I think its best to compress the range of numbers you're dealing with-especially since Pathfinder assumes there is no Epic Level Handbook to work with.
Assuming a Doomguard is roughly equivalent to a Balor or Pit Fiend, CR 16 lets them be a significant threat to sylvanas (which they were, based on Warcraft 3, yes?) even if accompanied by a retinue of powerful undead.
Meanwhile a CR 25 puts Arthas at the lower edge of the demon princes, which sounds about right.
Well they did, but Loki had ulterior motives to his assistance, which is what a well-prepared evil character should do!
As far as poisons go, I usually take into account what the poison does.
The Sword wrote:
Did you mean not enough? Because your example and your statement are at odds.
The game tends to couple 'good' and 'neutral' immortality with becoming an outsider-transcending mortality but remaining a living creature.
Anyone else feel like some of the bloat comes from them explicitly locking away some neat ideas behind archetypes? The Paladin's Bond ability, for example. Core gets the mount or the weapon, but archetypes add options like shield or holy symbol, which I see meshing wonderfully with some concepts without the weird archetype swaps on top of it. Ranger Fighting Styles. Stunning Fist replacements. All bound tightly to archetypes that people look at and go "Why would I want this?" (Even if they only feel that way in regards to a particular character)
Per the rules, an item is a nonliving object, with no ability scores. Constructs and undead are non-living creatures, though constructs often have the rider of 'may be targeted if a spell may target objects'.
As far as dismounting, the only ways I can see (Beyond Unseat) are Reposition, Drag, or Bull Rush-something that moves him out of his mount's space. (And bull rush is questionable as he would have to leave the mount's space, but you can't follow him through his mount).
Took a look; Anything you gain on a run/charge is negated by the loss of the Elf favored class bonus for monk, unless there's other options I missed.
Double blast is two simultaneous blasts per action isn't it? What does double blast actually do in your build?
Edit: Also, Metekinetic Master is a single permanent choice, so you can't swap on the fly.
2nd Edit: I count 2 burn/round using a quickened power (2 from extreme range, reduced by gather power/supercharge, 3 from quicken, reduced to 2 by metakinetic master)
So I did some tinkering- swapping a single Mythic Fleet for Mythic Paragon let me squeeze another 15 feet per round and another round of running, plus I actually spent some money on Ioun Stones for ability bonuses for another 5 rounds of running.
Dopey McRunfast, Human Martial Artist
Edit: Now I kinda want to run a Wile E Coyote game where the players have to stop this guy...
Haldelar Baxter wrote:
The only one you could use would be Mage Strike, as the others are based on the Spell slots/prepared spells you have for the day.
Its not meta when certain spells actually do more damage if you've been kicking orphans.
As far as this template, this is more along the lines of the monk's capstone- someone has been good enough that they have 'ascended' beyond normal mortality. When they perish, someone else willingly plays host to the spirit so the good work may continue through them
The niche of "using a prestige class to specialize a class into something more focused and flavorful" has been taken up by archetypes. Archetypes do it better, and they do it from day 1 of a characters career.
The problem is, they ALWAYS do it from day 1. Mid-campaign revelations, or even revelations a few levels in, are too late to swap out. Your desire for career change means weeks of retraining, rather than just leveling up the next time.
I noticed this with the Magus and the Brawler too. The Eldritch knight is just kind of...there. It doesn't DO anything, because magus is unflinchingly superior to it. And if you try the 'well its meant for wizards to get tougher, not fighters to get spells' argument, then I will point you to Con bonuses and False Life being more efficient than the entire class, while not sacrificing spellcasting (slots OR levels).
As for the Brawler, it does almost everything the Monk does, but it can also wear armor, summon feats as needed, and take fighter-only feats. Plus unlike the fighter, it just gets some of the harder prereq feats (I'm looking at you, combat expertise!).
Warpriests? Fervor instead of Lay on hands. 80-90% same function, but now they can't use each other's feats.
Rogue Talents- Every time a class with talents comes out, they get some mish-mashed sub-set of the rogue talents they can use, that in turn doesn't get updated as new books come out.
If outright ignoring prereqs is too much, why not offset some? The one that springs to mind:
Matthew Morris wrote:
Source please, default?
Unfortunately, I have no specific posts to quote, but have seen both crane wing (in original form) and the Gunslinger in mid- to high-level campaigns.Our prior campaign had a vanilla monk with Crane style. He built for hard-core tanking (lots of dex & wisdom). The problem/benefit was facing things like kraken, shoggoths, dragons, and outsiders that had multiple swings per turn. He could negate one, and almost forced them to skip power attack, which helped keep damage off the rest of us too.
A single negation per round made little difference against multiple opponents who could hit us on reasonable rolls (9-12) with their first attack each round, and swing against the lower AC party members with later swings.
In our current campaign, he has lost dozens of actions having to unjam his gun, even as he can only take two shots a round (mythic-I assume it would be worse in non-mythic). An archer on the other hand, would have simply shrugged and kept on shooting. The problem is that he's so much more accurate (targets touch AC) than an equivalent-level archer, not his damage. (He's only ahead of my melee character until next level, when I get improved Vital Strike). Vital strike lets him make huge single attacks, but an fighter could lay down more than that with a bow and rapid shot, clustered shots, etc.
Also there's a lot of negativity in this thread, so let me just say THANK YOU. It should be no surprise to anyone who's ever seen me on these boards that I'm smitten with errata (as a GM and ONLY a GM, balance and clarification is way more important to me than me getting "robbed" of something I wasn't supposed to have in the first place).
As far after its original publication as this is hitting, this IS being robbed of abilities. If we 'weren't supposed to have it' it should have been taken away immediately.
I'm honestly tired of Society's adventure design causing class changes that overshadow home games that were JUST FINE. Crane wing was fine until society's big single bosses couldn't get past it because MMS gave it too early.
Gun jams only slow down a gunslinger compared to an archer.
I'm sure there are more, but I don't have time to hunt them down right now.
If you want to use mine in your PDF, go for it. Just credit me. I know I have Carnotaurus, Baryonyx, and Dilophosaurus for real dinos, plus the Ropen (dino-like cryptobeast) and Gigamurosaurus (big ice/fire-magic ceratopsian). I can see what else I have sitting around; I'm pretty sure I have one or two of them made up with animal companion stats.
Victor Zajic wrote:
I think at that point its less 'fight' and more 'prelude to Burning Man'
I'm pretty sure most paladins would bat an eye, but that's an argument for elsewhere.
I would otherwise second the argument for lawful though. Excellent explanation.
I would vote in favor of the start neutral, progress to evil over the course of several games.
Grom I would say Chaotic neutral.(though certainly tipping to evil during the re-infusion of demon blood from WC3)
Perhaps throw a few notes as to when some of these stats represent the particular characters?
For Furious weapons, it only applies when wielded by a raging creature. Once it leaves your hand, it no longer gains the bonus, similar to thrown weapons and Enlarge Person.
I'm still curious on what happens when at item has a valid enchantment, and something gets changed so its no longer a 'legal' enchantment.