
UnArcaneElection |

^That might make them too easy . . . but I could see something like the way Improved Uncanny Dodge works, so that opponents that are going to AoO you have to have 4(*) more effective levels than you to pull it off.
(*)Exact number subject to change, just starting out at the point that Improved Uncanny Dodge starts out at, which may be too much.

Warped Savant |

Personally, as long as you have a +1BAB then combat maneuvers shouldn't provoke.
With the exception of Grapple, I completely agree.
Which is why I've been running it that way for 2 APs so far, and about to start the 3rd.I'm still wishing they'd put out the pocket editions of Mythic Adventures and Planar Adventures.
OH! And Unchained!
IIRC, the idea behind pocket editions was to make transportation to PFS games easier. It's ridiculous that if you played a summoner in PFS it had to be unchained and yet they didn't make the only book they were in easier to carry around.

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UnArcaneElection wrote:After having witnessed a flame war over Mystic Theurge early entry options, suddenly I wish Paizo had made a Barbarian/Investigator or Barbarian/Wizard hybrid class, with Nerd Rage for the win . . . .How we didn't get a Druid archetype with Rage is beyond me...
Goliath Druid can get the rage domain.

Zepheri |

a hybrid class that combines the druid class with the wizard class, who would not like a familiar that is also his animal companion.
Additionally, I would like some magics to be from multiple schools so that some specialized magicians do not have problems when they use them, for example something that I have taken from a video game:
dark ritual (necromancy/transmutation) lvl 4
sacrifices 1d6 hp/4 cl, for every 5 points of life consumed it is transformed into 1 point of spell power
in this way if one has necromancy or transmutation as the opposite school (or prohibited for those who use the specialization of sin) they have no problem stopping using the spell

UnArcaneElection |
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Dale McCoy Jr wrote:Part of the class involves an antagonistic relationship with a small creature that follows you around everywhere.UnArcaneElection wrote:^". . . would not like a familiar"?I was wondering the same thing.
Poster Example. Although this one isn't a Wizard/Druid hybrid, but a rather poorly optimized Catfolk Rogue who happens to have one of the less common coloration options . . . .

Zepheri |

Andostre wrote:Dale McCoy Jr wrote:Part of the class involves an antagonistic relationship with a small creature that follows you around everywhere.UnArcaneElection wrote:^". . . would not like a familiar"?I was wondering the same thing.Poster Example. Although this one isn't a Wizard/Druid hybrid, but a rather poorly optimized Catfolk Rogue who happens to have one of the less common coloration options . . . .
i was tinking in someting like this when i post the hybrid arcane hierophant but whit the part that your familiar or animal companion (whoever you decide to have) act like their counterpart, for the propose of feat, spell and special abilitys.

Zepheri |

^That hybrid has the weird example of a 3rd level druid/3rd level wizard entering Arcane Hierophant, but the class requires 8 ranks of Knowledge (Arcana) and Knowledge (Nature) (and oddly BAB +4, which seems redundant).
that prestige class its from dnd 3.5 and if you pass them to pathfinder it will be rank 5 since in dnd you start whit 4rank at lvl 1.
and oddly BAB +4, which seems redundant(I agree with this)
but you have to accept that the concept that it offered for that time was good since the game did not offer to much options of archetypes and you had a great range of prestige class for the taste you were looking for without losing much the classes with which you started

JiCi |
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- Fighter archetypes NEVER replacing Weapon/Armor Training, and instead replacing Bonus Feats.
- Reworking Vital Strike as follow:
"Once per day/STR modifier, anytime you are entitled to an attack roll, you can declare a Vital Strike. If you succeed, your base weapon damage is multiplied by your level. Other modifiers, including precision damage, are not multiplied."
THERE!
Like I said in other topics, Vital Strike used to be available "everytime you could make an attack roll", until Paizo rewrote every other feat to clarifiy the type of action required, and most of them became standard actions, and not attack actions.

JiCi |
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No, we thought it was available everytime until they clarified that no, that's not how they want it to work.
Nothing stops you from making it work that way in your own game, of course. But I wouldn't recommend it given how I've seen Vital Strike work in play.
I lost count of questions about "Can I use [this feat] with Vital Strike?", only for Paizo to answer "No."
The catch is that an "attack action" is NOT the same as a "standard action". These are separate. Vital Strike requires an attack action, and cannot be combined with a standard action, even if that standard action would allow an attack roll.
I swear that they reworked many feats to clarify what kind of acton they use to avoid stacking them with Vital Strike, because before that, people were chaining charges, manyshots, spring attacks and whatnot.
Right now, Vital Strike is only good for ranged attacks...

UnArcaneElection |
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I wish Vital Strike was not a feat and instead something that you just do on a (non-Full) Attack Action, and that it scaled more smoothly like Monk/Warpriest damage, but normally also scaled to your base weapon damage. Brawlers, Monks, Warpriests, and Fighters with Focused Weapon would get the special benefit of being able to combine some version of this with their iterative attacks in return for tying the base damage to their own size rather than the base damage of their weapon.

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So, something that could have been looked into is the World is Square rules adjustment regarding the restructuring of feat taxes and what all characters have access to. This is an adjustment you can use for characters on Herolab Classic with the World is Square file.
It is something that didn't need the edition change to have, as an alternate "Unchained" rule reconfiguring.

JiCi |
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And none of that actually matters.
Dude, they had to clarify that an attack ROLL isn't the same as an attack ACTION. They have messed up pretty harshly in order to to fix that.
You have standard ACTIONS that allow an attack ROLL, but Vital Strike requires an attack ACTION to use, which cannot be combined with a standard ACTION.
If Vital Strike was applied to any attack ROLL, regardless of whether it's during an attack, move, standard, swift, immediate or full-round ACTION, people would have preferred it and it wouldn't have such a screw-up.

JiCi |
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JiCi wrote:If Vital Strike was applied to any attack ROLL, regardless of whether it's during an attack, move, standard, swift, immediate or full-round ACTION, people would have preferred it and it wouldn't have such a screw-up.Which really has no relevance.
List of abilities you cannot use Vital Strike with:
- Charge- Cavalry charge
- Spring Attack
- Pounce
- Manyshot
- Attacks of Opportunity
- Cleave attempts
- Sunder attempts
- Feint
- Throwing splash weapons
How are those irrelevant?

Totally Not Gorbacz |

Because letting people do Vital Strike + weapon size cheese on charges/spring attacks/AoOs would be too much.
Given that you seem to think that 10d6 damage fireball at level 10 is a lot of damage, I can imagine that you have no idea just how cheese a weapon size abuse + VS line builds are, and how more OP they would be if VS could be combined with all the stuff you listed.

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TriOmegaZero wrote:JiCi wrote:If Vital Strike was applied to any attack ROLL, regardless of whether it's during an attack, move, standard, swift, immediate or full-round ACTION, people would have preferred it and it wouldn't have such a screw-up.Which really has no relevance.List of abilities you cannot use Vital Strike with:
- Charge
- Cavalry charge
- Spring Attack
- Pounce
- Manyshot
- Attacks of Opportunity
- Cleave attempts
- Sunder attempts
- Feint
- Throwing splash weaponsHow are those irrelevant?
why doesnt it work with sunder?
"You can attempt to sunder an item held or worn by your opponent in place of a melee attack"which you can do as part of the attack action.
Unless im missing something

Zepheri |
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I wish they had released a similar demon revised manual, in which they would separate the different types of celestials for the half celestial so it would give you a better
understanding as to what each heavenly hybrid wins,
as well as that they will take out one for the devils.
let the half fey and any other outsider take out

JiCi |
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Because letting people do Vital Strike + weapon size cheese on charges/spring attacks/AoOs would be too much.
Given that you seem to think that 10d6 damage fireball at level 10 is a lot of damage, I can imagine that you have no idea just how cheese a weapon size abuse + VS line builds are, and how more OP they would be if VS could be combined with all the stuff you listed.
What are the chances of always having a spellcaster ready to use 2 to 3 turns casting 2 or 3 buff spells on your Fighter, so he can wallop like a maniac?
During battle, which I assume it's gonna happen more often than if you had prep time, that 2 to 3 rounds your spellcaster isn't attacking or healing you.
why doesnt it work with sunder?
"You can attempt to sunder an item held or worn by your opponent in place of a melee attack"which you can do as part of the attack action.
Unless im missing something
Thought I deleted that part... whoops :P

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What are the chances of always having a spellcaster ready to use 2 to 3 turns casting 2 or 3 buff spells on your Fighter, so he can wallop like a maniac?
Pretty good if your party actually works together like most of the ones I've played with. And they use actually good things instead of just more dice.

Neriathale |
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What are the chances of always having a spellcaster ready to use 2 to 3 turns casting 2 or 3 buff spells on your Fighter, so he can wallop like a maniac?
During battle, which I assume it's gonna happen more often than if you had prep time, that 2 to 3 rounds your spellcaster isn't attacking or healing you.
“All the time. Turning your personal meat shield into a whirling death machine is *almost* as much fun as dropping the opposition into pits of shark-infested acid, and sometimes the opposition cheat and fly”
-Mhoraig the crazy cat Arcanist.
JiCi |
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JiCi wrote:What are the chances of always having a spellcaster ready to use 2 to 3 turns casting 2 or 3 buff spells on your Fighter, so he can wallop like a maniac?
During battle, which I assume it's gonna happen more often than if you had prep time, that 2 to 3 rounds your spellcaster isn't attacking or healing you.
“All the time. Turning your personal meat shield into a whirling death machine is *almost* as much fun as dropping the opposition into pits of shark-infested acid, and sometimes the opposition cheat and fly”
-Mhoraig the crazy cat Arcanist.
That is if you are preparing to fight someone or something, but in most cases, you'll have to spend actual combat rounds to buff that one character... and hoping it's not going to get killed before doing anything...

JiCi |
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With the Ancient Orision Pantheon, I would have loved to see more:
-Norse for Irrisen and Land of the Linnorm Kings
-Greek/Roman for Jistka and Iblydos
-Celtic for Almhult
-Mesopotamian/Babylonian for Ninshabur, Kelesh and Katapesh
-Slavic for Brevoy and Iobaria
-Polynesian for The Shackles and Minata
-Chinese for Amanandar and Kaladay (outside of Tian Xia)
-Japanese for Minkai (outside of Tian Xia)
Sure, if you have Deities & Demigods for D&D 3.5 and other sources, you can add them easily, but still :P

UnArcaneElection |
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With the Ancient Orision Pantheon, I would have loved to see more:
-Norse for Irrisen and Land of the Linnorm Kings
-Greek/Roman for Jistka and Iblydos
-Celtic for Almhult
-Mesopotamian/Babylonian for Ninshabur, Kelesh and Katapesh
-Slavic for Brevoy and Iobaria
-Polynesian for The Shackles and Minata
-Chinese for Amanandar and Kaladay (outside of Tian Xia)
-Japanese for Minkai (outside of Tian Xia)Sure, if you have Deities & Demigods for D&D 3.5 and other sources, you can add them easily, but still :P
Not sure about the D&D 3.x version, but for AD&D 1.x, Deities and Demigods had a good concept, but the execution was lacklustre -- long on crunch and short on lore.

JiCi |
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Not sure about the D&D 3.x version, but for AD&D 1.x, Deities and Demigods had a good concept, but the execution was lacklustre -- long on crunch and short on lore.
What I meant was that if you take the Deities from Deities & Demigods, you can easily port them to Pathfinder. They have the same domains and favored weapons.
For instance, it shouldn't this hard to have a cleric worshipping Poseidon, God of the Seas, using a trident :P