DM_aka_Dudemeister |
My Giant Slayer game is making use of Consolidated Skills, Background Skills, Stamina, Skill Unlocks, Unchained Rogue, Unchained Barbarian, Unchained Poison/Diseases.
Plenty of cool stuff if you're willing to homebrew some character sheets, and keep an open mind.
Bob_Loblaw |
It's the same thing, but it has more VMC and it expands it so that you can multiclass even deeper. I would also recommend the Feats of Multiclassing from RGG. It basically gives you a very minor dip into a class or you can continue along the chain and get a little deeper. You can even combine them into an even more unique build.
drgnmstr44 |
My Hell's Rebels game is using a lot from this book, including bonus progression. I have a problem with how it's written as it seems to penalize players. normally, any weapon or armor can have a total of +10 magical bonuses to it with no more than +5 of those being enhancement bonuses. the other +5 can be weapon/armor special qualities. however, if using the bonus progression everything is limited to a total of +5. While on the surface this seems ok because you can apply the enhancement bonus via attunement; it's actually a hindrance and a cheat to the players.
Verbatim from the book:
"In this system, magic weapons, armor, and shields never have
enhancement bonuses of their own; those bonuses are granted
only through attunement. Any weapon, armor, or shield
special abilities on attuned items count against a character’s
enhancement bonus from attunement. To determine an
attuned magic item’s enhancement bonus, subtract the cost
of its special ability from the enhancement bonus granted by
attunement. (This applies only to special abilities whose cost
is equivalent to an enhancement bonus, not to those that cost
a f lat amount of gold pieces.) For example, if a character with
a +3 enhancement bonus from weapon attunement wields a
keen scimitar, she subtracts 1 point of her enhancement bonus
(for the cost of keen), leaving her with a +2 keen scimitar. If a
character doesn’t have enough of an enhancement bonus to
afford the special ability (such as a 4th-level character with a
vorpal longsword), she can still use the weapon’s power on its
own, but the weapon gains no enhancement bonus."
Now I understand this seems like it's being done due to cost, this is not legal for society play. so why hurt a players that want to use this system in this manner? it seems like this system is a waste and the only thing you gain from is is not loosing certain slots for magic items to gear people always take; rings or protection, cloaks of resistance, belts of physical stat enhancement, headbands of mental stat enhancement, amulets of natural armor. So players get versatility in 5 magic slots but must give up being able to have a +5 enhancement bonus on an item that already has +5 special bonuses on it. seems really stupid and not very enticing to use. I think you should review and update
Cantriped |
You can use your Legendary Gifts from levels 19-22 to increase your Effective Weapon Enhancement from Attunement to +10. Although it does mean you cannot have a +10 weapon until 20th level unless you are a Magus or similar class that an Arcane Pool-like class feature which they can use to stack special abilities onto an Attuned Weapon.
Mark Seifter Designer |
4 people marked this as a favorite. |
Cantriped is correct. However, you also almost certainly want to look at the rules in this blog. They are more accurate to the costs of the original system for weapons and armor with special abilities, but it can be less approachable in the math. If your group is able to understand the math of the system in the blog (which was the original system from the book that we changed because of its complication, not its fidelity), it is likely a good idea to use it.
In all things, remember, Unchained is a toolbox for modding your game; it's all about the idea that the game is most fun when you adjust it to match your group's playstyle!
Mark Seifter Designer |
Cantriped |
Thank you for the clarification!
Fortunately for my current Non-PFS Fey-Caller I assumed this would be the case. Although it does put the Fey Eidolon in the unfortunate position of being the only Eidolon Subtype (I know of) with no Natural Attacks or Weapon Proficiencies at 1st level; unless you invest in one of the few Evolutions they can take which grants one.
But I agree the RAW was a little confusing to me.
The subtype specific Base Form section lists claw and slam and other such traits as bonus evolutions, which based upon the descriptions of said evolutions would logically be added to or replaced qualities extant in the more General Base Form entry described later in the class description. The implication was that an eidolon subtype that granted a slam evolution to its biped base form would have replaced one of the two claws it "naturally" had, and an eidolon subtype that granted the claws evolution would have replaced the biped base form's extant claws with two identical claws. But... that didn't seem right given the formatting of the subtypes, so I assumed it was simply a Cut & Paste oversight when Unchaining the class.
Bellona |
What's going on with the Improved Feint combat trick?
As it stands, that combat trick is only useful for a character who normally wouldn't be able to qualify for the Improved Feint feat.
The rest of that combat trick description basically lets a character use the feat but only if he pays stamina points for the privilege.
What's the benefit for a character who already has Improved Feint, and therefore can already feint as a move action? It looks like there is some missing (or misplaced) text here.
GeraintElberion |
What's going on with the Improved Feint combat trick?
As it stands, that combat trick is only useful for a character who normally wouldn't be able to qualify for the Improved Feint feat.
The rest of that combat trick description basically lets a character use the feat but only if he pays stamina points for the privilege.
What's the benefit for a character who already has Improved Feint, and therefore can already feint as a move action? It looks like there is some missing (or misplaced) text here.
So, you don’t need int13 and combat expertise.
Bellona |
Isn't that a chicken/egg situation? One can't choose the Improved Feint combat trick unless one already has the Improved Feint feat. If one already has the feat, then one has the qualifications for the feat (Int 13), so the first part of the combat trick text is irrelevant.
Special:
Since you have a stamina pool, you can spend your stamina points to use any combat tricks associated with combat feats you possess.
Unless you're suggesting a really corner case where a character takes the feat but cannot use it because he doesn't fulfill the pre-requisites, and then makes use of the matching combat trick in order to ignore those pre-requisites and be able to use the feat?
More to the point, the Improved Feint feat allows the user to feint as a move action. The matching Improved Feint combat trick allows the user to feint as a move action. There is no point to the combat trick for someone who already has the feat, and that sounds like it goes against the design philosophy of combat tricks.
All of which is why I was wondering if there is some missing text.
David knott 242 |
Isn't that a chicken/egg situation? One can't choose the Improved Feint combat trick unless one already has the Improved Feint feat. If one already has the feat, then one has the qualifications for the feat (Int 13), so the first part of the combat trick text is irrelevant.
Combat Stamina (Pathfinder Unchained p. 112-113) wrote:Special:
Since you have a stamina pool, you can spend your stamina points to use any combat tricks associated with combat feats you possess.
Unless you're suggesting a really corner case where a character takes the feat but cannot use it because he doesn't fulfill the pre-requisites, and then makes use of the matching combat trick in order to ignore those pre-requisites and be able to use the feat?
More to the point, the Improved Feint feat allows the user to feint as a move action. The matching Improved Feint combat trick allows the user to feint as a move action. There is no point to the combat trick for someone who already has the feat, and that sounds like it goes against the design philosophy of combat tricks.
All of which is why I was wondering if there is some missing text.
If you take Combat Stamina before you take Combat Expertise, then you qualify for the latter feat even without Int 13+. That is the only interpretation that can possibly work for this feat combination.
Robert Jordan |
So I was looking at the Alternate Profession Rules, and I cannot seem to find any benefit to having more than the minimum number of Employees once you have a Medium or Large size business. It seems that all they do is provide a penalty once you hit a certain point, is there something missing that got cut?
kevin_video |
Does anyone know why the price scaling for the sacred avenger scaling item is so off? Reading it, it honestly seems like it's actually a scaled version of the holy avenger, which is 120,630 gold and costs 60,630 gold, but the sacred avenger says its base price is 4800 gp (which is a lie, it shouldn't cost more than 4,315 because that's what a normal +1 cold iron longsword costs and this is only masterwork to a non-paladin so it should actually be even cheaper). It could be a nonmythic version of the sacred avenger from Mythic Adventures, but even that doesn't make sense because then the base should still be a +3 cold iron longsword while in the hands of a paladin it's a +5 holy defiant longsword and the SR is granted to everyone within 10 feet. So it can't really be that despite it sharing the same name.
So if you break it down, the cost for the scaled sacred avenger is listed at 64,500 making the market price somewhere in around 128,685. What exactly is the PC paying for that's worth them losing 30% of their wealth for the entirely of level 17 when a regular holy avenger is 8,055 gp less and it's holy? Even a standard +5 holy cold iron longsword without the SR and greater dispel is 100,315 gp. I'm very curious.
I think this is definitely a big math issue and someone in post didn't ask to see the work. Math 101: always show the work.
Maybe it's because of the new spell math for scaling items, and it somehow breaks down terribly, but as I said, a regular holy avenger is cheaper and has more stuff.