Micheal Smith |
Micheal Smith wrote:I think I read there was a medium archetype in here? If so can I get information on that?You got it! I love medium and the flavor behind this archetype is great!
You receive IUS for free all the time, but you can only channel the champion. Because you're dedicated to a single spirit, you can surge twice per day without incurring influence, stacking with taboo, in addition all your spirit surge dice are one step bigger (1d8 at first level). You have an ability to call the champion spirit as a standard action without preforming a seance for 1 influence, but it only lasts for minutes a level. Your lesser power is that your unarmed strikes deal damage as a monk of equal level. Shared Seance is replaced by an AC bonus equal to your spirit bonus. Your immediate power also grants a style strike that you can use whenever you use sudden attack, you can change the style strike each time you channel the champion. Trance of Three is replaced by a ki pool and ki power that is temporary for 1 influence point, multiple uses of the ability stack. Your supreme power is a bonus style feat and both feats for that style without meeting the prerequisites.
Oh wow. I really love the medium to. Although my first I didn't build right and had crappy saves at six. My highest save was 4. All the wrong stats. Keep in mind with society. Then I retrained now I am Medium 4/Paladin/2/Scar Seeker 5. I channel Marshal and anyone within LOS and LOE I can add 1d6 + 3 to pretty much and d20 save. I have saved several people with failed saves. I am looking to build a pure medium. Hopefully this will be legal as I love the sounds of this. Def wan to see the flavor. Thanks.
Alchemaic |
Micheal Smith wrote:I think I read there was a medium archetype in here? If so can I get information on that?Your supreme power is a bonus style feat and both feats for that style without meeting the prerequisites.
You mean all three feats for the style?
asdffghjkl01 |
zer0darkfire wrote:You mean all three feats for the style?Micheal Smith wrote:I think I read there was a medium archetype in here? If so can I get information on that?Your supreme power is a bonus style feat and both feats for that style without meeting the prerequisites.
Yes, you could say it that way too.
Zaister |
Combination Feats are neat, and Combat Rhythm is cool... on first reading. Reading it again it's sadly not any good, unless "voluntary penalties" covers the penalties from TWF, which is the only real reason to use the Feat as is due to the setup. If not then I don't see this Feat seeing much use as I don't think people regularly use TWF and Power Attack together, otherwise spending a Feat to maybe get a +1 on a third attack in a round just isn't worth it.
I've just taken this feat for my 16th level swashbuckler, who usually has 5 attacks per round and any number of attacks of opportunities for parrying, ripostes, opportunistic attacks, outflanking attacks and more. I've been using Combat Expertise almost exclusively since about 7th level, and Combat Rhythm works very nice for this character. It helps maintaining my AC nicely at 43.
asdffghjkl01 |
Rysky wrote:Combination Feats are neat, and Combat Rhythm is cool... on first reading. Reading it again it's sadly not any good, unless "voluntary penalties" covers the penalties from TWF, which is the only real reason to use the Feat as is due to the setup. If not then I don't see this Feat seeing much use as I don't think people regularly use TWF and Power Attack together, otherwise spending a Feat to maybe get a +1 on a third attack in a round just isn't worth it.I've just taken this feat for my 16th level swashbuckler, who usually has 5 attacks per round and any number of attacks of opportunities for parrying, ripostes, opportunistic attacks, outflanking attacks and more. I've been using Combat Expertise almost exclusively since about 7th level, and Combat Rhythm works very nice for this character. It helps maintaining my AC nicely at 43.
It is also pretty good for the primary focus of this book, monks. They get quite a number of attacks, but tend not to use power attack because of the penalties. Well, not those dragon style monks, they love power attack.
David knott 242 |
Micheal Smith wrote:I think I read there was a medium archetype in here? If so can I get information on that?You got it! I love medium and the flavor behind this archetype is great!
You receive IUS for free all the time, but you can only channel the champion. Because you're dedicated to a single spirit, you can surge twice per day without incurring influence, stacking with taboo, in addition all your spirit surge dice are one step bigger (1d8 at first level). You have an ability to call the champion spirit as a standard action without preforming a seance for 1 influence, but it only lasts for minutes a level.
Why would you do that? Does this archetype not allow you to perform a standard seance? Or does it offer some alternative that might give you a reason not to perform it?
Rysky |
Zaister wrote:It is also pretty good for the primary focus of this book, monks. They get quite a number of attacks, but tend not to use power attack because of the penalties. Well, not those dragon style monks, they love power attack.Rysky wrote:Combination Feats are neat, and Combat Rhythm is cool... on first reading. Reading it again it's sadly not any good, unless "voluntary penalties" covers the penalties from TWF, which is the only real reason to use the Feat as is due to the setup. If not then I don't see this Feat seeing much use as I don't think people regularly use TWF and Power Attack together, otherwise spending a Feat to maybe get a +1 on a third attack in a round just isn't worth it.I've just taken this feat for my 16th level swashbuckler, who usually has 5 attacks per round and any number of attacks of opportunities for parrying, ripostes, opportunistic attacks, outflanking attacks and more. I've been using Combat Expertise almost exclusively since about 7th level, and Combat Rhythm works very nice for this character. It helps maintaining my AC nicely at 43.
*nods* which is why I kind-asked if TWF/other MAPs factored into "voluntary penalties".
Rysky |
1 person marked this as a favorite. |
zer0darkfire wrote:Micheal Smith wrote:I think I read there was a medium archetype in here? If so can I get information on that?You got it! I love medium and the flavor behind this archetype is great!
You receive IUS for free all the time, but you can only channel the champion. Because you're dedicated to a single spirit, you can surge twice per day without incurring influence, stacking with taboo, in addition all your spirit surge dice are one step bigger (1d8 at first level). You have an ability to call the champion spirit as a standard action without preforming a seance for 1 influence, but it only lasts for minutes a level.
Why would you do that? Does this archetype not allow you to perform a standard seance? Or does it offer some alternative that might give you a reason not to perform it?
... incase you get jumped?
asdffghjkl01 |
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David knott 242 wrote:... incase you get jumped?zer0darkfire wrote:Micheal Smith wrote:I think I read there was a medium archetype in here? If so can I get information on that?You got it! I love medium and the flavor behind this archetype is great!
You receive IUS for free all the time, but you can only channel the champion. Because you're dedicated to a single spirit, you can surge twice per day without incurring influence, stacking with taboo, in addition all your spirit surge dice are one step bigger (1d8 at first level). You have an ability to call the champion spirit as a standard action without preforming a seance for 1 influence, but it only lasts for minutes a level.
Why would you do that? Does this archetype not allow you to perform a standard seance? Or does it offer some alternative that might give you a reason not to perform it?
Or if you cannot find a good location to channel the champion that adventuring day. The archetype adds some more locations for the spirit, but that doesn't mean you'll always be somewhere that you can channel your 1 spirit.
asdffghjkl01 |
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I'm curious about the new qinggong monk abilities. What are those like?
This book basically doubles the number of options for Qinggong monk. The easiest way to describe them without giving a full list is to say that a lot of psychic spells made the list.
Some examples are burst of adrenaline/insight, mental barrier and thought shields 1-5, deadly juggernaut, ethereal fists, dustform, entrap spirit, prognostication, unshakable zeal, bilocation, earthquake
Zaister |
1 person marked this as a favorite. |
*nods* which is why I kind-asked if TWF/other MAPs factored into "voluntary penalties".
I'm reasonably certain the TWF penalties are not what the designer had in mind for "voluntary penalties". I think this refers to the penalties in feats like Power Attack, Deadly Aim, or Combat Expertise, where the description explicitly says "You can choose to take a penalty ...".
Rysky |
Rysky wrote:*nods* which is why I kind-asked if TWF/other MAPs factored into "voluntary penalties".I'm reasonably certain the TWF penalties are not what the designer had in mind for "voluntary penalties". I think this refers to the penalties in feats like Power Attack, Deadly Aim, or Combat Expertise, where the description explicitly says "You can choose to take a penalty ...".
*nods*
asdffghjkl01 |
1 person marked this as a favorite. |
Rysky wrote:Instead of mitigating Burn with Gather Power you use it to boost your stats.Does it stack with a stat belt and elemental overflow?
It is an alchemical bonus to your physical stats.
I'm not comfortable spoiling the exact text of abilities for the most part, as that would be less of a reason to buy the book, but I'm fine with giving a little more detail.
In order to take the feat that lets you use burn as ki you need brawlers flurry or flurry of blows as well as kinetic fist. Basically, you can accept 1 point of burn as a swift action to use any 2 standard monk ki pool abilities (speed, AC, extra attack). 1 burn counts as 2 ki points for other abilities you have.
Gather Might is just +2 to all physical stats for every point of burn reduction you would have gotten instead. It only lasts until the end of your turn though. "Maximum of +10 when spending a full round plus a move action to gather might with the supercharge class feature".
shaventalz |
shaventalz wrote:I'm not comfortable spoiling the exact text of abilities for the most part, as that would be less of a reason to buy the book, but I'm fine with giving a little more detail.Rysky wrote:Instead of mitigating Burn with Gather Power you use it to boost your stats.Does it stack with a stat belt and elemental overflow?
That's fair; it's just that not stacking with those would have removed some incentive to buy the book.
And now I'm imagining a kineticist that can't stop gathering power or he'll die from the Con loss. Barbarian 3.0 - now with 50% less rage!
Meraki |
I'm now very sad that this book wasn't out back when I was playing my water kineticist/brawler. Both the water fist infusion mentioned previously and the stat-boosting Gather Power would have been AWESOME for him. Alas.
Everything looks nifty, though. Definitely going to have to pick this one up.
Alchemaic |
shaventalz wrote:Gather Might is just +2 to all physical stats for every point of burn reduction you would have gotten instead. It only lasts until the end of your turn though. "Maximum of +10 when spending a full round plus a move action to gather might with the supercharge class feature".Rysky wrote:Instead of mitigating Burn with Gather Power you use it to boost your stats.Does it stack with a stat belt and elemental overflow?
On a mechanical level I get why it only lasts until the end of your turn, but I'm still super disappointed you can't beef up and stay in your boosted form for the duration of a fight. Maybe if it was "you gain these bonuses until rounds/level pass or you take a point of burn". I just want to be a super saiyan for reals, you know?
AtLastF0rgot |
Rysky wrote:*nods* which is why I kind-asked if TWF/other MAPs factored into "voluntary penalties".I'm reasonably certain the TWF penalties are not what the designer had in mind for "voluntary penalties". I think this refers to the penalties in feats like Power Attack, Deadly Aim, or Combat Expertise, where the description explicitly says "You can choose to take a penalty ...".
The wording is very similar to Blade Tutor's Spirit, so it would work in a similar fashion. Power Attack, Combat Expertise, etc. Not Two Weapon Fighting. Combination Feats rely on having/landing multiple attacks, so lowering penalties on later iteratives/flurries makes sense.
Raviiiii |
1 person marked this as a favorite. |
Nothing in it lets you jump higher technically, but it does let you add your wisdom modifier to acrobatics, so that should be a small increase in height.
There's a conduit feat that fixes that. Throwing janni rush on this would be fun, 1 of MoMS then into shifter that specializes with gore might be ideal
QuidEst |
zer0darkfire wrote:On a mechanical level I get why it only lasts until the end of your turn, but I'm still super disappointed you can't beef up and stay in your boosted form for the duration of a fight. Maybe if it was "you gain these bonuses until rounds/level pass or you take a point of burn". I just want to be a super saiyan for reals, you know?shaventalz wrote:Gather Might is just +2 to all physical stats for every point of burn reduction you would have gotten instead. It only lasts until the end of your turn though. "Maximum of +10 when spending a full round plus a move action to gather might with the supercharge class feature".Rysky wrote:Instead of mitigating Burn with Gather Power you use it to boost your stats.Does it stack with a stat belt and elemental overflow?
There are a few fun or cinematic tricks.
- Gather up strength for two rounds to lift the gate up for a moment, as everybody has readied an action to run through.- Make a noisy distraction with gather energy, then use your boosted Dex for a stealth check to hide.
- Ratchet up the DC of Suffocate or Splash of the Styx, or boost Telekinetic Maneuvers. I haven't checked through the Kinetic Invocation list, but I suspect there will be some there.
Rysky |
Rysky wrote:Handwraps actually do specify "attacks the character makes with her hands" in the description of the item.Dryxxxa wrote:Can anybody tell me if the handwraps affect all unarmed strikes or only those that are made with fists?It doesn't specify fists.
Well damn, I read the item 3 times and reread that before posting and still missed that, sorry :(
asdffghjkl01 |
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What's the tonfa support?
What fun things are there to do while grappling?
Tonfas, as well as other "stick" weapons, got a cool new style that basically lets you give them any special weapon ability. The main draw, however, is the feat that lets you basically get an AoO at anyone that misses you when you fight defensively.
Grappling has a couple new things. Savage Slam lets you, well, savagely slam someone into the ground. This ends the grapple, but makes the enemy prone. There are 3 upgrade feats to this ability, first one makes the enemy shaken after you do this to them, second one makes them staggered if they fail a save, and the last one makes you intimidate everyone within 30ft because that was freaking badass.
There is a separate feat that lets you just spin someone so much that you make them sick for a number of rounds equal to your STR or DEX mod, whichever is higher.
Throne |
Grappling has a couple new things. Savage Slam lets you, well, savagely slam someone into the ground. This ends the grapple, but makes the enemy prone. There are 3 upgrade feats to this ability, first one makes the enemy shaken after you do this to them, second one makes them staggered if they fail a save, and the last one makes you intimidate everyone within 30ft because that was freaking badass.
My brawler is going to enjoy those...
David knott 242 |
Dryxxxa wrote:I guess it's nice that handwraps actually somewhat nerf the awesome and mandatory flying kick.Solution: Just wrap handwraps on your legs. Will cost the same as an Amulet of Might Fists unless you only use kicks (Janni Style).
Are you actually saying that the handwraps are a slotless item?
Rysky |
zer0darkfire wrote:Dryxxxa wrote:I guess it's nice that handwraps actually somewhat nerf the awesome and mandatory flying kick.Solution: Just wrap handwraps on your legs. Will cost the same as an Amulet of Might Fists unless you only use kicks (Janni Style).Are you actually saying that the handwraps are a slotless item?
Weapon.
Dryxxxa |
David knott 242 wrote:Weapon.zer0darkfire wrote:Dryxxxa wrote:I guess it's nice that handwraps actually somewhat nerf the awesome and mandatory flying kick.Solution: Just wrap handwraps on your legs. Will cost the same as an Amulet of Might Fists unless you only use kicks (Janni Style).Are you actually saying that the handwraps are a slotless item?
Does anything prevent one from using handwraps with big enhancement bonuses and a utility AoMF? For example, +4 handwraps and Heartseeker Holy AoMF?
Rysky |
Rysky wrote:Does anything prevent one from using handwraps with big enhancement bonuses and a utility AoMF? For example, +4 handwraps and Heartseeker Holy AoMF?David knott 242 wrote:Weapon.zer0darkfire wrote:Dryxxxa wrote:I guess it's nice that handwraps actually somewhat nerf the awesome and mandatory flying kick.Solution: Just wrap handwraps on your legs. Will cost the same as an Amulet of Might Fists unless you only use kicks (Janni Style).Are you actually saying that the handwraps are a slotless item?
Yep, it's explicitly stated this doesn't work. You can still wear both and decide which you want to use on each attack though.
Isabelle Lee |
2 people marked this as a favorite. |
Throne wrote:Is that a monk weapon?Rysky wrote:Waveblades?Sir_Andrew wrote:what does the swashbuckler archetype get?They use Monk weapons, get some basic Monk Chi abilities, and count their levels as Fighter and Monk for the purposes of qualifying for Feats.
Close weapon group, monk weapon quality. ^_^
Rysky |
8 people marked this as a favorite. |
Battle Dancer (Brawler) Incorporates dancing into their fighting.
Black Powder Vaulter (Gunslinger) Gun Kata
Brawling Blademaster (Samurai) Very proficient at slashing and punching at the same time.
Chu Ye Enforcer (Vigilante) Vigilantes that turn themselves into Oni. Also eye beams.
Extemporaneous Channeler (Occultist) Uncle from Jackie Chan Adventures.
Iron-Ring Striker (Magus) This technique has been passed down the Armstrong line for generations!
Lifting Hand Monk, (Monk, Unchained Monk) Grapplers and throwers.
Medium of the Master (Medium) Specialize in channeling spirits of master martial artists.
Okayo Corsair (Swashbuckler) Swashmonks.
Softstrike Monk (Monk, Unchained Monk) Really good at knocking people (living and non) out.
Spear Fighter (Fighter) Spear fighter.
Strong-Side Boxer (Brawler) This hand blocks, this one punches. Don't get them confused cause one is covered in glass.
Style Shifter (Shifter) Master of many Styles, but fluffier.
Rysky |
Any word on if this helps the Ninja Rogue Alternate class at all? I know it suffered from not being unchained for easy dex-to-damage, plus other things. The descriptions would seem to indicate it, but it might all just be monk stuff they assume you'll use.
There's a couple of normal and advanced Ninja Tricks.
Drake Dethalion |
Ranger3462 wrote:Any word on if this helps the Ninja Rogue Alternate class at all? I know it suffered from not being unchained for easy dex-to-damage, plus other things. The descriptions would seem to indicate it, but it might all just be monk stuff they assume you'll use.There's a couple of normal and advanced Ninja Tricks.
Gotcha, so nothing as revolutionary as a full unchaining?