
David knott 242 |
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I assume the Aerial Assaulter Fighter gets some means of flying on his own, but... well, I'd still be curious to know more. :p
Actually, I'm curious if any of those air-themed feats give flying...
The archetype grants no ability to fly, but it definitely enables him to exploit any ability to fly that he gains from a spell, magic item, or other source better.
Ditto for the feats.

Arachnofiend |

How is that useless? There's PLENTY of things that give flight to fighters. :p ;)
Clearly it's just supposed to be something that only works once you get to 9th level and can afford a Carpet of Flying. Leave it to a Fighter archetype to not be able to do the things it's advertised to do without outside help...

David knott 242 |
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Fighter ALWAYS needs outside help. Otherwise it's just a fighter by himself in a game that's meant to be cooperative.
Anyways, I'd like some insight on these rituals someone mentioned.
There are two rituals.
Seal wards an area with Antipathy plus either Hallow or Unhallow.
Spiritual Investment puts the Ghost Touch enchantment on an item.

David knott 242 |
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What kind of stuff does the Bloodrager get? The Vestige bloodrager sounds interesting.
His bloodline bonus feats include some fighter only feats, and he can count his bloodrager levels as fighter levels to qualify for them.
Bloodline powers are Warrior's Discipline, Ancient Tactics, Legacy Style, War's Memory, Legacy Conduit, and Call to Arms.

Datdaemon |
Thanks for the reply! That sounds pretty awesome, are you able to give any details on what kind of role it plays on the battlefield compared to, say an abyssal (DPR) or aberrant (control) bloodrager or would that be giving away too much?
Regardless, this book has more than piqued my interest, I can't wait!

David knott 242 |
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A Vestige bloodrager, while raging, basically picks up the fighting techniques of his ancestors. Warrior's Discipline lets him reduce his rage bonuses to do things he otherwise couldn't do while raging. Ancient Tactics lets him improve certain bonuses from the tactical situation. The highest level ability lets him summon a ghostly army.

frostlyon |

khadgar567 wrote:any one can spill the beans for magus archype. like what we give up and what we gain.You give up one of your arms, some of your spells per day, and your 3rd level arcana.
Arcane pool and spellstrike are altered.
You gain Golem Arm, Improved Unarmed Strike, Empowered Arm, Unarmed Spellstrike, and access to additional arcana usable only by this archetype.
So no magic crafting for the "artificer" damn

SheepishEidolon |
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Thomas Seitz wrote:Fighter ALWAYS needs outside help. Otherwise it's just a fighter by himself in a game that's meant to be cooperative.Would be nice to have a Fighter that can do something without needing outside help.
They can do a lot of magical things on their own, with the right gear or feats. When it comes to flight, winged boots aren't that expensive and Flight Mastery is available at level 9.
Hence the Aerial Assaulter Fighter might still make sense, even without a built-in way to fly.

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Love the ironbound sword. Strange that it does not give up mounts. Oh well, that just means more non-lethal lance strikes...with the right feats. Still love that this can disable people pretty well. The knockout blow is great for making your enemies fall down for a bit while you either end the fight through restraint, or flat katana execution on your downed enemy.

David knott 242 |

Curious about Hinyasi Brawlers, what do they give up? And can they enhance improvised weapons effectively? Up to +5?
The Hinyasi Brawler gives up shield proficiency, the 2nd level bonus combat feat, knockout, and weapon mastery. They do not gain the ability to enhance improvised weapons (unless that can be done with existing Brawler class abilities that were not altered or replaced), but they can eventually inflict unarmed strike damage with them at +2 to hit and damage, along with the ability to perform one of three selected combat maneuvers when she hits with an improvised weapon.

Alchemaic |

Thomas Seitz wrote:How is that useless? There's PLENTY of things that give flight to fighters. :p ;)Clearly it's just supposed to be something that only works once you get to 9th level and can afford a Carpet of Flying. Leave it to a Fighter archetype to not be able to do the things it's advertised to do without outside help...
Well, if the archetype doesn't replace Weapon Training, there's the option of grabbing the Item Mastery AWT for Flying. Or just taking the feat the normal way.
Still not great though, admittedly.

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Honestly I'm just confused why Golem's Gauntlet(which is adamantine light mace) is listed as Wondrous Item, shouldn't it be Unique Weapon craftable by craft magic arms?
Also, one of my player's noticed that Skim spell is sorta similar to Kreighton's Perusal in terms of what it does, though they do have different effect despite both being level 1 skim reading spells.(Kreighton's perusal giving effect of reading book as if you read it for 1 hour while Skim spell just makes reading time take quarter of what it normally takes, so situation wise one of them can be better than another) That said, I personally think its just more fun to have multiple different speed reading spells especially since they don't actually step on each other's toes and make other one to be useless, Kreighton's Perusal is "I need to uber fast know what this is about" while Skim is downtime time saving spell.

Brew Bird |

I'm a little confused about the Jistkan Artificer's Flurrying Arm arcana. It says you get only one extra attack, how exactly does that work? Is it normal core monk flurry, where you use your level as your BAB? If so, does the extra iterative you might get for a higher BAB count as the extra attack? Or do you just get the one extra TWF attack, but you never get later versions of the feat?
Or is it just one extra attack at your highest BAB, like with the unchained monk?

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I'm a little confused about the Jistkan Artificer's Flurrying Arm arcana. It says you get only one extra attack, how exactly does that work? Is it normal core monk flurry, where you use your level as your BAB? If so, does the extra iterative you might get for a higher BAB count as the extra attack? Or do you just get the one extra TWF attack, but you never get later versions of the feat?
Or is it just one extra attack at your highest BAB, like with the unchained monk?
You gain the one additional TWF attack, as if you were a 1st level monk. The language about not receiving any extra attacks is there to clarify that you do not get the extra attacks that a monk normally receives at 8th and 15th levels. Additionally, you get the whole full BAB bit and the ability to qualify for anything that requires a flurry of blows.

khadgar567 |
Brew Bird wrote:You gain the one additional TWF attack, as if you were a 1st level monk. The language about not receiving any extra attacks is there to clarify that you do not get the extra attacks that a monk normally receives at 8th and 15th levels. Additionally, you get the whole full BAB bit and the ability to qualify for anything that requires a flurry of blows.I'm a little confused about the Jistkan Artificer's Flurrying Arm arcana. It says you get only one extra attack, how exactly does that work? Is it normal core monk flurry, where you use your level as your BAB? If so, does the extra iterative you might get for a higher BAB count as the extra attack? Or do you just get the one extra TWF attack, but you never get later versions of the feat?
Or is it just one extra attack at your highest BAB, like with the unchained monk?
THanks for explaning mr. Loza that was my question as well

QuidEst |

Kineticist archetype stuff.

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Two thoughts:
Jistkan Artificer + Peg Leg trait = fully functional Edward Elric. Full Metal Alchemist ahooooooy!
Shared Training looks really, really, really good.
Throw in a level of Brawler (Constructed Pugilist) and Deific Obedience for Brigh and you'll be more machine than man.

Zaister |
Did anyone notice that the page numbers in this book are off by 2, compared to the table of contents and the way page numbers in Player Companions are usually assigned?

Pounce |

Pounce wrote:Throw in a level of Brawler (Constructed Pugilist) and Deific Obedience for Brigh and you'll be more machine than man.Two thoughts:
Jistkan Artificer + Peg Leg trait = fully functional Edward Elric. Full Metal Alchemist ahooooooy!
Shared Training looks really, really, really good.
Ooh, that is a beautiful Brawler archetype if I've ever seen one.
Interestingly enough, the Jistkan Artificer actually gets to penetrate DR / Magic etc when in an antimagic field, since the ability that gives it a faux enhancement bonus has the (Ex) prefix. Take that, dragons!

Pounce |

Thomas Seitz wrote:How is that useless? There's PLENTY of things that give flight to fighters. :p ;)Clearly it's just supposed to be something that only works once you get to 9th level and can afford a Carpet of Flying. Leave it to a Fighter archetype to not be able to do the things it's advertised to do without outside help...
In my opinion, a self-sufficient flying Fighter is probably done the easiest through the Mutation Warrior archetype - Wings is one of the discoveries available to you. That said, the Mutation Warrior and the Aerial Assaulter don't stack with each other, as both replace Armour Mastery.

SheepishEidolon |

Did anyone notice that the page numbers in this book are off by 2, compared to the table of contents and the way page numbers in Player Companions are usually assigned?
Not sure whether I get the question. In my experience Player Companions, Campaign Settings and Adventure Paths are always off by 2 page numbers: Page x of the book is Page x+2 in the PDF. At the hardcovers the offset is just +1.
I got so used to adding +2 or +1 that I caught myself doing so when using the physical books...

Sir_Andrew |

John Ryan 783 wrote:Forgive me if I am wrong, but I think the new slayer can kill the Tarrasque.I mean, it's called a Spawn Slayer for a reason.
i don't think it can. its regeneration stats: "No form of attack can suppress the tarrasque's regeneration". so a slayer wouldn't be able to stop it. though it would have been awesome if it could

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Alchemaic wrote:i don't think it can. its regeneration stats: "No form of attack can suppress the tarrasque's regeneration". so a slayer wouldn't be able to stop it. though it would have been awesome if it couldJohn Ryan 783 wrote:Forgive me if I am wrong, but I think the new slayer can kill the Tarrasque.I mean, it's called a Spawn Slayer for a reason.
Hmm, this is an interesting situation. As noted the Defensive Ability states it can't be suppressed, but the Capstone ability of the Spawn Slayer, people who have devoted their entire existence to fighting the Spawn of Rovagug, of which the Tarrasque is one, is Force Vulnerability, which lets them turn off one of a target's Defensive Abilities for a couple of rounds.

David knott 242 |

Sir_Andrew wrote:Hmm, this is an interesting situation. As noted the Defensive Ability states it can't be suppressed, but the Capstone ability of the Spawn Slayer, people who have devoted their entire existence to fighting the Spawn of Rovagug, of which the Tarrasque is one, is Force Vulnerability, which lets them turn off one of a target's Defensive Abilities for a couple of rounds.Alchemaic wrote:i don't think it can. its regeneration stats: "No form of attack can suppress the tarrasque's regeneration". so a slayer wouldn't be able to stop it. though it would have been awesome if it couldJohn Ryan 783 wrote:Forgive me if I am wrong, but I think the new slayer can kill the Tarrasque.I mean, it's called a Spawn Slayer for a reason.
This looks like the classic irresistible force/immovable object paradox. I wonder which is supposed to be considered the more specific rule that overrides the general rule of the other?

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A player characters ecplicit ability always overrides any monster abilities and you shouldn't take that away, that's written down somewhere (maybe in the Game Mastery Guide?).
I would definetly rule it so.
Even with a level 20 spawn slayer (and acompanying party), the Tarasque is a level 25 threat & can wipe out the pc's.

Sir_Andrew |

A player characters ecplicit ability always overrides any monster abilities and you shouldn't take that away, that's written down somewhere (maybe in the Game Mastery Guide?).
I would definetly rule it so.
Even with a level 20 spawn slayer (and acompanying party), the Tarasque is a level 25 threat & can wipe out the pc's.
interesting, but even if you stop the regeneration for 2d6 rounds, wouldn't it just revive it after regeneration kicks back in?