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Pathfinder Adventure Path Subscriber
![]() monks while being considered subpar by many is probably one of the most flexible classes when it comes to options my first bit of advice is that you should probably always be a qinggong monk, simply because it is an archetype where every replacement is entirely optional and simply having that on your character sheet give you many options. most abilities gained after 4th level (like slow fall, high jump) can be replaced for different abilities that use your ki to give you feats, a new ability of sorts, or the ability to cast some kind of spell. there are archetypes for ki like hungry ghost and drunken master that will allow you extra ki to use more liberally archetype for maneuvers in droves, generalists like manuever masters which can do an extra maneuver on full attack(any maneuver too!!), and more focused ones like tetori which can eventually even grapple people that have freedom of movement master of many styles is a personal favorite, considering how many interesting style feats there are (even with the nerf to crane wing) combining them is a lot of fun and can be very effective even though you lose flurry. most style feats are worth picking up on any melee character with a free hand and unarmed proficiency but you get to have your cake and eat it too. (for example I currently have a monk/brawler(fighter) with panther/snake/boar/and dragon style, she runs around provoking attacks, gets a free hit when she does she gets 1.5 str and can end the round by cleaving) ki mystic and sensei allow buffs and rerolls to your allies giving you a possible supportive niche to fill honestly one of the nice things about monks ist that there a a bajillion ways to play it. ![]()
Pathfinder Adventure Path Subscriber
![]() okay I definitely like this a lot of the normal exploits the dimensional slide, counterspell, and meta mixing are the most interesting (though metamixing is unclear on if you have to know the feat you're applying...) I honestly feel that I should be able to doe more with spell tinkering.
dancing lightning is a little underwhelming imo forgive me for bringing it up but I found this line in burning flame funny:
just wanted to point out that disrupt spell doesn't specify what type of action this one would be however i suspect it would be a immediate action anyways I like the flavor more and I'm interested in seeing how this develops essentially have to agree that the blast exploits aren't worth it and should at least be on par with lvl 1 spells (esp considering that with consume item I essentially need to consume 2nd level spells to power them) are there any plans for feats to expand the reservior and/or add an extra exploit? ![]()
Pathfinder Adventure Path Subscriber
![]() ARCANIST-
BLOODRAGER-
some sort of spell-eater archetype that can lose spells for power boosts (could possibly just be a revised arcane?) BRAWLER-
maneuver master brawler of sort could be neat, maybe trade martial maneuvers for a way to combine 2 combat maneuvers X times per day different style master that is limited to style feats and only up to x level but can switch as a swift action. or something else that works well with style feats HUNTER-
hunter without spells, maybe combat tricks focused on working with Animal Companion hunter that can choose a domain in place of animal focus perhaps one with the ability to forgo feats and give his animal feats oh and one focused on flying creatures (maybe even riding a really young dragon? one can hope...) INVESTIGATOR-
or one that specializes in laying traps (possibly with some offensive spells attached) or keeping disarmed traps for later use one that can study opponents to find weaknesses/formulate a plan to give itself and or allies benefits on subsequent attacks (I'm thinking like the recent Sherlock Holmes movies) SHAMAN-
one with a ghost familiar that can possess it for benefits SKALD-
something that trades out rage powers for other benefits such as giving characters X feat (or teamwork feat) though the raging song should probably be altered in this case to allow for more of a strategist flavor SLAYER-
SWASHBUCKLER-
an archetype that makes for a more small size friendly swashbuckler possibly gnome and halfling variants jump on the sophisticated duelist train with a more int or wis based swasher of buckles WARPRIEST-
a defending specialist that gets sacred armor earlier or something like sacred weapon for shields, tower shield proficiency. something that trades channel energy for something more thematic, perhaps something more along the lines of lay on hands but for damage, or smite, or cleric domains? archetype that trades a lot away for either 2 blessing or 1 blessing and a domain (maybe 2 domains?) trade feats or something for a full channel energy progression ![]()
Pathfinder Adventure Path Subscriber
![]() For something a little more permanent and cheaper why not use a scizore 1d10 damage on a 3lb weapon make it better than a greatsword for this. Now step the size up to gargantuan and hit a 4d8 damage die and 24 lbs. Assuming you are a magus I believe you can burn a point on arcane accuracy to double the int bonus to attack for a better likelyhood to hit (I think it should work based on the wording, arcane strike might work too...). Carry all these on a floating disk and you have a. Reusable set of projectiles and swing in for 9-15 projectiles and a full attack in a round The projectiles would do around 40d8 to 60d8 and you can re used them again and again ![]()
Pathfinder Adventure Path Subscriber
![]() I'm just grateful that the pdf is so much cheaper than a hard copy if I was going to have to go in for $150+ just to be decent I may have had to stick with home games only for a good year. If you find yourself in this situation you should always let your players know that pdf is the way to go for those on a budget |