I made a Cleric of Gorum for the 7th lvl DD part and it was very powerfull. You might have to drop WIS to 16 to get enough STR and CHA and I agree that FGT multiclass is a must. Stats for a first lvl human cleric:
CON 10 seems dangerous, but since the 1 action Heal heals just sooo much you'll be good (otherwise, further drop WIS to 14).
Thanks for the comprehensive reply.
Follow-up question. If you command the AC like you said above could you take your remaining actions in between it's actions?
[A] Command -> Mount get's two actions, it uses 1 of them to Stride
I've re-read the rules many times and searched the forums, but I can't seem to find a definitive answer to this.
If I'm riding my animal companion, how many actions do we have?
3 total? (as per the Mounted Combat Rules)
3 for me and 2 for my animal companion if I spend 1 action to command it and none if I don't? (as per the Animal Companion rules)
And what happens if I'm a 4th lv druid and take the feat that grants the AC an action even if you don't command it?
Aside from these corner cases, I'm loving the new action economy!
Yes, INT is useless in this particular build (sadly, your class only lets you bump your int so you'll end up with a 16 STR max).
I think this is a feature, not a bug. Being able to make such diverse builds out of a single class is cool.
If you take the Fighter multiclass feat you gain proficiency with armor, weapon and shields. This is an interesting character to try out.
Hi! I'm the guy from the new reincarnate table on the SRD:
I've been working on a new base class. This class is inspired by the characters from fighting games, mainly Mortal Kombat and Street Fighter (there is also some Dragon Ball thrown in for good measure).
This class hasn't been tested yet but I got a ton of feedback on it from a series of posts on a big Pathfinder facebook group. Once I have enough feedback I'll do a playtest.
Before we begin, two notes:
1- On Combo: The class has the ability to perform two melee attacks AS A STANDARD ACTION ON LEVEL 1. I know this is technically more powerful than what the monk/unchained monk/brawler can do. But please have an open mind! Each of those clasess has access to other goodies, so please don't compare them solely on these grounds.
2-E8: This class has been made for E8, so only the first 8 levels have been mapped out. You might notice some mention of abilities gained on later levels here and there, but the first 8 levels are the focus of the class (once that's been done I'll move on to the remaining 12).
So, without further ado, I give you:
"Here comes a new Challenger!"
Overview: From all walks of life come the Challengers. From the lowly oppressed classes to the highest echelons of society. And they all have one thing in common: a burning desire to be the best at what they do. And the thing they do, make no mistake, is fighting. Honing their bodies as if they were mighty weapons, these athletic and vigorous combatants scour the lands looking for their equals, to engage in a battle of fists, spirits and wills. Be certain that there WILL be a champion, and she will be unstoppable.
Role: A Challenger is a highly mobile melee burst damage dealers. She relies on STR for accuracy and damage and CHA for her more supernatural abilities. A decent DEX is important for AC while a decent CON is important for staying power.
Skill Points 4 + INT
Class Skills: The Challenger's class skills are Acrobatics, Climb, Craft, Disguise, Fly, Heal, Intimidate, Kw (Geography), Kw (History), Kn (Local), Perception, Profession, Sense Motive, Stealth, Survival, Swim
Weapon and armor Proficiency: A Challenger is not proficient in any weapon or armor, nor she needs to; her body is a lethal armament beyond comprehension. Because of this, her unarmed strikes are considered to have the Deadly weapon Quality (giving them a +4 to the DCs of the Coop-de Grace attempts they make). She always deals full STR damage with unarmed strikes, even when made with the off-hand.
Combo: A quick dash and a rapid succession of punches or kicks is oftentimes enough to end most encounters. Challengers gain Improved Unarmed strike as a bonus feat on lvl 1. As a standard action, a Challenger can make a Combo, which consists of two unarmed attacks. If one of them hits, it deals 1d4+STR modifier damage. If both of them hit, the second deals 1d6+STR modifier damage. At 8th level, the Combo gains an extra attack. If the 3 of them hit, the third deals 1d8+STR modifier damage. At 16th level the Combo gains a final attack. If the 4 of them hit, the fourth deals 1d10+STR modifier damage. They are treated as a single attack for the purposes of Damage Reduction.
But the Shirt on Your Back: Travelling light along the road is dangerous for most people. Challengers, on the other hand, are never caught off guard. At first level, a Challenger can treat any clothes she is wearing as masterwork studded leather armor (Armor 3; Max DEX modifier 5; Armor Check Penalty 0; Arcane spell failure 15%; Light Armor) and gains proficiency with it. She is treated as not wearing armor for all other purposes. At fourth level and every 4 levels thereafter, the base AC provided by this feature improves by one. She loses this benefit any time she is wearing any armor or shield.
Adept Dodger: The grueling training that a Challenger endures leaves her on a state of constant alert. At first level, she gains Dodge as a bonus feat. At fifth level she gains Mobility as a bonus feat. At Ninth level she gains Sidestep as a bonus feat. At thirteenth level she gains Improved sidestep as a bonus feat. If she would gain any of these feats and she already has it, she may instead select any other combat feat that she qualify for in place of it.
Specialty: The road to supremacy is a varied one. At second level, a Challenger must choose a Specialty from the following options. Any time a save is called to resist an effect caused by a Challenger class ability (such as a Specialty or a Challenger Talent), the DC is 10 + 1/2 challenger level + CHA modifier:
-Mortal Combatant (Ex): Focusing all their might on a single punch is enough to bring most opponents to their knees. As a full-round action, a Challenger can perform a powerful uppercut. She makes an unarmed melee attack against an enemy. If it hits, it deals 2d6+STR*1.5 damage and the enemy must make a FORT save or be knocked prone. Power attack increases this damage as if this was a two handed weapon.
-Tournament Fighter (Ex): Boasting one's prowess properly is a key combat tactic most people neglect. As a Standard action, a Challenger can perform a taunt to an enemy up to 60' away who must make a WILL save. If the target fails he must attack the Challenger on his next turn. Weather the save is successful or not, the Challenger gains a bonus to her AC and Saves against attacks from the target equal to her CHA bonus. She also gains this bonus on attack and damage rolls against him until the end of her next round. This is a language-dependent mind-affecting effect. This also counts as attacking the opponent for the purposes of Power Meter.
-Z Warrior (Su): The Energy of the self can be expressed and released in many different, oftentimes deadly, ways. As a full-round action, a Challenger can gather his inner power and project an energy attack. This attacks takes whatever form the Challenger desires (a ball of energy, a blast of cold, a torrent of fire, etc). Its range is 10' per challenger level and point of CHA bonus (so a 4th level challenger with a CHA bonus of +3 would have a range of 70'). The target must make a REF save or receive 1d8 damage per 2 Challenger levels (Max 5d8 at 10th level) + CHA modifier; with minimum damage on a successful save. Regardless of the form this attack takes, it always deals force damage.
Challenger Talent: As her combat style begins to develop, a Challenger perfects her unique movement pool. At second level and every even level thereafter, a Challenger may choose a Challenger Talent from the list at the bottom.
Power Meter: As the battle heat up so does a Challenger's desire to win it. At third level, whenever a Challenger attacks a worthy opponent (Max 1 per round) she gains a Power Bar up to a maximum of 3. At the end on any round in which the Challenger wasn't in combat with a worthy opponent, she losses any Power Bars she had. While she has at least one Power Bar she may stand up from prone as a swift action (it still generates attacks of opportunity) and all of her unarmed attacks count as magic weapons. A worthy opponent is any creature whose CR is at least equal to the Challenger's character level - 2, but any creature regardless of CR that damages the Challenger counts as a worthy opponent too. Any type of offensive action that would break invisibility counts as attacking for the purpose of gaining a Power Bar. Furthermore, the Challenger chooses one from among these options.
-Fatality: With one gruesome display of gore you end the combat. By spending 3 Power Bars as full-round action, a Challenger can perform a Coup de grace against an opponent within her natural reach even if the target is not helpless. This doesn't provoke attacks of opportunity from that opponent. Instead of the normal save DC, the DC of this attack is the damage dealt + CHA modifier + 4 (for the Deadly weapon Quality of their Unarmed strikes).
-Bombardment: A barrage of energy leaves destruction on its wake. By spending 2 Power Bars as a full-round action, a Challenger can shoot a mighty blast of power that deals 1d8 force damage per level (Max 10d8) to all enemies on a 10' burst within Medium range. The enemies get a REF save for half damage.
-Power-up: Beware Challengers once they enter "The Zone". By spending any amount of Power Bars as a swift action, a Challenger gains a competence bonus equal to the amount of Power Bars spent to her attack rolls, damage rolls, armor class and saving throws. She also removes the Shaken and/or Sickened condition from herself if she spends at least 1 Power Bar, the Dazed and/or Staggered condition if she spends at least 2 and the Confused of Stunned condition if she spends at least 3. These bonuses last an amount of rounds equal to her CHA modifier (Min 1).
The Road of Life: Having walked the distance of the horizon, Challengers are knowledgeable people. At fourth level a Challenger can apply her CHA bonus to her Knowledge (Local) checks. She also chooses a WIS or INT based skill, other than perception, and can apply her CHA bonus to it too.
Round two: There are always reasons to keep fighting. At fifth level, whenever a worthy opponent reduces a Challenger to half her hit points, the Challenger can immediately, as a free action, gain an amount of temporary hit points equal to her level + her CHA modifier. These hit points last for one minute. This effect can't happen more than once per hour.
Improved Specialty: Honing their skills to super-humanoid levels, their prowess gains more perfection still. At sixth level, a Challenger can choose a second specialty from the list of specialties she gains at second level. Alternatively she can improve her chosen specialty on the following way:
-Mortal Combatant: The damage increases to 4d6+STR*2. Power attack increases the damage of this attack by +4 for every -1 penalty on the attack roll.
-Tournament Fighter: The taunt can be performed as a Move Action.
-Z Warrior: The opponent is sickened for 1 round per CHA modifier. This effect occurs even o a successful save.
The Hero's Journey: The deeds of the Challenger have reached far and wide by this point, and so did she. At seventh level, a Challenger gains Skill focus on any one skill as a bonus feat. As long as she has less than half her hit points, she gains Fast Healing equal to her CHA modifier (minimum 1).
Improved Power Meter: Charging one's power is a well kept secret of those who attain it. At seventh level, whenever a Challenger is in combat with a worthy opponent she gains a power bar at the begining of her turn instead of after attacking him. Additionally, she may choose a new Power Meter option from her choices at third level, or may have her previous Power Meter choice improve in the following way:
-Fatality (Ex or Su): The Fatality can be performed to an opponent within 60'. If the fatality is not performed against an opponent within natural reach, then it is considered a Supernatural ability.
-Bombardment: The opponents are blinded for 1 round on a failed save. On a successful save, they are instead dazzled for 1 round per CHA modifier.
-Power-up: The bonus increases to 1 + the amount of Power Bars expended.
Swift feet: Your base speed increases by +10'. You must be 4th level to select this talent.
Beast of Burden: Your carrying capacity doubles. You also gain a bonus to your CMB and CMD equal to your CHA modifier.
Heroic Landing: You always take minimum damage from falls. Standing up from a prone position doesn't provoke attacks of opportunity.
Monkey Leaps: You may add your CHA modifier to your acrobatics checks. You also double any distance (both vertical and horizontal) that you jump.
Evasion: You gain evasion as a rogue of your level.
Test Your Might: You deal double damage to objects. At 6th level your unarmed attacks overcome Silver and Cold Iron Damage reduction.
Request Assistance: As a move action you may have an ally that threatens the same enemy as you perform an Aid Another action. This doesn't cost your ally any action and is performed immediately. You can't use this on the same ally more than once per day.
Improved combo: The damage dice of all your combo attacks improves by one step (1d4 to 1d6. 1d6 to 1d8. 1d8 to 1d10. 1d10 to 1d12). You may select this talent more than once, but the damage of a single attack may not increase above 1d12. You must be 6th level before selecting this talent a second time.
Teleport: As a move action you may teleport up to your speed. You may use this ability CHA bonus times per day. You must be 6th level to select this talent.
Gather Power: When you take a total defense action you gain one power bar. You must be 4th level to select this talent.
In the latest twitch video Valerie is identified as a "Fighter 5". Plus, she seems to be using a tower shield and paladins don't have proficiency with those (she might have taken the feat, though).
You are right in that! I use the houserule that all Aasimars, Tieflings and other planetouched (Oreads, Sylphs, etc) are Humanoid (TYPE) by default, but I should take them out for the "official" table.
I wanted to let you know that the PF srd has updated the page for Reincarnate using a suggestion I sent. I made an expanded reincarnate table that takes into consideration all 1st party races (I might be missing a few, since I made the table about a year ago).
If you want, take a peek here: http://www.d20pfsrd.com/magic/all-spells/r/reincarnate/
Also, since you gain/lose all Physiological racial traits (as opposed to the "cultural" ones), I noted those for ease of use.
If you find any incosistencies/missing things, please let me know and I will update the table.
So, a situation has come up on a game I am currently running.
A player started the game as a Bolt Ace and took Point Blank Shot as a first level feat.
Later on, he is planning to multiclass to Marksman (a ranged psionic class from Dreamscarred Press) that gives him Point Blank Shot a bonus feat.
So, what's up with that? Is going to have the same feat twice for no benefit? Can he retrain the feat he took on lvl 1 when he gets it again?
RAW answers greatly apreciated!
Quick question about this feat.
The rules for Ally specify that you can treat yourself as an "ally" if the situation makes sense.
So, can you dual wield kukris, fishing for a crit, and as soon as get one, you drop your kukris and quickdraw a scythe so that you can get a x4 critical?
What about Spell combat, from the magus? You start attacking and once you get a crit you use your spellcombat strike and hit with Electric Grasp for 2d6 x lvl (max 20d6 at lvl 10).