| Typelouder |
Typelouder wrote:
Hero's defiance: Is this an immediate action? Lay On hands on my self is a swift action so unless it occurs at any point i dont see why it would be beneficial... though if it does act as an immediate action it will almost act as a second Orc Ferocity
fire of entanglement: Ability to add an effect onto my smite? f%#* yeah ill take it... add in some critical effect feats.. could make things even more exciting.
Righteous Vigor: increasing bonuses from attack? Thats how I am reading it from the description...
If some of these spells work like I hope they do I will be hoping I have more spells per day then I do or just alot of investments in Pearls of power....
Fire good! - Lots of swift and immediate actions to cast.
Fire of Entanglement
** spoiler omitted **Fire of Judgment
** spoiler omitted **...
Oh man, I was really worried that I would have to convince my DM to let me get that Paladin feat from Complete Champions: Swift Action spells.... Now I am just running out of swift actions :[.....
Robert Hawkshaw
|
... what's the trade off
Trade off appears to be less way less smiting:
Smite Evil (Su): This functions as the paladin ability, but the sacred servant can smite evil one additional time per day at 7th level, and every six levels thereafter (instead of 4th level and every three levels thereafter). This replaces smite evil.
Kortz
|
I don't suppose I could beg for the info on what the Conjurer subschools do?
Creation lets you create small objects (a pound or less) at 1st level and gives you Minor Creation as a SLA at 8th.
Teleportation lets you teleport five feet away for ever two levels you have (minimum five feet). 3 times plus INT mod a day.
Robert Hawkshaw
|
I don't suppose I could beg for the info on what the Conjurer subschools do?
Creation School
Associated School: Conjuration.
Replacement Powers: The following school powers
replace the acid dart power and the dimensional steps
power of the conjuration school.
Create Gear (Su): At 1st level, you can create any object
that weighs no more than 1 pound per wizard level you
possess. Creating an object in this way is a standard
action. The item remains for 1 minute before fading away,
although it disappears after one round if it leaves your
possession. Creating an item to an exact specification
might require a Craft skill check, subject to GM
discretion. The object must be made of simple materials,
such as wood, stone, glass, or metal, and cannot contain
any moving parts. You could use this ability to create a dagger, but not a vial of alchemist’s fire. You can use
this ability a number of times per day equal to 3 + your
Intelligence modifier.
Creator’s Will (Sp): At 8th level, you can cast minor
creation as a spell-like ability. You can have no more than
one minor creation active at a time. If you cast the spell
again, the previous casting immediately ends. At 12th
level, this ability improves to major creation. You can use
this ability a number of times per day equal to 1/2 your
wizard level.
Teleportation School
Associated School: Conjuration.
Replacement Power: The following school power
replaces the acid dart power of the conjuration school.
Shift (Su): At 1st level, you can teleport to a nearby space
as a swift action as if using dimension door. This movement
does not provoke an attack of opportunity. You must be
able to see the space that you are moving into. You cannot
take other creatures with you when you use this ability
(except for familiars). You can move 5 feet for every two
wizard levels you possess (minimum 5 feet). You can use
this ability a number of times per day equal to 3 + your
Intelligence modifier.
| Devilkiller |
Most of this stuff sounds pretty cool. I'm really eager to get the APG and check out all the new stuff characters can do. On the other hand, I wonder if any of the existing Witch hexes got nerfed. My Witch is only 2nd level but has been fun so far. Are there any painful surprises? Also, can somebody shed some light on how the Witch's bonus spells work now?
Robert Hawkshaw
|
Since I am in that section, this is also awesome:
Life School
Associated School: Necromancy.
Replacement Powers: The following school powers
replace the power over undead and grave touch powers of
the necromancy school.
Healing Grace (Su): Whenever you cast a spell that has
targets, affects creatures in an area, or requires an attack
roll, you may heal creatures affected by the spell a total of
1 point of damage per level of the spell. This healing may
be spread out between the targets of the spell in any way
you choose. If you assign any of the healing to an undead
creature, it instead takes 1 point of damage for each point
assigned. At 11th level, the amount of damage cured
increases to 2 points of damage per level of the spell. This
healing occurs when the spell is cast and has no effect on creatures that enter its area after the spell is in place.
At 20th level, the amount of damage cured increases to 3
points of damage per level of the spell.
Share Essence (Sp): As a standard action, you can share
your vital energy with a living creature that you touch.
You take 1d6 points of nonlethal damage + 1 for every two
wizard levels you possess. You cannot take an amount of
nonlethal damage equal to or greater than your current
hit point total; any excess is prevented. The recipient gains
a number of temporary hit points equal to the amount of
damage you received (prevented damage is not counted).
These temporary hit points disappear 1 hour later. You
may not use this ability to grant yourself temporary hit
points. You can use this ability a number of times per day
equal to 3 + your Intelligence modifier. This ability has
no effect if you are immune to nonlethal damage.
| Typelouder |
Typelouder wrote:
... what's the trade off
Trade off appears to be less way less smiting:
Smite Evil (Su): This functions as the paladin ability, but the sacred servant can smite evil one additional time per day at 7th level, and every six levels thereafter (instead of 4th level and every three levels thereafter). This replaces smite evil.
Ohhhh. Thats not very exciting...not at all
| Derek Vande Brake |
Oh, this is just teasing me - I have to wait until August 4th?!? Want it now! :D
But... can someone just tell me, is there a NG or CG paladin kit? Do the six new classes come with archtypes already? Is there an arcane version of the paladin/ranger (full warrior that dabbles)? Are there some GM guidelines on creating new archtypes? Will Batman escape the Joker's fiendish trap?
Gorbacz
|
Oh, this is just teasing me - I have to wait until August 4th?!? Want it now! :D
But... can someone just tell me, is there a NG or CG paladin kit? Do the six new classes come with archtypes already? Is there an arcane version of the paladin/ranger (full warrior that dabbles)? Are there some GM guidelines on creating new archtypes? Will Batman escape the Joker's fiendish trap?
No on NG/CG Paldins. But, there is a Holy Vindicator PrC which kind of fills the "sacred warrior of something else than LG/CE" niche.
No archetypes for new Base Classes.
No full warriors that dabble. Gotta wait for Ultimate Magic and the Magus class with that one.
No guidelines.
Yes, Batman escapes with help of Robin, the Boy Wonder (who just got himself some Acrobat levels).
| seekerofshadowlight |
could some one tell me what the Anti-Paladin's code is.
The whole thing was kindly posted by Jared last post of last page
The code is
Code of Conduct: An antipaladin must be of chaotic evil alignment and loses all class features except proficiencies if he willingly and altruistically commits good acts. This does not mean that an antipaladin cannot take actions someone else might qualify as good, only that such actions must always be in service of his own dark ends. An antipaladin’s code requires that he place his own interests and desires above all else, as well as impose tyranny, take advantage whenever possible, and punish the good and just, provided such actions don’t interfere with his goals.
| Enevhar Aldarion |
Derek Vande Brake wrote:Oh, this is just teasing me - I have to wait until August 4th?!? Want it now! :D
But... can someone just tell me, is there a NG or CG paladin kit? Do the six new classes come with archtypes already? Is there an arcane version of the paladin/ranger (full warrior that dabbles)? Are there some GM guidelines on creating new archtypes? Will Batman escape the Joker's fiendish trap?
No on NG/CG Paldins. But, there is a Holy Vindicator PrC which kind of fills the "sacred warrior of something else than LG/CE" niche.
That sucks, as once upon a time in another thread one of the devs said there would be variant paladins for NG and CG included in the APG. :(
And as for Paladins in general, the Order of the Star Cavalier sounds much more like a Paladin to me than the current version of the Paladin.
Kortz
|
How about some love for the gnome? In particular I'm hoping to see the Oracle and Sorcerer Favored Class Options and any racial feats that'd boost such characters. Please? Pretty please?
Gnome Trickster Cha 13, gnome, gnome magic racial trait Use mage hand and prestidigitation once per day
Oracle: Treat the gnome’s level as +1/2 higher for the
purpose of determining the effects of the oracle’s curse
ability
no Sorcerer favored class option, oddly.
Robert Hawkshaw
|
what are the general ideas behind the monks archtypes? The drunken master is obvious and the empty hand one was explained to be a improvised weapon master, but what about the others?
Hungry Ghost Monk
The hungry ghost monk looks to spirits that prey upon the
living as models of perfection. He sees the life energy of
the universe as a resource to be manipulated, even stealing
it from other creatures. It is through this constant inf lux
of energy that the hungry ghost monk reaches his ultimate
goal: power—personal, pure, and simple
Ki Mystic
The ki mystic believes that violence is sometimes
necessary, but knowing and understanding is the true
root of perfection. Through meditation and spiritual
visions, a ki mystic can see beyond the veil of reality to
the underlying truth of all existence
Monk of the Empty hand
Monk of the four winds
The monk of the four winds is connected to the natural
world in a way few other creatures—even other monks—
can hope to match. He can call upon the elements and the
spirits of the world in times of need, and as he nears his
goal of perfection, he gains the ability to slow down time
and even defeat death itself.
Monk of the healing hand
Monks of the healing hand seek perfection through
helping others. By focusing their meditations on the
f low of life within themselves and all creation they gain
an understanding of how to share their ki with others,
healing wounds and even bringing the dead back to life.
For such a monk, sacrificing himself to save another is
the surest way to achieve transcendence.
Monk of the lotus
Monk of the Lotus
Monks are warriors who hone their bodies into deadly
weapons, but some monks eschew violence in favor of
a more peaceful philosophy. While a monk of the lotus
realizes that combat cannot always be avoided—and is
more than capable in a fight—he understands that all
creatures are connected, and to harm another is to harm
the self. Instead, he strives to find peaceful resolutions to
conf licts, and in doing so, hopes to achieve inner peace
Monk of the Sacred Mountain
The monk of the sacred mountain finds strength and
power in the earth beneath his feet. Rather than spinning
though the battlefield with the f luid motion of the
river, he roots himself to the ground, as immovable and
unshakable as the stones of the mountain.
Weapon adept
While all monks train in both unarmed combat and with
weapons, the weapon adept seeks to become one with his
weapons, transforming them into perfect extensions of his
own body. Through such training, a weapon adept seeks to
attain perfection by becoming a living weapon himself
Zen archer
Some monks seek to become one with another weapon
entirely—the bow. The zen archer takes a weapon most
other monks eschew and seeks perfection in the pull of a
taut bowstring, the f lex of a bow’s limbs, and the f light of
an arrow fired true.
Jason Nelson
Contributor, RPG Superstar 2008 Top 4, Legendary Games
|
Rage prophet: oracle/barbarian multiclass (and my favorite)
Of the PrC that I did, this concept (oracle/barbarian) was the one that made me scratch my head and say "umm... what? Oracle and Barbarian? WTF? What am I gonna do with that?" It took a while to come up with something, but it finally the idea light came on and it all clicked; I'm glad people seem to like the final result.
| MinstrelintheGallery |
It's really for the best. The Paladin really was a very specific concept- but a very common one. A warrior who fights for truth, justice, and GOOD. There aren't a whole lot of heavenly mandated warriors of chaotic neutrality in stories and legends, at least not enough to warrant an extra class for it. I'm happy to use the cavalier and the cleric to fill in my non-lawful holy warrior needs.
| Ravingdork |
northbrb wrote:could some one tell me what the Anti-Paladin's code is.The whole thing was kindly posted by Jared last post of last page
The code is
Code of Conduct: An antipaladin must be of chaotic evil alignment and loses all class features except proficiencies if he willingly and altruistically commits good acts. This does not mean that an antipaladin cannot take actions someone else might qualify as good, only that such actions must always be in service of his own dark ends. An antipaladin’s code requires that he place his own interests and desires above all else, as well as impose tyranny, take advantage whenever possible, and punish the good and just, provided such actions don’t interfere with his goals.
It seems really odd to me that a chaotic evil anything would have a code of any kind.
| northbrb |
seekerofshadowlight wrote:It seems really odd to me that a chaotic evil anything would have a code of any kind.northbrb wrote:could some one tell me what the Anti-Paladin's code is.The whole thing was kindly posted by Jared last post of last page
The code is
Code of Conduct: An antipaladin must be of chaotic evil alignment and loses all class features except proficiencies if he willingly and altruistically commits good acts. This does not mean that an antipaladin cannot take actions someone else might qualify as good, only that such actions must always be in service of his own dark ends. An antipaladin’s code requires that he place his own interests and desires above all else, as well as impose tyranny, take advantage whenever possible, and punish the good and just, provided such actions don’t interfere with his goals.
lol
| Damn Texan |
seekerofshadowlight wrote:It seems really odd to me that a chaotic evil anything would have a code of any kind.northbrb wrote:could some one tell me what the Anti-Paladin's code is.The whole thing was kindly posted by Jared last post of last page
The code is
Code of Conduct: An antipaladin must be of chaotic evil alignment and loses all class features except proficiencies if he willingly and altruistically commits good acts. This does not mean that an antipaladin cannot take actions someone else might qualify as good, only that such actions must always be in service of his own dark ends. An antipaladin’s code requires that he place his own interests and desires above all else, as well as impose tyranny, take advantage whenever possible, and punish the good and just, provided such actions don’t interfere with his goals.
The code is more what you'd call "guidelines" than actual rules.
Benchak the Nightstalker
Contributor, RPG Superstar 2010 Top 8
|
Most of this stuff sounds pretty cool. I'm really eager to get the APG and check out all the new stuff characters can do. On the other hand, I wonder if any of the existing Witch hexes got nerfed. My Witch is only 2nd level but has been fun so far. Are there any painful surprises? Also, can somebody shed some light on how the Witch's bonus spells work now?
Here are the Witch Hex Changes from the finale playtest doc, as far as I can tell.
Cackle no longer affects the Ward Hex (probably because it didn't need to)Coven explicitly states that you need a real hag to have a coven.
Evil Eye now has the mind-affecting descriptor :(
Major Hexes seem to be the same.
Forced Reincarnate dropped the line "This process takes 1 full round, during which time the creature is in complete agony."
Life Giver now says "touch a dead creature" instead of "touch one part of a dead creature"
Natural Disaster now has this line, "A witch must concentrate for the duration of this effect. If disrupted, the effect immediately ends."
As to how bonus spells work, they're basically the same, they just aren't tied to your familiar.
So you pick a familiar, and get it's bonus (like +2 Reflex save for fox), and then you pick a Patron Theme, which gives you the bonus spell list (so the fox bonus spell list is now the Trickery Patron Theme).
And of course you can mix and match, picking any familiar and any bonus spell list you want.
Also, the Familiar List changed. The Goat and Pig are gone, and now you get all the sorcerer/wizard choices plus Centipede, Crab, Fox, Octopus, Scorpion, and Spider.
Stats for them are as follows:
These familiars make use of statistics presented in the
Pathfinder RPG Bestiary (on the noted pages), specifically
the house centipede (43), king crab (50), greensting
scorpion (242), fox (dog with the young template, 87),
octopus (octopus with the young template, 219), and
scarlet spider (258).
Sorcerers and Wizards get access to these new familiars as well.
Kortz
|
Robert Hawkshaw wrote:detailed explainationThats..really cool. It's just... what do some of those translate into game terms? Specifically the hungery ghost monk, the ki mystic and the monk of the lotus. The others I can guess from those descriptions, but those three...
There are some good alternate racial traits, some changing the gnome's daily SLA. "Pyromaniac" boosts fire spells... "Eternal Hope" allows you to re-roll a 1 on a d20 roll once per day.
Robert Hawkshaw
|
Robert Hawkshaw wrote:detailed explainationThats..really cool. It's just... what do some of those translate into game terms? Specifically the hungery ghost monk, the ki mystic and the monk of the lotus. The others I can guess from those descriptions, but those three...
Hungry ghost monk and then I have to hit the hay.
Punishing Kick (Ex): At 1st level, a hungry ghost monk
gains Punishing Kick as a bonus feat, even if he does not
meet the prerequisites. At 10th level, and every five levels
thereafter, the monk can push the target of his Punishing
Kick an additional 5 feet (10 feet at 10th level, 15 feet at
15th level, and 20 feet at 20th level). At 15th level, he can
instead choose to push the target 5 feet and knock the
target prone with the same attack. The target still gets a
saving throw to avoid being knocked prone. This ability
replaces Stunning Fist.
Steal Ki (Ex): At 5th level, a hungry ghost monk can
steal ki from other creatures, though this ability is
controversial in some circles of monks, who see it as
nothing less than a form of vampirism. If the monk scores
a confirmed critical hit against a living enemy or reduces
a living enemy to 0 or fewer hit points, he can steal some
of that creature’s ki. This ability replenishes 1 spent ki
point to the monk’s ki pool, as long as the monk has at
least 1 ki point in his pool. He cannot exceed his ki pool’s
maximum. At 11th level, each time the monk successfully
steals ki, he can make an immediate saving throw against
one disease he is suffering from. There is no penalty for
failing this saving throw. The monk gains a bonus equal
to his Wisdom modifier on the saving throw. This ability
replaces purity of body.
Life Funnel (Su): At 7th level, a hungry ghost monk can
steal a creature’s life force to replenish his own. If the monk
has at least 1 ki point in his ki pool and scores a confirmed
critical hit against a living enemy or reduces a living enemy
to 0 or fewer hit points, he heals a number of hit points equal to his monk level. As with steal ki, some monks believe
that life funnel is an unsavory act, no better than what the
undead do to the living. A monk with this ability cannot
steal both ki and hit points at the same time. This ability
replaces wholeness of body.
Life from a Stone (Su): At 11th level, a hungry ghost
monk can steal ki or life force from any creature, not just
living creatures. If the monk has at least 1 ki point in his
pool, he gains the benefit of life funnel and steal ki when
he confirms a critical hit against any creature or reduces
any creature to 0 or fewer hit points. This ability replaces
diamond body.
Sipping Demon (Su): A 13th level, a hungry ghost
monk gains 1 temporary hit point each time he hits an
enemy with a melee attack. The monk gains a number
of temporary hit points equal to his Wisdom modifier
when he scores a critical hit. The maximum number of
temporary hit points the monk can have is equal to his
monk level. The temporary hit points disappear 1 hour
later. The monk can only use this ability when he has at
least 1 ki point in his ki pool. This ability is a proscribed
manipulation of ki considered by many good monks to be
a corruption. The ability replaces diamond soul.
| Ravingdork |
Punishing Kick (Ex): At 1st level, a hungry ghost monk
gains Punishing Kick as a bonus feat, even if he does not
meet the prerequisites. At 10th level, and every five levels
thereafter, the monk can push the target of his Punishing
Kick an additional 5 feet (10 feet at 10th level, 15 feet at
15th level, and 20 feet at 20th level). At 15th level, he can
instead choose to push the target 5 feet and knock the
target prone with the same attack. The target still gets a
saving throw to avoid being knocked prone. This ability
replaces Stunning Fist.
Steal Ki (Ex): At 5th level, a hungry ghost monk can
steal ki from other creatures, though this ability is
controversial in some circles of monks, who see it as
nothing less than a form of vampirism. If the monk scores
a confirmed critical hit against a living enemy or reduces
a living enemy to 0 or fewer hit points, he can steal some
of that creature’s ki. This ability replenishes 1 spent ki
point to the monk’s ki pool, as long as the monk has at
least 1 ki point in his pool. He cannot exceed his ki pool’s
maximum. At 11th level, each time the monk successfully
steals ki, he can make an immediate saving throw against
one disease he is suffering from. There is no penalty for
failing this saving throw. The monk gains a bonus equal
to his Wisdom modifier on the saving throw. This ability
replaces purity of body.
Life Funnel (Su): At 7th level, a hungry ghost monk can
steal a creature’s life force to replenish his own. If the monk
has at least 1 ki point in his ki pool and scores a confirmed
critical hit against a living enemy or reduces a living enemy
to 0 or fewer hit points, he heals a number of hit points equal to his monk level. As with steal ki, some monks believe
that life funnel is an unsavory act, no better than what the
undead do to the living. A monk with this ability cannot
steal both ki and hit points at the same time. This ability
replaces wholeness of body.
Life from a Stone (Su): At 11th level, a hungry ghost
monk can steal ki or life force from any creature, not just
living creatures. If the monk has at least 1 ki point in his
pool, he gains the benefit of life funnel and steal ki when
he confirms a critical hit against any creature or reduces
any creature to 0 or fewer hit points. This ability replaces
diamond body.
Sipping Demon (Su): A 13th level, a hungry ghost
monk gains 1 temporary hit point each time he hits an
enemy with a melee attack. The monk gains a number
of temporary hit points equal to his Wisdom modifier
when he scores a critical hit. The maximum number of
temporary hit points the monk can have is equal to his
monk level. The temporary hit points disappear 1 hour
later. The monk can only use this ability when he has at
least 1 ki point in his ki pool. This ability is a proscribed
manipulation of ki considered by many good monks to be
a corruption. The ability replaces diamond soul.
Hungry Ghost monks are going to start carrying bags of rats (or ants or anything squishy) just so they can crush them, steal their life force, and heal. If there is no other limiting factor (such as uses/day) then it is broken.
| Devilkiller |
Thanks, Benchak the Nightstalker! It is too bad about the goat and pig since they sounded like really fun options. I suspect they might have been removed so that small casters wouldn't use them as mounts.
EDIT: I don't think this thread is the right place to debate game balance issues. A hungry ghost monk who has an ant farm just so he can lord it over the ants and crush them for temporary HP kind of amuses me as an idea for a minor villain though.
| Ravingdork |
Well, the dm could rule that squishing rats won't count, most of these moves are based on criticals, and killing rats in tens and twenties to get a few ki points or healing is a big waste of time. It would be worth it to most players just to have someone heal them.
They are not just based on critical hits, but can also be activate by reducing ANY living creature to 0 or less hit points.
I'd say squishing a single bug will take very little effort and would put the bug under 0 hit points.
| Zurai |
Hungry Ghost monks are going to start carrying bags of rats (or ants or anything squishy) just so they can crush them, steal their life force, and heal. If there is no other limiting factor (such as uses/day) then it is broken.
It requires a living enemy. Bag o' rats aren't enemies, nor are normal ants.
| MinstrelintheGallery |
I forgot about the killing bit, that is a problem.
I'd say that any creature to weak to have a proper CR (at least cr 1/4) doesn't have enough ki- a houserule, yes, but not a big one.
Honestly unlimited healing doesn't bother me, who cares if the monk is up to full if the wizard needs his nappy naps for regaining spells?
| Ravingdork |
Ravingdork wrote:Hungry Ghost monks are going to start carrying bags of rats (or ants or anything squishy) just so they can crush them, steal their life force, and heal. If there is no other limiting factor (such as uses/day) then it is broken.It requires a living enemy. Bag o' rats aren't enemies, nor are normal ants.
Who is and isn't your enemy is a matter of perception.