
John Doe 207 357 |
No it doesnt. But the other classes need something that accents their Dragon Slaying Potential.
Maybe a Fighter Archetype that deals with Oversized Weapons and/or Slaying Large Enemies.
There is the Titan Mauler Archetype for the Barbarian Class. A similar archetype for the fighter would be nice but may be redundant.

Azaelas Fayth |

Hence why I said and/or Slaying Large Enemies. Though I think the Slaying of larger creatures would work best.
The whole Oversized Weapons thing was my misunderstanding Siege Weapons... That and combining them with the fact that a lot of Monster Slaying Myths involve Heroes hefting large pikes & similar to trap the Monster.
Plus everyone considered the Titan Mauler horribly written to accomplish its goal.

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Stratagemini wrote:3 new archetypes? Any hints on what they are?Two of them modify base classes, while the third modifies an alternate class.
I'm Guessing:
Paladin because a crusade against evil dragons just makes sense.Rogue because there really aren't that many rogue archetypes and A dragon's horde is a really tempting target. There has to be at least one rogue style specialized in stealing it out from under them.
And finally? Alchemist. An alchemist that kills dragons to brew extracts with their powers contained within? I'm guessing it exists.

Feros |
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Dragon Hunter: Rangers with dragons as favorite enemies and additional abilities to track, identify, spot, and hunt dragons. They gain a bonus to fighting the dragon fear aura.
Wyrm Sniper: Gunslingers with long distance air-target shooting and proficiency with light siege weapons (and deeds to use with those weapons).

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Unexpected Seelah fanservice was unexpected. :) (and it works for her, less "come hither" and more "go away, I'm working")
For counterbalance: Man, that guy in the dragoncrafting section is straight up going for that Namor look, ain't he?
Always love having stuff like those anatomy and size charts available. That's a trend I'd love to see continue. :)

Irnk, Dead-Eye's Prodigal |

question to those who have the book.
** spoiler omitted **
Unfortunately, I suspect not. The wording is not crystal clear, but it looks like they both make use of/switch out a class feature. Specifically, Musket Master replaces Firearms Training with Musket Training, while Wyrm Sniper uses Firearms Training & adds Light Siege Weapons to the list of Weapons eligible for Firearms Training.

zergtitan |

zergtitan wrote:Unfortunately, I suspect not. The wording is not crystal clear, but it looks like they both make use of/switch out a class feature. Specifically, Musket Master replaces Firearms Training with Musket Training, while Wyrm Sniper uses Firearms Training & adds Light Siege Weapons to the list of Weapons eligible for Firearms Training.question to those who have the book.
** spoiler omitted **
In the campaigns I run I allow some flexibility to the proficiency rules for example in this case I would have the character proficient with two-handed firearms and light siege weapons, requiring additional feats for other firearms. But what I am wondering is in the field of class abilities?

Irnk, Dead-Eye's Prodigal |

They get to add Knowledge (arcane) to their class skills list.
The are proficient with all Light Siege Engines in addition to normal Gunslinger Weapon Proficiencys.
They switch out three Deeds (Startling Shot, Lightning Reload, Menacing Shot) for three new Deeds (Munitions Master: reduces reload time on Siege Engines, Skeleton Crew: reduces minimum crew needed for Siege Engines, Anti-Air Targeting: can use the Targeting Deed to shoot a wing to disable).
Adds Siege Commander to bonus feat list at fourth level & Master Siege Commander at 12th level, need not meet pre-reqs.
The aforementioned Light Siege Engine eligibility for Firearms Training.

zergtitan |

They get to add Knowledge (arcane) to their class skills list.
The are proficient with all Light Siege Engines in addition to normal Gunslinger Weapon Proficiencys.
They switch out three Deeds (Startling Shot, Lightning Reload, Menacing Shot) for three new Deeds (Munitions Master: reduces reload time on Siege Engines, Skeleton Crew: reduces minimum crew needed for Siege Engines, Anti-Air Targeting: can use the Targeting Deed to shoot a wing to disable).
Adds Siege Commander to bonus feat list at fourth level & Master Siege Commander at 12th level, need not meet pre-reqs.
The aforementioned Light Siege Engine eligibility for Firearms Training.
Ah. now I see. its a gunslinger who specializes in the use of light siege engines. I thought it was an archetype who specializes in hunting dragons with a musket. Incompatibility confirmed.

Tinkergoth |

Irnk, Dead-Eye's Prodigal wrote:Ah. now I see. its a gunslinger who specializes in the use of light siege engines. I thought it was an archetype who specializes in hunting dragons with a musket. Incompatibility confirmed.They get to add Knowledge (arcane) to their class skills list.
The are proficient with all Light Siege Engines in addition to normal Gunslinger Weapon Proficiencys.
They switch out three Deeds (Startling Shot, Lightning Reload, Menacing Shot) for three new Deeds (Munitions Master: reduces reload time on Siege Engines, Skeleton Crew: reduces minimum crew needed for Siege Engines, Anti-Air Targeting: can use the Targeting Deed to shoot a wing to disable).
Adds Siege Commander to bonus feat list at fourth level & Master Siege Commander at 12th level, need not meet pre-reqs.
The aforementioned Light Siege Engine eligibility for Firearms Training.
Yeah, that archetype confused the hell out of me at first. Feels like it's just named wrong for what it is.

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zergtitan wrote:Yeah, that archetype confused the hell out of me at first. Feels like it's just named wrong for what it is.Irnk, Dead-Eye's Prodigal wrote:Ah. now I see. its a gunslinger who specializes in the use of light siege engines. I thought it was an archetype who specializes in hunting dragons with a musket. Incompatibility confirmed.They get to add Knowledge (arcane) to their class skills list.
The are proficient with all Light Siege Engines in addition to normal Gunslinger Weapon Proficiencys.
They switch out three Deeds (Startling Shot, Lightning Reload, Menacing Shot) for three new Deeds (Munitions Master: reduces reload time on Siege Engines, Skeleton Crew: reduces minimum crew needed for Siege Engines, Anti-Air Targeting: can use the Targeting Deed to shoot a wing to disable).
Adds Siege Commander to bonus feat list at fourth level & Master Siege Commander at 12th level, need not meet pre-reqs.
The aforementioned Light Siege Engine eligibility for Firearms Training.
Yeah add to that the absolutely badass picture of the cigar chomping, mwangi/alkenstari gunslinger rocking the kickass sniping musket and you can see how people end up confused.
Also not a big fan of the dragon slayer arch since most of the unique abilities focus on dragon crafting rather then the actual slaying. That being said though the blood drinker is badass.

Cheapy |

Question on a feat!
overWhelM(CoMbat, teaMWork)
You can overwhelm large foes with sheer numbers.
Benef it: You are considered to be f lanking an opponent
if at least one ally who also has this feat is threatening that
opponent and the opponent is at least two size categories
larger than the larger of you or your ally, regardless of your
actual positioning.
Normal: You must be positioned opposite an ally to
f lank an opponent
This doesn't allow you to flank at range, much like Gang Up, right?

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Question on a feat!
** spoiler omitted **
This doesn't allow you to flank at range, much like Gang Up, right?
Correct. You must also be threatening the target to gain the benefits of flanking. This feat is very similar to Gang Up, but trades the requirement for you to have two fellow flankers for the requirement of only one against a larger foe. That said, if you or your ally with this feat have the ability to threaten a target from range, then this feat would work with that ability to allow you to do so, but the feat doesn't grant the ability to flank from range in and of itself.

Cheapy |

Cheapy wrote:Correct. You must also be threatening the target to gain the benefits of flanking. This feat is very similar to Gang Up, but trades the requirement for you to have two fellow flankers for the requirement of only one against a larger foe. That said, if you or your ally with this feat have the ability to threaten a target from range, then this feat would work with that ability to allow you to do so, but the feat doesn't grant the ability to flank from range in and of itself.Question on a feat!
** spoiler omitted **
This doesn't allow you to flank at range, much like Gang Up, right?
That's what I thought, thanks.
Followup question: in the FAQ, it says that gang up doesn't let you flank because flanking is only for melee weapons. Does that apply to this one? Your last sentence makes me wonder about that.

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Would Overwhelm allow creatures too small to flank to do so?
Creatures that are too small to flank are generally prohibited from it because they lack reach beyond their own square. Since they couldn't threaten a creature in another square, they couldn't flank.
Followup question: in the FAQ, it says that gang up doesn't let you flank because flanking is only for melee weapons. Does that apply to this one? Your last sentence makes me wonder about that.
Only if another ability superseded the restrictions on how flanking works. All that Overwhelm lets to do by itself is flank with one or more buddies who all threaten the same large target, regardless of positioning. It doesn't grant anyone the ability to threaten from range, but if someone had that ability, they'd grant a flanking bonus to their melee allies threatening the target, without gaining the +2 flanking bonus themselves.
Any FAQs or clarifications on the Gang Up feat apply to this feat. The only difference between the two is that this feat has different situational parameters that must be met for the feat's benefit to trigger.

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Question about one of the bardic masterpieces:
Your elegant movements cause you to seem to be more
than you are.
Prerequisites: Perform (act) or Perform (dance) 4 ranks.
Cost: Feat or 2nd-level spell known.
Effect: By gracefully weaving your body through subtle
forms and postures you can convince others of your
breeding, eloquence, and refinement. For the duration
of the effect, you gain a +4 circumstance bonus on Bluff
checks, and may attempt a Bluff check in place of an
Intelligence check or Intelligence-based skill check.
The subtle changes in your movements also confer a +4
circumstance bonus on Disguise checks to appear to
be someone of a higher station (an aristocrat, merchant
prince, or even a queen).
Use: 1 bardic performance round per 10 minutes of the
effect’s duration.
Activation: 1 standard action.
Does this really do what I think it does? Activate it and for the next 10 minutes you can make bluff checks instead of knowledge/spellcraft/appraise/linguistics? I really like the flavor of it; I'm just wondering if you actually get useful information out of making a "bluffed" knowledge check.
"What's that?" *points at large winged reptile breathing fire*
"Uh..." *bluff, 29* "It's a, uh, fire crocodile! Here are 3 useful pieces of information about fire crocodiles!"

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Since we are delayed, can anyone tell me about the sorcerer archetype?
For Draconic bloodline only.
It's called Dragon Drinker and is about exploiting your connection with dragons to drain their strength.They can gain all sorts of benefits from drinking/absorbing dragon blood and can cause/exploit bleed damage to dragons.

Ashram |

What are the new spells come on peeps new spells!!!
Dragon Turtle Shell (Alc3, Clr3, Drd2, Sor/Wiz3): Reduce damage from natural attacks by one size category per 5 caster levels.
Draconic Suppression (Sorc/Wiz5, Wtc5): Any dragon that fails a Fortitude save cannot use its breath weapon for as long as the spell lasts and is treated as one age category lower for all abilities and age-based effects.
Dragonvoice (Alc2, Brd2, Sor/Wiz2, Wtc2): +6 circumstance bonus to Charisma checks and Charisma-based skills when dealing with dragons; you are also much easier to hear and any Perception penalties to hear you are halved.
Dungeonsight (Brd4, Clr5, Inq4, Sor/Wiz5): Gain a clear and memorable depiction of an area of a 60' emanation; reveals secret doors and passages but does not reveal how to open them.
Erode Defenses (Mgs2, Sor/Wiz3, Wtc3): Target must make Fortitude saves every round or temporarily lose 1 point of damage reduction and natural armor bonus it has. A successful save after the first round halts any further losses, but does not end the spell.
Gravity Well (Drd6, Sorc/Wiz5): Affected creature weighs twice as much, moves at half speed, jumps half as far as normal, and can only lift or carry half as much as normal; flying creatures have their fly speed worsened by two steps and must make a Fly check to remain airborne. Freedom of Movement cancels this spell.
Heart of the Mammoth (Clr8, Drd8, Sor/Wiz8, Wtc8): +8 enhancement bonus to Strength and Constitution, immunity to fear, +4 morale bonus to Will saves, and doubles the critical threat range on all attacks made to creatures of the dragon subtype.
Illusory Hoard (Brd4, Sor/Wiz5): Produces an image of a hoard to fool the target into thinking its original loot hoard is untouched. Attempts to interact with the illusory hoard entitles another Will save.
Now go buy the book.

LizardMage |

Well, I've found this book to be pretty good. Still though, I'd love to see a Paizo version of the Draconomican though. This book introduced us to dragon themes and items, but now I want something with more meat. Something akin to Ultimate Combat or the new Gods book coming out next year.

Douglas Muir 406 |
Just bought this. Kinda mixed feelings. There's some fun stuff in here; it's very niche and specialized but, hey, it says what it is on the cover. A lot of it's not very useful except against dragons but, fair enough, what did you expect.
But there's one fairly huge gaping absence: the book barely touches on tactics. I mean, the boards have worked out a lot of nasty tricks for using against dragons. Many of them target the creatures' lowish Dex and miserable touch AC, which are real glass jaws. But you'd never know it from reading this book; it gets as far as "protect yourself against that dragon's energy type" and that's about it.
Does anyone have any idea why this might be?
Doug M.

Cheapy |

Question about one of the bardic masterpieces:
** spoiler omitted **
Does this really do what I think it does? Activate it and for the next 10 minutes you can make bluff checks instead of knowledge/spellcraft/appraise/linguistics? I really like the flavor of it; I'm just wondering if you actually get useful information out of making a "bluffed" knowledge check.
"What's that?" *points at large winged reptile breathing fire*
"Uh..." *bluff, 29* "It's a, uh, fire crocodile! Here are 3 useful pieces of information about fire crocodiles!"
I'm curious about this too. It seems really, really strong if that's the case.