Rynjin |
Are we ignoring Combat Expertise? Any other feat changes?
I forgot to mention those. Yeah, we're doing the Power Attack/Combat Expertise are options anyone can use thing. I'll make a document of both houserules/character creation and notable places/NPCs later.
Am I reading things correctly that my poison resistance class feature is untyped, so stacks with Lemmy's Character Advancement Bonuses to saves?
Correctamundo.
Those advancements to saves are the same one smost characters get from items *The Resistance bonus is from a Cloak of Resistance, the Deflection bonus to AC is from a Ring of Protection, the Natural Armor bonus from the Amulet of Natural Armor, and the Enhancement bonus to stats from Belts and Headbands).
Together with magic weapons and armor they are: THE BIG SIX!
The items that every character needs to take, because the math of the game is built around it. Monster attack bonuses are balanced assuming you have those bonuses to AC. if you do not, you will be hit much more often and the game is a lot harder.
Monster save DCs are calculated with you having that Cloak, so if not, you'll fail a lot more saves, and be a lot deader.
Many people, including myself, find this annoying at best, since it ties up a great deal of your gold into these boring stat boosting items you NEED, rather than interesting magical items you WANT.
Wow... I was going to make a mind knight... But Call Weapon freaking sucks! 1 round action to cast... 1/min per level duration... Ugh... I can't even use my weapons two combats in a row without spending my precious pp. :(
Not quite. Remember that Call Weaponry is one of your Path Powers, which means you can manifest Call Weaponry as part of an attack action.
You swing your empty hand forward, and the weapon appears in your hand and smacks a m%++#+@~#~&@.
Plus, 8 minutes will get you through most of a dungeon.
Also, since it's a Path Power, you can manifest it (unaugmented) by spending your Psionic Focus, for no cost. So your Inertial Armor is free every day, and so is a basic Called weapon.
Then Advanced Mind Knight Path will let you Magus it up a little bit.
Mind Blade Knight gives you a bit more flexibility, both in multiclassing and not.
Mind Blade Knight (Psionic)
You have gained additional flexibility with your summoned weapons.
Prerequisites: Mind knight warrior path, expanded path class feature.
Benefit: As long as you maintain focus, when you wield a weapon created by call weaponry, you may choose to forgo some or all of the mind knight trance bonus to attack and damage rolls, and instead add an equal value of weapon special abilities to the weapon.
These special abilities must be selected from the soulknife’s list of weapon special abilities, and your effective soulknife level for determining which abilities you can select is equal to half your psychic warrior level (rounded down). Once you have selected weapon special abilities to apply, you must spend 8 hours in meditation to change the selected special abilities, or to dismiss the special abilities and keep the normal trance bonus.If you have levels in a class that grants you a mind blade or similar weapon (such as a mind bolt or mind arrow), you may add those class levels to your psychic warrior levels to determine your manifester level for call weaponry and your mind knight trance bonus.
This is one of the only ways in the current game to get weapon special abilities like Keen.
Mind Knight's Arsenal is basically a straight boost if you ant to focus on a specific Called weapon.
Mind Knight’s Arsenal (Psionic)
Your skill with a particular weapon makes your summoned weapons more powerful.
Prerequisites: Base attack bonus +3, mind knight warrior path, call weaponry path power, Weapon Focus with selected weapon.
Benefit: When you summon a weapon with the call weaponry path power with which you have the Weapon Focus feat, the weapon’s enhancement bonus is increased by 1 and it gains a single predetermined weapon special ability with a +1 base price modifier. The weapon special ability must be appropriate for the weapon you choose and must be selected from those weapon special abilities available to the soulknife. You can meditate for 8 hours to change which predetermined special ability it gets.
Special: You may take this feat multiple times, it effect do not stack. Each time, choose a new weapon for which you have the Weapon Focus feat to apply the benefits of this feat.
If you play a Xeph (+2 Dex/Cha, -2 Str) you can trade out their Burst ability (3 times per day increase speed for 3 rounds as a Swift) to get Call Weaponry as a psi-like ability.
Finally, the Dark Tempest is essentially a Mind Knight/Soulknife Prestige Class that goes pretty well if yu want to TWF with summoned weapons.
There's a good number of options out there for a Call Weaponry user. Remember to take Psionic Body for the free 2 HP per Psionic Feat you have.
Rynjin |
Just build him as you would a Fighter or something, except a Fighter with 6th level "casting".
You have a ton of Bonus Feats, pseudo-Pounce as an option (Psionic Lion's Charge), and a ton of other good buffs.
Lemmy |
I'm currently looking for cool/useful powers for my character.
We already have 2 damage dealers, so I think I'll focus more on debuff/support. An idea was using a whip to perform maneuvers such as Dirty Trick, Trip and Disarm, but by gods, that is feat-intensive! Specially for a finesse build! Just trying to use an whip costs 2~4 feats (one of which is the extremely boring Weapon Focus).
So my search continues...
Rynjin |
Am I doing something wrong that I care more about my familiar than about my character?
For some reason it's easier to identify with a fictional animal than a fictional human character, at least for me.
I always care more about Dogmeat and ED-E in the Bethesda Fallout games than my actual character.
Rynjin |
Is there anything other than that horrid Fighter archetype that allows one to attempt combat maneuvers from afar?
Well, if you want to Trip or Disarm, there's Feats for that. Only prereq is Deadly Aim.
A lot of Solar Wind Discipline Maneuvers allow for various Combat Maneuver-y effects at range.
2nd level: Solar Lance is an attack that deals 2d6 extra damage, and a Bull Rush.
3rd level: Bliding ray Shot can Blind
4th level:Dazzling Solar Flare can Daze, and deals 4d6 more damage. Disarming Gust can Disarm and deals 3d6 more damage.
5th level: Focused Solar Lance, 5d6 extra damage and can knock Prone AND Pin a target. Solar Wind Lancet, Swift action your next Ranged attack can knock a guy Prone.
6th level: Solar Meteor Blow, 6d6 extra damage to the target, him and everyone within a 15 ft. radius must make a Fort save or be knocked Prone (target takes -4 penalty). Can be aimed at a square instead of a person.
7th level: Stunning Solar Flare, 8d6 extra damage, save or be Stnned
9th level: Solar Wind Nova, 10d6 physical, 10d6 Fire damage ina 20 ft. radius burst, Ref half, all people who fail are knocked Prone.
Most of these can be combined with Bosts (activated as a Swift action) that can do stuff like make you ignore Concealment and Cover and whatnot.
I believe there's some similar effects in Steel Serpent, and Broken Blade (though the latter would need Weapon Group Adaptation for Ranged weapons to work). Don't know about ones like olden Lion and such.
Donovan Egoblade |
Dorla wrote:Did anyone else notice that by the book Paizo nerfed Thetsu today? Climb speed reduced to 20. (ARG errata/second printing)Paizo's on a roll this week with s!#~ty unnecessary nerfs.
Well... That is their specialty, after all...
Anyway, could I trade proficiency with scimitars for proficiency with a wakizachi? It's cooler, but functionally identical (Well, I suppose it does get the deadly property, which is nothing but insignificant) and this way I can use Deadly Agility instead of Dervish Dance.
Donovan Egoblade |
Nah... Just not egotistical enough. Besides, I'm using psychic powers to summon my weapons (most of the time, anyway).
Donovan Egoblade |
Any chance you allow the Improved <Combat Maneuver> feats to automatically scale to their Greater version?
That way I can grab a couple utility feats (I'm not going for a trip build, in case you're worried).
Donovan Egoblade |
Any suggestions of what languages to take? What creatures are common in this setting? With the end of magic, what creatures (if any) are extinct?
Rynjin |
Most creatures that rely heavily on magi to function are rare if not extinct.
Dragons are the most prominent, with the existing dragons appearing only briefly to terrorize and area, grab large amounts of food, and disappear again into hibernation.
All of the still extant dragons are at east Wyrms in power, and not to be trifled with if encountered.
Most Magical Beast species that can breed naturally still exist, but some have either evolved or gone extinct. Chimera and Manticores in particular are more likely to possess Psionic powers rather than magical ones.
Outsiders are rarer, though not unheard of, with the non-aligned or less intelligent ones like Elementals being more common, leftovers from being summoned or called and set to guard a place, or passing through the rare natural portal to their plane.
Aligned Outsiders are less interested in this world since the gods left or at least stopped interfering in it, with Daemons being the most common who still show up to wreak havoc from time t time, since their ultimate goal is the end of all living things, and the people and creatures of this world still very much alive.
Aberrations, meanwhile, have flourished in the years since magic left, being otherworldly, but completely non-magical in nature. With the prevalence of alchemical experiments in the absence of magical ones, Aberrations of various kinds are the new Magical Beast, genetic experiments and mutations from chemical spills and radiation giving rise to whole new species.
Languages: The racial languages (Elf, Dwarf, Halfling, etc.) are just as useful as they ever were, while the Aligned Outsider languages (Infernal, Abyssal, Celestial) are likely to be less useful, and the Elemental outsider languages (Ignan, Aquan, Terran, and Auran) being the more useful of the Outsider ones, though still less so.
We have determined Gnome will be the "scientific" language, much like Latin is in our world, and Draconic is still useful for scholars of magic, as many magical inscriptions are written in this language, or the former Common.
I haven't determined any cultural languages to take the place of stuff like Shoanti and Polyglot.
Are dorjes available?
Of course.
Donovan Egoblade |
Really? Gnome? Are you really going to force me into taking "Gnome" as one of my languages?
That's it. I'm dropping out of this game and burning my character's profile!