Is there any way to increase the damage to objects struck by the target of Awesome Blow beyond 1d6? I'm playing around with the idea of making a Steel-Breaker/Brother of the Seal (or maybe a Martial Artist/Brother of the Seal if BotS won't properly advance Brawler abilities) and would like to be able to use Awesome Blow to knock enemies *through* doors, not just *into* doors.
So I'm building a Shikigami Style brawler, and chose Hinyasi to both get the free feat and to eventually be able to match the damage of a sledge with anything I happen to get my hands on.
I want to trade off Martial Flexibility, and am torn between Snakebite Striker or Feral Striker. Is one choice vastly better than the other? Is there some other second archetype I should be considering instead?
It really depends on the game you're playing. If that single gob w/ 30 hp is a typical encounter, then a DPR Olympics contender is probably both pointless and likely to be boring to play.
But if you're in a game with a GM who thinks that an "average fight" at level six should be a half dozen "minions" who are all CR2 or CR3 creatures that then get class levels dropped onto that until they have twice as many HD as the PCs do, having some characters that can put out serious damage is the only way to survive a typical encounter. When mooks have sixty hp and bosses have a hundred and fifty or more, a party full of social butterflies and skill monkeys who can do less than 10 hp on a successful attack doesn't get the job done.
Accomplished Sneak Attacker, along with newer archetypes, have let me make my AT into a pretty effective glass cannon blaster / backstabber.
The spontaneous casting of patron spells has done wonders for versatility, and that's despite flaming sphere being a rather crap spell. (My second level spells are often the last to get used. Once I hit CL 7 I may actually start using some scorching rays instead of just wanting more snowballs, but we'll see.)
We had a session a couple weeks ago that was perfectly suited to him - we drew enemies out of their camp in three waves, I hit each with a fireball which left very little mop up work, and then on the final wave, when the big bad beat down our unmissable front line, I was able to land a couple of sneak attack shocking grasps (thanks to the +3 to hit that's still been held over from earlier editions after all these years). Basically, in combat, at 6th level, I'm either throwing 8d6 fireballs with my third level slots, or using shocking grasps or snowballs to hit for 5d6+3d6 SA. I'm easy to kill, but between Mage Armor & Shield, the rest of the party is actually easier to hit.
Meanwhile, when we get to scout around or go dungeon delving, he's highly sneaky and good enough at disable device that he can afford to accept the -5 for disarming traps from 30' away.
The only real issue has been acquiring spells since I don't get any freebies on level up.
So, if I'm a Phantom Blade Spiritualist, and I have my blade harboured, then my unarmed strikes have the enhancement bonus of the blade.
Weapon of the Mind (Ex): The phantom blade can harbour her phantom weapon in her consciousness or manifest it in its ectoplasmic form. The phantom blade can manifest the weapon through a ritual that takes 1 minute to perform. Harbouring the phantom weapon requires a full-round action. While the weapon is harboured, the phantom blade gains Improved Unarmed Strike as a bonus feat and treats her unarmed strike damage as a monk of her level – 2. If the phantom blade already has this feat, she instead gains Weapon Focus (unarmed strike). The phantom blade’s unarmed strikes gain the phantom weapon’s enhancement bonus and other abilities when the weapon is harboured. The phantom weapon also recovers a number of hit points equal to its ego score every hour that it is harboured.
If I then get myself an Amulet of Mighty Fists w/ the duelling ability (the old one from the Field Guide), it looks to me like I'll get a luck bonus twice the size of my enhancement bonus to certain manoeuvres. Like Trip
A duelling weapon bears magical enhancements that makes it particularly effective at performing certain combat manoeuvres. When a duelling weapon is used to perform a combat manoeuvre that utilizes the weapon only (see below), it grants a luck bonus equal to twice its enhancement bonus on the CMB check made to carry out the manoeuvre. The duelling weapon also grants this same luck bonus to the wielder’s CMD score against these types of combat manoeuvres. These combat manoeuvres include disarm and trip manoeuvres, but not bull rush, grapple, or overrun manoeuvres. If you’re using the additional combat manoeuvres in the Advanced Player’s Guide, this also includes any dirty trick manoeuvres that utilize the weapon, as well as reposition combat manoeuvres, but not drag or steal combat manoeuvres. Note that this luck bonus stacks with the weapon’s enhancement bonus, which in and of itself adds to CMB checks normally.
Unless I'm missing something, this means that at fifth level, I can have a +6 to trip attempts just from this nice little 4K amulet.
Tarik Blackhands wrote:
they just need to be on their toes or have the white flag out to handle things with stealth or diplomacy
How well will that work when the creatures that are five or ten levels above you are scaled to challenge parties whose stealth or diplomacy rolls are automatically five or ten higher than yours possibly can be? Is it even possible to stealth past or negotiate with a creature that's that far above your level?
Captain Morgan wrote:
The d20 is so swingy that such absurdity is hard to avoid.
That's it's own problem with d20 games in general that has been bothering me more and more over the last few years, to the point that I've said that I'd really like to try messing around with 5E using 2d10 instead of 1d20, to see if getting a probability curve into standard resolutions would bring down the swingyness and make small bonuses feel important.
Miyamoto NEVER actually survived his multiman fight, being killed in the middle of it...and other fights where it was two or three vs. him all ended up with him being mortally wounded.
I don't think that there's anyone complaining that the guy who hits people with his sword getting better at hitting people with his sword from leveling. Mostly we're complaining about the guys who never try acrobatics, cooking, or learning archaic magical lore improve in those skills just by getting better at hitting people with their swords. And to a lesser extent, we're saying that we don't like the idea that the guy who very rarely has to swing a weapon or dodge a sword are getting better at swinging and dodging as the guy who does that every round of every fight.
Okay, maybe Tsaydenay is mechanically interesting as well. Fairly standard archquisitor, whose main mechanical twist is using the ravener hunter's mystery to get Weapon Focus at first level, allowing him to qualify for Erastil's Blessing from level 1. With Wis-to-hit from the start, he can almost entirely ignore his Dex, to the point of actually making use of medium armour proficiency. Putting Sanctified Slayer on top of an inquisitor that's got a better-than-usual reason to maximize his casting stat means that offensive casting is going to viable at higher levels as well.
Tsaydenay grew up in north western Katapesh, as a low ranking member of a minor clan of Garundi farmers, but was never content just staying put guarding livestock from gnolls. Once he was old enough, he convinced the clan elders that he should be allowed to explore the rest of Garund. Hoping to learn more of the history of the Garundi people in the process of exploring ancient ruins, Tsay decided to travel first to Osirion, and sought out opportunities to learn of Osirion's pre-Kelish history.
Nimaron is probably the only one of the group that's particularly ambitious mechanically. Feat selection is almost entirely focused around achieving Stalwart Defender 10 / Living Monolith 5 / Unchained Barbarian 5 to maximize the offensive capability of a single BSF martial. The remaining feat choices are about maximizing the DR benefits of Stalwart.
Hopefully there will be opportunities for an enlarged stationary angry golden warrior to force enemies to try to engage him despite his ludicrous damage resistance and high damage potential.
Nimaron has no memory of his existence before waking up in an Alley in Wati a few weeks before the start of the campaign. He has a strong feeling that he didn't just come into existence at that time though - he's almost certain that he was living a different life, that he was killed, and that Pharasma sent him back for some purpose. He joined up with the group hoping to discover either his past, or at least the purpose behind his resurrection by getting involved in the only thing that in Wati that seemed likely to be of interest to Pharasma.
Since then, he's learned a great deal about his surroundings and himself, including how strong his golden form is, especially when he becomes angry.
Feats: Endurance, Iron Will.
Feats: Dodge, Endurance, Toughness.
Malekah is another old character idea that's been reworked. Changed quite a lot more though, considering that he was originally a grizzled, dour Elf who's now an upbeat Dwarf who just thinks giant insects are "cool" and will focus his wildshaping almost entirely on vermin forms.
Malekah was passing through Wati when he heard about the opening of the ruins, and decided it sounded interesting enough to stick around town. He's curious to learn about the history of Wati as recorded by the actual people of the time, to possibly encounter creatures he's never seen before, and to meet interesting people who aren't Pahmet.
Alkenstar is an older character reworked a bit. I played a male version in PFS a bit years ago. Basic intent is to be a whip-wielding skill monkey who occasionally just up and shoots someone when getting closer looks too dangerous.
Progression (feats not chosen beyond Improved Whip Mastery, but there's not much challenge to picking ones that take advantage of a 15' melee reach with a dex-to-damage weapon):
As promised, I'll post a party of Mummy's Mask characters. Currently at 4th level, with progression notes. I'm using the automatic bonus progression for these characters, which is why there's an unusual amount of special material weapons and armour.
Abey is the only local in the party, having grown up in Wati. When word came that the city's ruins would be opened to exploration, he decided that he would find a group of decent people to assist, both to protect them and to try and see that at least one group of explorers would respect the traditions, culture, and artifacts of Wati.
As a player, I don't want to ever have to explain why my character has become good at something she's never tried to get good at and didn't used to be good at.
And I have exactly the opposite feeling from your second paragraph. I don't want my sixth level character to be better at everything than a first level character. I want him to be better at the things he's good at, and the things that he's been working to improve. If I'm going to get better at everything regardless of my character building decisions, then it just robs those decisions of weight.
Okay, that's actually a good answer to what universal progression gets us. I still don't like the effect it has on skills, but at least I get why they wanted to do it.
The problem is that they want to have universal progression,
That sounds like they're breaking the skill system because of a design goal that isn't necessary. Why do skills, attacks, Saves, and AC all have to advance at the same rate? Hell, why does AC have to auto-advance at all?
the intent was to level the difference in final scores so that one character wouldn't have a 20+ advantage over another of the same level.
But why? That's how you know that the high level rogue is a legendary thief - his stealth and disable device (and probably a few more) skills are 20+ higher than the high level fighters (which aren't any different from a peasants since he's never invested in getting better at those skills.)
Why would anyone want to reduce the difference between classes to that degree? What motivation do I have to play a skill monkey character if the martial and the arcane characters are going to be 90% as good at the same skills without any investment?
Matthew Downie wrote:
There is a decreased skill gap compared to PF1 at high levels.
And I can't see why that's being presented as a good thing. High skill bonuses are the point of making a skill monkey character. If the difference between a character who spent his entire career focusing on acrobatics, or picking locks, or pockets, and one who spent his career focused on learning all the history and dark secrets of magic is going to be less than the variance on a d20, then I see no motivation to bothering to invest in skills at all. The BSF with a lucky roll is going to out-perform the world-renowned bard who happens to roll a 2.
Justin Franklin wrote:
And using these rules, Superman (the level 20 character) will be vastly better at first aid, and any other ungated activity than a newly trained EMT, because he has so much more experience at doing completely unrelated things.
If we absolutely have to have to abandon skill points in favour of levelling all skills, could we at least look at connecting the training tiers to the amount of automatic increase from levels? So that for most characters the increase would be similar to BAB or save progressions from 1E?
So instead of a flat modifier between -2 and +3, the training level just changes how much your skill increases per level.
Untrained = 0 level progression.
(Those could be 1/4, 1/2, 3/4, and 1/1 if the first set of numbers are too high)
Now ability scores are the most important aspect of what you're good at low levels, and which skills you've chosen to train up are the most important aspect at high levels - meaning that the choices you've made in advancing your character make a big difference in what they're good at instead of just having a 5 point swing between untrained and "legendary" which is massively overshadowed by the level bonus.
(I'm not entirely sold on the idea of "gating" uses of skills either - it feels like its going to lead to a lot of problems with "paizo hasn't defined what level of training this skill use requires so you can't do it" going forward. What's wrong with a mechanic of "hard tasks have a higher DC" If gating is really necessary, the Knowledge skill mechanic of 1E where you can't get higher than 10 if you're not trained is a perfectly good one. Why not just hard cap the results you can get by training level - say, 15 if untrained, 25 if trained, 35 if expert, 45 if a master, and uncapped if legendary as a starting point.)
My issue is simply not wanting every high level character to be good at every skill just because they have experience. Being a better wizard shouldn't make a character better at juggling, being a better fighter shouldn't make a character better at recalling the finer points of the history of some country he's never been to. The world's full of people who are very experienced in their field, but they're no better at things they know nothing about than they were when they were rookies.
Lady Melo wrote:
That 20th level gnome with 20 ranks in each of those skills has made a choice and expended valuable resources (skill points) to become a ridiculously skilled athlete despite his physical shortcomings. By spending those skill points on those skills, he's also not spent them on something else - so maybe he's missing some knowledges, or has only minimal training in them so that he's no more knowledgeable than a first level wizard, or he can't identify spells and magic items worth a damn and his spellbook is nearly empty because he can't decipher high level spells.
From what I can see of the PF2 skill system, every 10th level weakling gnome sorcerer is going to be better at every single skill in the game than a first level character who's should be good at that skill. The higher the level, the less that stats of skill choices matter, because those differences will be overwhelmed by the level bonus.
If the skill system is going to completely marginalize the differences between characters, why even bother having one?
That RPG Bot domain guide is a mess. It frequently ends one spell rating with "but it's already on the druid list" and then ends the next with "but it's not on the druid list". There's a ton of written ratings that say that an option is good, but it's red coded. There's some overview paragraphs that say a domain is full of good spells, and then a list of all red and yellow rated spells. Plus a lot of references to cleric spell lists.
I'm looking at building a Ravener Hunter Inquisitor with the Battle Inquisition who takes the Weapon Mastery revelation right off the hop, so that he can qualify for Erastil's Blessing at level one.
This will let me make a relatively Wisdom focused inquisitor, which lends itself to a casting focus. Given that, I'm not sure if I want to make him be a Monster Tactician, a Sanctified Slayer, or neither.
Monster Tactician gets all the fun of standard action summoning, and certainly benefits from the Wisdom focus, but I'm not sure it does anything particularly useful for the actual casting.
Sanctified Slayer gets studied target, which boosts spell DCs and helps make a casting-focused Inquisitor viable, but an archquisitor is very rarely going to get to actually land those sneak attacks.
I prefer Studied Target over Judgement for the simple reason that it's simpler to manage than Judgements. I really like the Inquisitor - it's probably the best class Paizo introduced, but it has way too many fiddly bits to manage, especially for a new player, or a player trying to keep track of their modifiers with just a character sheet and some index cards.
It took Ebugen nearly a year to recover from the physical injuries, during which time he sought out and found a source of mystical power to enable him to seek out vengeance on the horde in general and the specific men who killed his family in particular.
Snoop rogue gives up trapfinding and evasion to get Inspiration at first level. Pact Wizard gets super-speedy spell preparation, and, more importantly, the ability to spontaneously cast his patron spells, meaning that I can throw around all the sneak attack blasts that I want while still preparing regular non-blast spells.
Unchained Snoop / Admixturer Pact Wizard / Arcane Trickster
W1 Toughness, Spell Focus (evoc), Arcane bond, Admixture, Effortless Magic, Patron Spells (Elements)
Scilia doesn't seem to have a firm grip on her own history anymore, telling stories of her past that are self-contradictory, or outright impossible. What's clear though, is that whatever horror actually broke her mind, the horde was the cause, and that her broken mind has given her impressive powers.
Scilia is filling two things that I've wanted to do for a while - play a magus (for as many as I've written up, I've yet to actually play one at the table), and have a figment familiar. The idea of an imaginary familiar, especially one that has higher knowledge skills than the actual character, amuses me to no end. And it really works for a psychic caster with a broken mind - Scilia won't even really understand that Biter's not real, or remember that he started out as her memory of her dead child's pet chicken. The mindblade magus gives me the benefit of not having to worry about weapons in a campaign where we knew going in that there would be missions where we either can't bring weapons or will have our gear taken from us. And the mount spell + the psychic weapon ability means that if we manage to find ourselves in a large enough space to allow for a decent charge lane, I can mess around with mounted lance combat without any logistical problems.
1st +0 +2 +0 +2 Psychic pool, Psychic Weapon +1, spell combat, MAP, HAP
More recently, the siege of Oppara and the disappearance of half the troupe has led to the theatre shutting down. Marus snuck out of the city to try and find a way to fight the horde, and was quickly snatched up by Discernment, who have sent him to join the party's mission.
Marus is a revisit of an old idea I had for a stupidly strong character for use in a Mythic game. Made her a him, completely rewrote the background to fit in with the existing Opparan PCs, and realized that the Esoteric dragon bloodlines have a fun little feature that lets a melee bard get some highly useful psychic spells.
Dervish Dancer Bard w/ EH: Orc / Dragon Disciple (Nightmare)
I haven't posted anything in here for a long time; but I figured that between my current character and the three backups I have ready to go, I might as well add some new posts.
So, here's my current character, Vennoc Noth, Mafioso serial killer cum special forces agent. (There's some custom magic items on Vennoc, and all of these characters will have a bonus non-combat feat from a select list that we were allowed to pick from at level 4.)
Vennoc's mother was one of more than a dozen foreign-born household maids. Unlike the other children of the beardless serfs, Vennoc was raised and educated by the same highly-paid stewards, tutors, and instructors as the Prefect's legitimate children. By the time Vennoc was old enough to understand that he should stop asking who his father is, and why he looked so much like his best friend, the Prefect's son Marsinus, his training had begun in earnest. Every day of his life since he was old enough to hold a practice sword has been dedicated to training himself to be the embodiment of loyal service. He has been taught to be bodyguard, advisor, and ambassador for the House. Whatever the family requires of him, he does, without question, and without regard for his own needs or desires.
Shortly after the boys' thirteenth birthdays, the Prefect's wife finally put her foot down with regards to Vennoc being raised alongside her son, and Vennoc was sent to a boarding school, ostensibly to broaden his education and teach him to interact with a wider class of people.
The school taught Vennoc many things - not to trust what people say to his face, that the world is full of violent and cruel people, that revenge taken in the dark, where no one can see it is every bit as satisfying, and much easier to get away with.
He also learned to make friends where he could, and eventually began to spend most of his days with Luque Pacia, a local boy who didn't actually live at the school and was able to return home each day. Vennoc shielded Luque from the worst of the bullies at the school, who had learned better than to bother the bastard, and tried to teach Luque how to handle himself in a fight. Luque in turn tried to teach Venno to appreciate music, theatre, and dance. Vennoc mostly learned that dancing and dodging have a lot in common. He did start to enjoy the theatre shows, even if he didn't really understand every little detail of them like Luque did.
After the Prefect died several years ago, his son inherited all the lands and titles. Within days of Marsinus taking control of the family, he summoned Vennoc home from the school, over his mother's objections. He'd missed his friend for years, and now that he was in charge, he was going to have him back home.
Marsinus' mother declared that if her advice was not wanted, then she'd be returning to the family's home in Sophra, and took her daughter with her, leaving her sons in Oppara. The new Prefect has never once returned to his lands in southern Taldor since taking control, instead spending all his time in the family estate in Oppara, where he focuses his attention on strengthening his position within the criminal underworld while largely ignoring the political machinations of the various houses and leaving the management of his holdings to the bureaucrats and junior officials.
Vennoc's been instrumental in Marsinus' criminal scheming, because the one thing that really helps grow a fledgling criminal empire is a completely loyal killer who will deal with any enemy, real or perceived, as soon as they pop up. The criminal underworld has no idea who Marsinus' pet killer might be, but they have no doubt that anyone who angers or threatens him ends up dead within days.
Currently, Vennoc is away from the capital, having travelled to a small town in Sophra Prefecture, not far from the family's holdings, in a tiny town called Demgazi, where he's supposed to meet with a new potential supplier for one of the many illegal goods that Marsinus has been smuggling into Oppara under the cover of his legitimate shipping businesses.
20 levels of Stalker Vigilante (Serial Killer)
Our campaign is about a massive invasion of Avistan by a Tien horde. At this point, so far as we know, Taldor has been completely overrun, with only Oppara and possibly some smaller cities still holding out. Vennoc's commitment to his family has largely transitioned to Taldor at this point, to the degree that his Vigilante identity largely consists of putting on a mask that Luque made for him that is essentially just a modified Taldan flag. He knows that he can't stop the horde from destroying what's left of Taldor, but intends to gain enough power to enable him to drive them out and help rebuild his nation. If that means someday using Any Guise to secretly place himself on the throne, then so be it.
Taking Dragon Disciple levels grants any spontaneous arcane caster a dragon bloodline, including the arcana.
The Esoteric dragons from Dragons of Legacy arcana allows you to get a few Psychic spells added to your spells known.
Variant Bloodline Arcana: When selecting spells known, you can choose spells from the psychic class spell list (Pathfinder RPG Occult Adventures 69). The psychic spells you select must normally be unavailable to your class. You can know only a number of psychic spells equal to the highest level spell you can cast from your class spell list, based on your current class level. When you’re casting these spells, they function as psychic magic instead of arcane. You use thought and emotion components (Occult Adventures 144) instead of verbal and somatic components when casting these spells.
Any ideas on what handful of psychic spells would be most beneficial to a martial-focused Dervish Dancer bar?
Thanks Aseroth. It was Dead Suns that made me ask. It wound up being irrelevant as the the trio on the bridge managed to infect the entire party, along with knocking two characters out and leaving the rest of the party with less than 10 hp between them. As it turns out, becoming fatigued and nauseated at the start of a difficult fight is brutal.
So with Starfinder's disease track system, does a character who makes the initial save for a disease have to make a second save after the frequency time passes, or did they completely avoid the risks by never progressing beyond "healthy"?
Is a character who passed the initial save considered "infected" for the Effect line?Does an infected character that dies for non-disease related reasons rise 2d4 hours later, or does that only happen if the disease kills them?
I've started playing a new game as a serial killer vigilante, focusing heavily on face skills in general, and intimidating in particular, to take advantage of Twisting Fear and Shatter Defenses.
While my guy is known to certain people in his home city, I don't really see his social identity as ever becoming "famous", so the renown talent doesn't really make any sense for him, except for the bonus to intimidate in his vigilante identity.
So the Obscurity talent seems like it ought to be perfect for him, but reading it leaves me with a couple of questions - Does Obscurity provide the same Intimidate bonus as Renown? and How does Obscurity interact with the Serial Killer's Calling Card ability?
Renown (Ex): The vigilante becomes known for deeds and abilities regardless of his current identity. This renown grants him favorable treatment in civilized company and lends him an air of menace while facing down his enemies. While he is in his social identity, a vigilante can spend 1 week gaining renown among the locals of any community of no more than about 200 individuals (a village, if using settlement population ranges on page 203 of the Pathfinder RPG GameMastery Guide). This could be the entire community or a smaller neighborhood in a larger settlement. He must spend at least 4 hours each day socializing and making contacts. After spending 1 week doing this, whenever he is in his social identity, all NPCs in the community have a starting attitude toward him that is one category better, as long as each person’s initial attitude would have at least been indifferent (see the Diplomacy skill description on pages 93– 94 of the Pathfinder RPG Core Rulebook for more information). While he gains renown in an area using his social identity, he also spreads rumors and tales about his vigilante identity. Once he has gained renown in a community, he gains a +4 circumstance bonus on Intimidate checks whenever he is in his vigilante identity. This bonus applies only while he is near the community in which he has gained renown; he must be within a number of miles equal to his vigilante level.
A vigilante can hold renown in a limited number of communities (normally one, with other social talents allowing two). If he gains renown in a new community, he must decide which one of his previous communities to lose. These effects are subject to GM approval. For example, the GM might rule that an NPC or monster has not heard any tales about the vigilante. Or, a foe may have a starting attitude toward him that’s one category worse, rather than one category better.
Obscurity (Ex): The vigilante is relatively unknown socially. In fact, he makes a point of keeping the life of his social identity as ordinary as possible. This social talent functions exactly as the renown social talent, but instead of improving the starting attitude of all NPCs within the community, it empowers the vigilante so that he no longer needs to succeed at Disguise checks to appear as his social identity while assuming that identity within his area of obscurity. He still has to attempt Disguise checks when NPCs within this settlement are confronted with indisputable proof that the vigilante could be more than he appears to be, such as when he uses a vigilante talent while in his social identity. This social talent counts as renown for the purpose of meeting the prerequisites of social talents that list renown as a prerequisite and can be improved by such talents. A vigilante with this talent cannot select renown, nor can he select any social talent that requires him to be famous (such as celebrity discount or celebrity perks).
Calling Card (Ex): At 7th level, when a serial killer slays a humanoid with a coup de grace or death attack, she can leave a telltale token or clue behind identifying this death as her work. The serial killer chooses her calling card when she gains this ability, and the first time she uses it in an area where she has renown (as per the renown social talent), it becomes associated with her killings. After that, once citizens of a new settlement find this calling card, the serial killer immediately establishes the settlement as an area of renown for her vigilante identity without spending additional time to spread tales, and the Intimidate bonus from renown increases by 2. She still must spend time to establish her social identity’s renown.
Gray Warden wrote:
I was strongly considering it. But decided against it as I'm intentionally not multiclassing for this character as we are expected to actually reach level 20 in the end. Plus, I don't want to delay Grisly Murder.
> Weapon Focus (Improvised Weapon)
That's an interesting idea. Would certainly be on-theme for a serial killer character to specialize in hitting people with technically-not-a-weapon. At higher levels, once I get Grisly Murder, I could use a joker pencil trick to trigger Twisting Fear as an efficient way of switching from a conversation to a fight.
I think I might even change my level one feat to Catch Off Guard and run with this idea. I wasn't ever sure that Frightening Ambush was going to be of much use to me anyhow.
The last couple of years have a bunch of feat options with the "counts as X Feat for prerequisite purposes" language, which has wonderfully opened up options for getting into feat chains with boring and/or weak prerequisites, or just for getting into them without having to make a character extra MAD just for a single prerequisite feat that won't even get used.
That said, is anyone aware of anything that counts as weapon focus and/or dazzling display (besides nightmare weaver, which is even harder and more feat intensive)?
I'm working on a Serial Killer Vigilante, who I want to have Shatter Defenses for obvious reasons, but I don't expect to ever use Dazzling Display, and I know that we'll likely be having entire levels of play without access to our standard gear, so Weapon Focus is likely to be a dead feat half the time for me as well. And I'd love to do something more interesting with my mid-level feats than just build toward level 9ish when I'll finally become interesting to play.
Patron Spells: At 1st level, a pact wizard must select a patron. This functions like the witch class ability of the same name, except the pact wizard automatically adds his patron’s spells to his spellbook instead of to his familiar. In addition, the pact wizard can expend any prepared spell that isn’t a spell prepared using the additional spell slot the wizard receives from his arcane school in order to spontaneously cast one of his patron’s spells of the same level or lower.
So if I multiclass a Pact Wizard, I'll only get the patrol spells of the my actual wizard level, because the Witch rules on Patron Spells specifically says that you only get the new spells known at the listed Witch level. Fair enough.
My question though, is does he get the spontaneous casting for the entire patron spell list, assuming he learns it normally?
After seeing my bestmorph murdered almost immediately upon introduction, I decided to give a build that I'd judged as "overpowered" for our main game a try. (Admittedly, switching it to a 15-point Gozreh-worshiping goblin from a 20-point Erastil-worshiping human did hurt the effectiveness, especially of the litany of righteousness)
The basic idea here is that you take an archery-focused inquisitor (keep in mind that an Erastil worshiper can get Wis-to-hit with their bow these days), and add standard action summons that get your teamwork feats to supercharge your own archery. Swift-casting litany of righteousness on a big bad just as your foo lions (or other good-aura having summoned creatures) begin their full attacks is just the bonus bit of rules abuse that the monster tactician archetype allows for.
Azra joined the goblin band just as we reached a city where our suddenly pet-heavy party had to lock up our buddies before going out. So when Azra died in the second-last round of an ambush on our way back to base, I never got the chance to find out if axebeaks are any good in a fight.
So having dabbled unsuccessfully with a full caster, I decided to go back to my 3/4 BAB partial caster martial comfort zone. And since the only race where I've ever felt that I've ever felt alchemist works is a goblin, I decided that it was time for a beastmorph.
Visvog was supposed to be hard to kill; between defensive spells and spontaneous healing, I expected him to thrive, even if he wasn't going to be especially good on offense. So of course he was killed in his first encounter, getting paralyzed and then quickly beaten to death.
In an attempt to move away from my martial focused comfort zone, I decided that a fire-obsessed sorcerer would be a decent starting point. Vandarg Dragonburner (who renamed himself from Faceburner after he managed to do enough fire damage to a fire-resistant clockwork drake to make it submit to his will) made the average goblin pyromaniac arsonist seem like a well-adjusted, law-abiding human. Vandarg's obsession with fire reaches the point of believing himself to be a holy messenger of Ymeri. (Vandarg is using the razmiran priest archetype, but he's not trying to con anyone - he legitimately believes that he's being granted divine power thanks to his devotion to fire.)
Vandarg died (along with all his goblin buddies) after discovering that the desolate wastelands of the Slumbering Tsar campaign are filled with things that are both immune to fire and highly resistant to more traditional sorts of damage as well.
As a result of his obsession, Vandarg's never had much use for the traditional goblin gods, as they have interests beyond fire. He's spent his adult life trying to convince other goblins to join him in worshiping Ymeri as the only divine being that truly appreciates the beauty of fire.