles of people in the tall grass, but with frogs instead.


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James Risner wrote:
haremlord wrote:
a monk cannot use Stunning Fist with their unarmed strike.

I really don't know why this subject is so hard to grasp.

Unarmed Strike is an Unarmed Attack.

Things that only work on Unarmed Attacks work on Unarmed Strike.

All of your examples are you conflating Unarmed Attack with Unarmed Strike.

This whole problem would be fixed if they renamed Unarmed Strike as Funky Attack. No one would confuse the issue.

So basically, a Brawler using Gauntlets could use Pummeling Style in conjunction with Shield Gauntlet Style because what applies to a Unarmed Strike applies to Unarmed Attacks. Thus, you could use gauntlets while Blending Styles (such as Dragon Style and Pummeling Style).

That's what you're arguing yes?

drgnmstr44 wrote:
So gauntlets do not count toward shielded gauntlet style. it specifically states weapon focus (spiked gauntlet).

The feat actually states "Prerequisites: Weapon Focus (GAUNTLET or SPIKED GAUNTLET), proficiency with bucklers and light shields". So yes, gauntlets DO count toward Shield Gauntlet Style. All of the feats in the chain use the same wording.


OOOO thanks Snowblind, I never read the bit of the Bestiary 3 because it's just one of the "extra" books. Thanks!

However, in my hypothetical with the Paladin grappling it so it stays long enough for the field to be cast, the Paladin's immunity to fear is dropped as well, so the Wendigo's howl still affects them. But the Wendi can only move 5 ft anyway, so it's silly either way.

The Paladin should be immune to becoming a Wendigo though, so all's well that ends well.


jbadams wrote:
Agreed however that some stat blocks probably should designate the type of ability granting flight.

At least certain questionable ones. Ghosts clearly have magical flight, and Djinni would too, but how would a dragon achieve lift while simultaneously breaking the square-cube law?

And Bob Bob Bob, I was mostly wondering because prior to the magical curse that turns a victim into a wendigo, the human (in this case) can't fly, but after getting this magical curse, they can. That indicates to me at least that their flight is magical in nature (that and I can't really find a non-magical creature with perfect maneuverability, but that may just be me not finding it).


So after a recent discussion on reddit, I realized that many of the monster blocks are missing a crucial piece of information, and it centered around this:

Do Wendigos have magical or non-magical flight, and if it's magical, can an anti-magic field actually prevent them from moving at all?

I really couldn't find any monsters that had an "(su)" or "(ex)" next to their flight speed. With creatures like hawks, I assume it's (ex), but with a Djinni, I assume it's (su), but by raw, since it doesn't say it's not cancelled my anti-magic, I'm out of luck with my argument.

Sorry if this has been discussed before, but I couldn't find it at all.


I tried to find a joke about your game involving cougars that are rakes, but the jokes escaped me. The 7th level advancement is huge for it, but I feel like it should have grab or pounce at first level, and leave rake for the improvement.

Basically, any time the cougar is grappling a foe, it can take two claw attacks while maintaining the grapple. It's a pretty nifty ability, and with Hunters being able to take teamwork feats, you can do some real damage and single-target control by just grapple-pouncing and going to town on the target.


Yeah, I figured it would be like that for Pummeling style, but the wording of the gauntlets themselves (and the fact that they're in the Unarmed Strikes section of the weapon tables) led me to believe that it would work. I really hope that Gauntlets get an FAQ soon, because that's really bugging me.

And as for your second point, it being off-hand or not could matter. If using just two gauntlets, it might be more advantageous to use a +5 gauntlet and in the other hand a +3 Flaming Ghost Touch Gauntlet, so you get a bigger shield bonus while still having a decent weapon.

Lastly, if an FAQ or Errata changes Gauntlets so that they are unarmed attacks and can't be upgraded, they'd also have to specify that the Gauntlets are only treated as unarmed attacks for that ruling, or else it'd make the Pummeling Style question even weirder.


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So two quick questions, both have to do with using gauntlets:

1: Do gauntlets count as an unarmed strike for using Pummeling Style? The text for Gauntlets says this: "This metal glove lets you deal lethal damage rather than nonlethal damage with unarmed strikes. A strike with a gauntlet is otherwise considered an unarmed attack. The cost and weight given are for a single gauntlet. Medium and heavy armors (except breastplate) come with gauntlets. Your opponent cannot use a disarm action to disarm you of gauntlets."

However, Pummeling Style has this text: This ability works only with unarmed strikes, no matter what other abilities you might possess.

My second question is as follows: Does the shield bonus that you get from Shield Gauntlet Style only apply to the off-hand gauntlet? Suppose I were using Gauntlets instead of my raw fist, would I gain a +2 Shield Bonus?

The text for the style feat says this: "When using this style, if you begin your turn wearing a gauntlet or spiked gauntlet on your off hand, and you are not using that hand to hold or make attacks with any other weapons or shield, you gain a +1 shield bonus to AC."

I assume that means that the shield bonus only applies to the off-hand, which would be a bit disappointing, but would make sense.

And I guess I lied, as I have a third question, this time regarding the Shielded Gauntlet Master feat, which says "In addition, you add your gauntlet’s enhancement bonus to the shield bonus to AC granted by this feat as if it were a shield enhancement bonus."

Does this mean that any +1/+2/etc bonuses to the Gauntlet weapons applies as a shield bonus, and that you don't have to enchant it twice right?

I'm sorry if this seems long-winded, I just wanted these figured out before I got too far ahead of myself in character creation.


I've been wanting to play an Oread Fighter/Magus recently (one that uses a whip). However, I wouldn't mind playing a Skinwalker, and I've been looking at that race for quite a while too.

The main thing I'd like to know is how this might be played and what day (I'm only available Saturdays because I work second shift throughout the week, though Saturday is usually agreeable with people).


Cool! Can't wait to download some stuff so thanks for the quickness!


I know it's a bit nitpicky, but the attack bonus for the Psychic only has +10, not +10/+5. I don't know if that was intentional or not, but it is an error. Besides that everything looks really fun to play.