Gisher |
wakedown wrote:Gisher wrote:I would love to know how Investigators can use studied strike and studied combat with ranged attacks. Does it require feats, uses of inspiration, or an archetype. And if it is an archetype, what do you give up?Studied Combat: "Upon doing so, he adds 1/2 his investigator level as an insight bonus on melee attack rolls"
Studied Strike: ".. upon successfully hitting his studied target with a melee attack, to deal additional damage."
The vanilla investigator as well as any of the archetypes that give ranged weapon abilities (the steel hound and guns) don't allow either to be used for ranged attacks.
There is a feat called Ranged Study, which requires Weapon Focus with the chosen weapon that grants the ability to use studied combat and studied strike within 30ft with that chosen weapon. It says "choose a kind of ranged weapon" - uncertain if you can say "bows" or if you need to say "composite longbow" specifically.
Since studied combat/studied strike both come into play at 4th level, I suppose this means any race can be a ranged investigator by paying the requisite tax of 2 feats (Weapon Focus, Ranged Study).
Important note, in case the above isn't quite clear—studied combat is at any range, it's only studied strike (the quasi-sneak-attack) that has the 30 ft limit.
Despite the high feat cost, a bow Investigator looks doable (maybe only as a human, though, so you can come online earlier). I'm probably going to try one for my first ACG character.
:-)
Thanks for clearing that up. I think you could make a decent Investigator archer build.
I'm going to test out a Dex based TWF/thrown weapon dagger build. Lots of attacks to get the most out of studied combat. Weapon focus will help with both melee and ranged attacks, so it is not that steep a feat tax. I'll eventually need quickdraw, but the quick-drawing detective is kind of iconic anyway. Nice flavor. And a blinkback belt. Definitely a blinkback belt.
Exocrat |
Does the slayer get a Teamwork Feat archetype? Im considering switching my Tactician Fighter to Slayer but still want to grant my party Outflank.
The Vanguard archetype gets one teamwork feat that it can grant to allies for 1 minute 1/day. It can also share half its studied target bonus with the party, gets a boost to initiative, and can act in the surprise round.
DarthPinkHippo |
DarthPinkHippo wrote:Does the slayer get a Teamwork Feat archetype? Im considering switching my Tactician Fighter to Slayer but still want to grant my party Outflank.The Vanguard archetype gets one teamwork feat that it can grant to allies for 1 minute 1/day. It can also share half its studied target bonus with the party, gets a boost to initiative, and can act in the surprise round.
Are there ways to increase the amount of times it can grant the feat?
Exocrat |
Exocrat wrote:Are there ways to increase the amount of times it can grant the feat?DarthPinkHippo wrote:Does the slayer get a Teamwork Feat archetype? Im considering switching my Tactician Fighter to Slayer but still want to grant my party Outflank.The Vanguard archetype gets one teamwork feat that it can grant to allies for 1 minute 1/day. It can also share half its studied target bonus with the party, gets a boost to initiative, and can act in the surprise round.
Yeah, you can purchase additional uses instead of new slayer talents. One talent slot for one more use/day.
Ahmadin |
Did they change the hardcover illustration of the book?
I was about to order it thru amazon but noticed the book there has a different cover from the one announced here.
I also read that the book would be available in August but at amazon it states it'll only be available in September.
I'm confused. some kind soul to enlighten me?
Spiral_Ninja |
Did they change the hardcover illustration of the book?
I was about to order it thru amazon but noticed the book there has a different cover from the one announced here.
I also read that the book would be available in August but at amazon it states it'll only be available in September.
I'm confused. some kind soul to enlighten me?
That's Amazon. They ALWAYS say they have that much of a delay on Paizo stuff. Usually they don't really, but they always say it.
Ashanderai |
Was wondering if I could get a little more info on the Primalist bloodrager. Earlier in the thread, it was said that you could swap out a bloodline power for 2 rage powers, is this right? Also, does the primalist qualify for the extra rage power feat?
Yes to the first question and No to the second. There really isn't too much more to tell on that archetype; it is only two paragraphs long and one of those is for flavor.
Deadmanwalking |
Calth wrote:Was wondering if I could get a little more info on the Primalist bloodrager. Earlier in the thread, it was said that you could swap out a bloodline power for 2 rage powers, is this right? Also, does the primalist qualify for the extra rage power feat?Yes to the first question and No to the second. There really isn't too much more to tell on that archetype; it is only two paragraphs long and one of those is for flavor.
How is the answer no to the second? If you have Rage Powers as a Class Feature, you can get Extra Rage Power.
christos gurd |
Ashanderai wrote:How is the answer no to the second? If you have Rage Powers as a Class Feature, you can get Extra Rage Power.Calth wrote:Was wondering if I could get a little more info on the Primalist bloodrager. Earlier in the thread, it was said that you could swap out a bloodline power for 2 rage powers, is this right? Also, does the primalist qualify for the extra rage power feat?Yes to the first question and No to the second. There really isn't too much more to tell on that archetype; it is only two paragraphs long and one of those is for flavor.
not if the class feature isnt called rage powers.
Lukas Stariha |
Ashanderai wrote:How is the answer no to the second? If you have Rage Powers as a Class Feature, you can get Extra Rage Power.Calth wrote:Was wondering if I could get a little more info on the Primalist bloodrager. Earlier in the thread, it was said that you could swap out a bloodline power for 2 rage powers, is this right? Also, does the primalist qualify for the extra rage power feat?Yes to the first question and No to the second. There really isn't too much more to tell on that archetype; it is only two paragraphs long and one of those is for flavor.
The idea might be that the Primalist treats the traded for Rage Powers as part of the bloodline power class feature.
Snowgods000 |
Primal Choices: At 4th level and every 4 levels thereafter,a primalist can choose to take either his bloodline power or two barbarian rage powers. If the primalist chooses rage powers, those rage powers can be used in conjunction with his bloodrage, and his bloodrager level
acts as his barbarian level when determining the effect of those bloodrage powers and any prerequisites. Any other prerequisites for a rage power must be met before a primalist can choose it. This ability does not count as the rage power class feature for determining feat prerequisites
cause it says you can't
Deadmanwalking |
How is the answer no to the second? If you have Rage Powers as a Class Feature, you can get Extra Rage Power.not if the class feature isnt called rage powers.
Actually...check the FAQ. This simply isn't true. Unless stated otherwise, Class Features that do the exact same thing functionally count as the same feature.
Primal Choices: At 4th level and every 4 levels thereafter,a primalist can choose to take either his bloodline power or two barbarian rage powers. If the primalist chooses rage powers, those rage powers can be used in conjunction with his bloodrage, and his bloodrager level
acts as his barbarian level when determining the effect of those bloodrage powers and any prerequisites. Any other prerequisites for a rage power must be met before a primalist can choose it. This ability does not count as the rage power class feature for determining feat prerequisitescause it says you can't
Ah, thank you. that would indeed do it. :)
Jiggy RPG Superstar 2012 Top 32 |
Lukas Stariha |
How's the book on bard feats? Existing feats specifically for the class are so so niche as to be useless (you count as presenting a holy symbol to a vampire when performing) or so good as to be mandatory (Lingering Performance, Discordant Voice) in my view
Well... the one that has been mentioned a couple times now (Improved Dirge of Doom) seems to fall in the latter category. Making all enemies in range frightened with no save is a nice way to end most encounters.
deuxhero |
Is there a mistake in Improved/Greater Dirge of Doom?
I can't imagine that it's meant to automatically make enemies within 60' frightened once you hit level 9 or 11, but that's what it reads like.
Fear immunity is pretty common by then, and using it means you can't inspire courage/greatness.
Calth |
1 person marked this as a favorite. |
Primal Choices: At 4th level and every 4 levels thereafter,a primalist can choose to take either his bloodline power or two barbarian rage powers. If the primalist chooses rage powers, those rage powers can be used in conjunction with his bloodrage, and his bloodrager level
acts as his barbarian level when determining the effect of those bloodrage powers and any prerequisites. Any other prerequisites for a rage power must be met before a primalist can choose it. This ability does not count as the rage power class feature for determining feat prerequisitescause it says you can't
So, is it just me, or does a primalist bloodrager really make a basic (non-human) barbarian kinda useless. The barbarian trades trapsense, d12 HD, and 1 per 2 rage power progression for 4th level spellcasting(including free spell casting on rage), the level 1 bloodline power, 5 feats, d10 HD, and 2 per 4 rage power progression.
Lukas Stariha |
Snowgods000 wrote:So, is it just me, or does a primalist bloodrager really make a basic (non-human) barbarian kinda useless. The barbarian trades trapsense, d12 HD, and 1 per 2 rage power progression for 4th level spellcasting(including free spell casting on rage), the level 1 bloodline power, 5 feats, d10 HD, and 2 per 4 rage power progression.Primal Choices: At 4th level and every 4 levels thereafter,a primalist can choose to take either his bloodline power or two barbarian rage powers. If the primalist chooses rage powers, those rage powers can be used in conjunction with his bloodrage, and his bloodrager level
acts as his barbarian level when determining the effect of those bloodrage powers and any prerequisites. Any other prerequisites for a rage power must be met before a primalist can choose it. This ability does not count as the rage power class feature for determining feat prerequisitescause it says you can't
Actually, someone here mentioned that Barbarians can gain access to a Bloodline's Powers via a Rage Power tree, so I don't fear for the Barbarian's viability if this is true. If someone with the book could elaborate on these rage powers, I would be grateful. (please, oh please don't be a totem tree...)
Alexander Augunas Contributor |
So, here's a question, and as far as I can tell it was never asked in the playtest.
Most of the swashbuckler's deeds state that they only work with one-handed or light piercing weapons. That's all well and good.
What if I choose to wield the one-handed weapon in two hands? Do I still benefit from, say, swashbuckler's finesse if I choose to grip my morningstar in two hands?
If you check on the PRD, it says the following:
One-Handed: A one-handed weapon can be used in either the primary hand or the off hand. Add the wielder's Strength bonus to damage rolls for melee attacks with a one-handed weapon if it's used in the primary hand, or 1/2 his Strength bonus if it's used in the off hand. If a one-handed weapon is wielded with two hands during melee combat, add 1-1/2 times the character's Strength bonus to damage rolls.
As far as I can tell, none of the swashbuckler's deeds actually requires you to keep your off-hand free. For example, all the precise strike deed says on the subject is that you cannot attack with a weapon in your other hand.
I specifically ask because this will be a core aspect of my upcoming Kenshin Himoura build if it works (which, according to my best rules-fu, it does).
Thoughts?
Ashanderai |
Can we get more specific information on the Spirit Summoner archetype for the summoner class, and Spirit Whisperer archetype for the Wizard ?
One of these has GOT to be warlock worthy :P
Not sure where you are going with "warlock worthy", but if you mean the 3E Warlock class by WotC, I don't see any similarities.
The Spirit Summoner gains a Shaman's Spirit ability and, except for the first spirit ability, basically lags a level behind the Shaman as to when spirit abilities are gained (greater spirit at 9th level instead of 8th for example); however, he does not gain manifestation. He can choose from his spirit's list of spells to add to his list of summoner spells known, but cannot get spells above 6th level. The Summoner's Eidolon must be an appropriate match to the spirit in description and cannot have any inappropriate evolutions (as determined by the GM). Starting at 6th level, he can gain a few hexes from the Shaman's list of hexes or from his spirit's list of hexes. He must use Wisdom for the hexes. He loses summon monster, aspect, maker’s call, merge forms, and transposition. No warlocky ray spells or abilities here. But, if you mean warlocky as in witch-like then I can see it a little, I suppose.
Basically, the Spirit Whisperer is to the Wizard as Spirit Summoner is to the Summoner. Spirit Whisperer must choose an arcane bond with a familiar (which works like a witch's) and gains a spirit from the Shaman's list of spirits. He gains the spirit abilities of his spirit, except for the true spirit ability (unlike the summoner). He also gains its manifestation (also unlike the spirit summoner). The nice thing with the Spirit Whisperer is that he can use his INT for these abilities. He does not gain access to any extra spells from his spirit. He loses the Wizard's spellbook, arcane school, and 20th level bonus feat. He can choose to replace bonus feats with hexes and he can use his INT for them instead of WIS. Also, nothing really 3E warlocky here as I see it. However, if you mean a warlocky match up the witch-class, I definitely see it here with the INT hexes and the familiar.
To say any more than that, I would basically have to copy and paste the archetypes here.
Dead Phoenix |
This was asked the other day, but I've yet to see any response, so might as well ask again(probably the first repeat question in the topic, I know, I'm sorry).
Question: What stuff has the paladin got? Other then archetypes(which I believe have been brought up before, but more info wouldn't hurt imo), they get any interesting spells or feats? Any magic items?
nighttree |
nighttree wrote:Can we get more specific information on the Spirit Summoner archetype for the summoner class, and Spirit Whisperer archetype for the Wizard ?
One of these has GOT to be warlock worthy :P
Not sure where you are going with "warlock worthy", but if you mean the 3E Warlock class by WotC, I don't see any similarities.
The Spirit Summoner gains a Shaman's Spirit ability and, except for the first spirit ability, basically lags a level behind the Shaman as to when spirit abilities are gained (greater spirit at 9th level instead of 8th for example); however, he does not gain manifestation. He can choose from his spirit's list of spells to add to his list of summoner spells known, but cannot get spells above 6th level. The Summoner's Eidolon must be an appropriate match to the spirit in description and cannot have any inappropriate evolutions (as determined by the GM). Starting at 6th level, he can gain a few hexes from the Shaman's list of hexes or from his spirit's list of hexes. He must use Wisdom for the hexes. He loses summon monster, aspect, maker’s call, merge forms, and transposition. No warlocky ray spells or abilities here. But, if you mean warlocky as in witch-like then I can see it a little, I suppose.
Basically, the Spirit Whisperer is to the Wizard as Spirit Summoner is to the Summoner. Spirit Whisperer must choose an arcane bond with a familiar (which works like a witch's) and gains a spirit from the Shaman's list of spirits. He gains the spirit abilities of his spirit, except for the true spirit ability (unlike the summoner). He also gains its manifestation (also unlike the spirit summoner). The nice thing with the Spirit Whisperer is that he can use his INT for these abilities. He does not gain access to any extra spells from his spirit. He loses the Wizard's spellbook, arcane school, and 20th level bonus feat. He can choose to replace bonus feats with hexes and he can use his INT for them instead of WIS. Also, nothing really 3E warlocky here as I see it....
No...I'm talking warlock more from a folklore angle of a "spirit caller"....not really interested in the "blasty" D&D 3.5 version....the Binder would actually be closer to what I'm thinking :)
And many thanks for the info....I'm getting more and more excited to see these next week ;)
Lou Diamond |
Tels and Alexander, use some common sense. If you want to use a fencing weapon and use dex damage, you can't wield a rapier with two hands the weapon is not designed for it. There was only one 2-handed pricing weapon it was from Italy it was an Estoc, it had a tri-corner blade and was designed to be thrust through the gaps n plate armor.
Not a fencing weapon at all. Fencing weapons were rapiers epees foils sabers and cutlasses and a verity of daggers used in the off hand.
Tels |
Tels and Alexander, use some common sense. If you want to use a fencing weapon and use dex damage, you can't wield a rapier with two hands the weapon is not designed for it. There was only one 2-handed pricing weapon it was from Italy it was an Estoc, it had a tri-corner blade and was designed to be thrust through the gaps n plate armor.
Not a fencing weapon at all. Fencing weapons were rapiers epees foils sabers and cutlasses and a verity of daggers used in the off hand.
I never mentioned anything about that? I was referencing somewhere else when I said I was working on a Kenshin Himura build.
Anyway, there are other weapons that can be used. For example, the iconic Kenshin uses a Katana, a slashing weapon. With a 1-level dip in Swashbuckler, and the feat Slashing Grace, you can use a Katana as a 1-handed piercing weapon (if you have Exotic Weapon Proficiency). So, the question is, can I use a Katana 2-handed with the Swashbuckler deeds and options? They don't specify that I have to use the weapon 1-handed, only that it must be a 1-handed weapon.
Tels |
Lou Diamond wrote:Tels and Alexander, use some common sense. If you want to use a fencing weapon and use dex damage, you can't wield a rapier with two hands the weapon is not designed for it.Pedantry yield to Common Sense? Would that it were the case.
Common sense also doesn't work well in this game. IRL jump off a 20 ft. building and you're very likely to seriously injure yourself, likely breaking legs or even dieing.
Common sense dictates that if a guy strong enough to lift boulders swings a 5 ft. sword at me, I'm dead.
Common sense dictates that dictates that submersion in lava kills everything every time without fail.
Alexander Augunas Contributor |
Tels and Alexander, use some common sense. If you want to use a fencing weapon and use dex damage, you can't wield a rapier with two hands the weapon is not designed for it. There was only one 2-handed pricing weapon it was from Italy it was an Estoc, it had a tri-corner blade and was designed to be thrust through the gaps n plate armor.
Not a fencing weapon at all. Fencing weapons were rapiers epees foils sabers and cutlasses and a verity of daggers used in the off hand.
First, the way you worded your reply offends me because you are inferring that I don't have common sense. I do. This is a legitimate rules question whether or not it impounds upon what type of weapons you believe the swashbuckler should be limited to.
Also, you claim that the answer to my question is "common sense" because a two-handed weapon is not a fencing weapon. As written, the following is a small list of light or one-handed piercing weapons that, as written, the swashbuckler can use his Dexterity modifier in place of his Strength modifier on attack rolls with. By your logic, the following weapons are all "fencing weapons."
— Morningstar
— Heavy/Light Pick (the Dwarf Favored Class Bonus specifically calls this one out, as a matter of fact)
— Wooden Stake
— Shortspear
— Spiked Kobold Tail Attachment
— Spiked Shields
— Trident
Alexander Augunas Contributor |
Alexander Augunas wrote:Pfft... copy-cat :PI specifically ask because this will be a core aspect of my upcoming Kenshin Himoura build if it works (which, according to my best rules-fu, it does).
Thoughts?
Hey now, that combo is the basis for at least TWO Iconic Designs I'm working on: Kenshin and Samurai Jack!
redward |
Thanks for clearing that up. I think you could make a decent Investigator archer build.
I'm going to test out a Dex based TWF/thrown weapon dagger build. Lots of attacks to get the most out of studied combat. Weapon focus will help with both melee and ranged attacks, so it is not that steep a feat tax. I'll eventually need quickdraw, but the quick-drawing detective is kind of iconic anyway. Nice flavor. And a blinkback...
Your ideas are intriguing to me and I wish to subscribe to your newsletter.
Ashanderai |
This was asked the other day, but I've yet to see any response, so might as well ask again(probably the first repeat question in the topic, I know, I'm sorry).
Question: What stuff has the paladin got? Other then archetypes(which I believe have been brought up before, but more info wouldn't hurt imo), they get any interesting spells or feats? Any magic items?
Hmm... let's see, I haven't really looked for Paladin stuff, but here goes...
Paladins get the following new spells - 1st level: Animal Purpose Training, Blessed Fist, Shield of Fortification, and Stunning Barrier. 2nd level: Bullet Ward, Shield Companion, and Widen Auras. 3rd level: Bestow Auras, Mantle of Calm, Greater Shield of Fortification, and Greater Stunning Barrier. 4th level: Guardian of Faith and Planeslayer’s Call.
The archetypes are:
Holy Guide - Gains Knowledge (geography) and Survival skills; swaps the 3rd level mercy for the ranger's favored terrain (you can get more favored terrains by swapping more mercies as you level); Gain a Teamwork Feat at 5th level in exchange for that level's mercy and can expend a use of smite evil to share the feat with allies for a time.
Temple Guardian - loses all spells, but gains a cleric domain's 1st level ability and can use CHA for it; at 5th level loses divine bond and aura of justice to gain the Warpriest's minor blessing of the domain chosen at 1st level and then gain the major blessing at 11th (both using CHA instead of WIS).
Feats I find that might be good for Paladins are Believer's Hands and Reactive Healing (both go well with lay on hands). Believer's Boon (which is needed for Believer's Hands anyway), Blessed Striker, and Divine Protection all look like good picks for a Paladin. There are also a few channel energy feats if your paladin gained that ability from an archetype. Evolved Companion might be cool if you went with a steed for your divine bond. Dual Enhancement and Resilient Armor are both feats that use divine bond in their prerequisites. Dual Enhancement um... enhances... two weapons or both ends of a dual weapon simultaneously, while Resilient Armor grants DR (with conditions).
There is a feat chain that starts with Weapon of the Chosen that requires weapon focus with a deity's favored weapon and you must worship and receive spells from that deity. The first feat in the chain lets you re-roll miss chances from concealment and count your weapon as magical to hit incorporeal enemies and overcome DR for one attack. The improved version lets you gain the benefits on all attacks until your next turn while also granting an alignment component to your weapon for that duration. The greater version lets you roll two dice for your attack roll with your favored weapon for a single attack.
Ashanderai |
What are the new Teamwork feats?
Coordinated Shot
Distracting ChargeImproved Duck and Cover
Improved Spell Sharing
Improved Swap Places
Intercept Charge
Pack Flanking
Share Healing
Wounded Paw Gambit
Tels |
Tels wrote:What are the new Teamwork feats?Coordinated Shot
Distracting Charge
Improved Duck and Cover
Improved Spell Sharing
Improved Swap Places
Intercept Charge
Pack Flanking
Share Healing
Wounded Paw Gambit
Can we get a brief summary of what these all do? I'm especially interested in Coordinated Shot and Pack Flanking.
Artemis Moonstar |
Artemis Moonstar wrote:You might consider buying the book, you know. It (especially the PDF) is pretty cheapI've seen no one reference this yet (using the search function)...
When can we expect to see this on the SRD or PRD?!
I MUST KNOW EVERY FINAL DETAIL ABOUT MY ARCANIST AND MY BRAWLER!
I would, had I any extra moolah. Every clam I get has to go to living costs at the moment... Poverty sucks, but thank Nethys for the PRD, SRD, and Archives xD
Ashanderai |
Ashanderai wrote:Can we get a brief summary of what these all do? I'm especially interested in Coordinated Shot and Pack Flanking.Tels wrote:What are the new Teamwork feats?Coordinated Shot
Distracting Charge
Improved Duck and Cover
Improved Spell Sharing
Improved Swap Places
Intercept Charge
Pack Flanking
Share Healing
Wounded Paw Gambit
Coordinated Shot: When an ally with this feat threatens a foe, gain a +1 bonus on ranged attack rolls, or +2 if that ally is flanking the foe
Distracting Charge: When an ally with this feat charges, you gain a +2 bonus on attack rolls against the creature charged
Improved Duck and Cover: When you use Duck and Cover, an ally with evasion or improved evasion takes some of the damage
Improved Spell Sharing: Divide spell duration with the companion creature
Improved Swap Places: When you use Swap Places, your ally can be smaller or larger and your movement does not provoke attacks of opportunity
Intercept Charge: Move up to your speed to intercept charging foe as an immediate action
Pack Flanking: You and your companion creature flank regardless of position
Share Healing: Share healing with your companion creature
Wounded Paw Gambit: When you use Broken Wing Gambit, nearby allies can attempt a ranged attack against the attacker