Stuff That You Wish Paizo Had Done For Pathfinder 1E?


Pathfinder First Edition General Discussion

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Personally, as long as you have a +1BAB then combat maneuvers shouldn't provoke.


^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.


Dragon78 wrote:
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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Warped Savant, then what about grapple?

I agree, we should have gotten pocket versions of Mythic Adventures, Pathfinder Unchained, and Planar Adventures by now.


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Dragon78 wrote:
Warped Savant, then what about grapple?

I find grappling can shut down a fight way too much so it provokes unless you have improved unarmed strike.


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I would agree if not for the fact that so many monsters have the "grab" ability. Though I rarely see monsters that use the other combat maneuvers.


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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 . . . .

Jon Brazer Enterprises

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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 . . . .

*Snorts a laugh*


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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...


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It's beyond me that we never got that druid spell list cha based spontaneous caster class.

Dark Archive

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JiCi wrote:
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.


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A wizard archetype Harry Potter-style:
- Arcane Bond for a Wand
- Replace cantrips and Scribe Scroll with a Kinetic Blast, dealing untype damage
- Replace schools and Bonus Feats with Talents


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


^". . . would not like a familiar"?

Jon Brazer Enterprises

UnArcaneElection wrote:
^". . . would not like a familiar"?

I was wondering the same thing.


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Dale McCoy Jr wrote:
UnArcaneElection wrote:
^". . . would not like a familiar"?
I was wondering the same thing.

Part of the class involves an antagonistic relationship with a small creature that follows you around everywhere.


A familiar AND a companion hybrid, for what I can see.


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Andostre wrote:
Dale McCoy Jr wrote:
UnArcaneElection wrote:
^". . . would not like a familiar"?
I was wondering the same thing.
Part of the class involves an antagonistic relationship with a small creature that follows you around everywhere.

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 . . . .


UnArcaneElection wrote:
Andostre wrote:
Dale McCoy Jr wrote:
UnArcaneElection wrote:
^". . . would not like a familiar"?
I was wondering the same thing.
Part of the class involves an antagonistic relationship with a small creature that follows you around everywhere.

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.


^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).


UnArcaneElection wrote:

^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


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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.

Grand Lodge

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.


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TriOmegaZero wrote:

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...

Grand Lodge

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And none of that actually matters.


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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.

Liberty's Edge

Pathfinder Lost Omens, Rulebook Subscriber

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.


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TriOmegaZero wrote:
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.


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i house ruled that vital strike (or improved or greater) can be used with any weapon attack that deal damage but only once per round. (unless special abilities would allow for more, like in aoo etc). made it much more user friendly.

Grand Lodge

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.


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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 weapons

How are those irrelevant?


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.

Grand Lodge

JiCi wrote:
How are those irrelevant?

Because there's no need to use it with them.

You just want to use it with them. Which is fine, make that ruling and move on. It's your game, after all.

Dark Archive

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JiCi wrote:
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 weapons

How 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


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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


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Totally Not Gorbacz wrote:

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.

Name Violation wrote:

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

Grand Lodge

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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?

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.


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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.


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Personally I think you should be able to use vital strike with cleave, spring attack, and sunder.


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Dragon78 wrote:
Personally I think you should be able to use vital strike with cleave, spring attack, and sunder.

Add on non-pounce charge too


Yeah a non-pounce charge would also make sense.


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Neriathale wrote:
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...


In most cases, you extend the buffs to duration so long that you cast them way in advance. Buffing in combat is something that only happens at early levels.

Grand Lodge

Extend Spell is incredibly useful.


Extend Spell is useful though I rarely see anyone in my gaming group use it.


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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


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I really wish we had gotten such a book that had real world pantheons among other things from those mythologies.


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JiCi wrote:

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.


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UnArcaneElection wrote:
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

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