Psychic Robot wrote:Paging through the Advanced Player's Guide. Most of it's crap, but some of it is usable. Then I got to this gem:
Perfect Strike (Combat)
When wielding a monk weapon, your attacks can be extremely precise.
Prerequisites: Dex 13, Wis 13, Improved Unarmed Strike, base attack bonus +8.
Benefit: You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt). You must use one of the following weapons to make the attack: kama, nunchaku, quarterstaff, sai, and siangham. You can roll your attack roll twice and take the higher result. If one of these rolls is a critical threat, the other roll is used as your confirmation roll (your choice if they are both critical threats). You may attempt a perfect attack once per day for every four levels you have attained (but see Special), and no more than once per round.
Special: A weapon master monk or zen archer monk receives Perfect Strike as a bonus feat at 1st level, even if he does not meet the prerequisites. A monk may attempt an perfect strike attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.
Emphasis mine, but that's just for humor. See, monks get this mediocre ability where they can roll twice for attacks. Just not for their unarmed strikes.
Right -- they exchange it for Stunning Fist, another fairly mediocre ability where they can maybe stun an enemy if they happen to hit with that attack and the enemy has a shitty Fort save. But not with a weapon strike.
So it's exchanging one mediocre unarmed monk bonus feat for a different mediocre armed monk bonus feat. The amount of monk hate has been preserved, not increased or decreased.
Last edited by hogarth on Thu Aug 05, 2010 5:25 am, edited 1 time in total.
RandomCasualty2 wrote:It's still total ass though with a reflex save. I mean this is a 7th level spell, and the best it does is fail a save to trap someone, that can be fixed by just dimension dooring out. As opposed to finger of death which will outright kill.
Finger of Death does casterlevelx2d6 damage in PF.
If they fail the save.
Flesh stone is unchanged though, just to show they didn't have a coherent design goal.
In Pathfinder, it's disintegrate that deals 2d6 per level, while finger of death deals 10 per level.
Niles wrote:Flesh stone is unchanged though, just to show they didn't have a coherent design goal.
Phantasmal Killer outright kills, and the 'counter' my group tries to give as an excuse is stuff like "requires two saves" and "petrification is easier/cheaper to fix than death."
Come see Sprockets & Serials
How do you confuse a barbarian?
Put a greatsword a maul and a greataxe in a room and ask them to take their pick
Niles wrote:Flesh stone is unchanged though, just to show they didn't have a coherent design goal.
Yeah, Removing save or die from 3.5 is pretty much a fools errand. The real way to go is to basically beef up people's saves so they can make them. Tome of Battle did a good job with stuff like Moment of Perfect Mind, which basically is an auto-pass for any save you happen to get hit with that you can use 1/encounter.
I like the CAN concept (diminished effect unless CAN is high enough to make the die effect go through) and I don't think retrofitting it to 3e would be impossible.
As much work as they did retooling 3.5 into PF, it would be doable. Well, it would have been doable earlier. I have a feeling PF 1.5 or PF 2E wouldn't sell too well.
MfA wrote:I like the CAN concept (diminished effect unless CAN is high enough to make the die effect go through) and I don't think retrofitting it to 3e would be impossible.
Could you explain to me what CAN does in Pathfinder?
The law in its majestic equality forbids the rich as well as the poor from stealing bread, begging and sleeping under bridges.
-Anatole France
Mount Flamethrower on rear
Drive in reverse
Win Game.
-Josh Kablack
MfA wrote:I like the CAN concept (diminished effect unless CAN is high enough to make the die effect go through) and I don't think retrofitting it to 3e would be impossible.
Could you explain to me what CAN does in Pathfinder?
Juton wrote:The problem with giving people higher saves is that smart players will stop using save-or-suck/die spells unless they have a nasty secondary effect.
Which would perfectly align with the goal of reducing the amount of save-or-suck spells in the game.
Juton wrote:The problem with giving people higher saves is that smart players will stop using save-or-suck/die spells unless they have a nasty secondary effect.
Which would perfectly align with the goal of reducing the amount of save-or-suck spells in the game.
The confusion arises from the fact that reducing the interesting spells with a good rng in favor of scorching ray and shiver touch is a stupid design goal that only stupid people would have. So some people just assume that no one is stupid enough to have that as a goal.
Is there anything keeping a level 20 monk with this capstone ability from naming himself "Is" or "The"? I'm getting this vision of a world where all grammatical connecting words are magically gone and people are forced to speak like stereotypical cavemen for the time being.
CatharzGodfoot wrote:It actually works the same in PF as in TNE?
I was responding to the statement that attempting to remove the SODs from 3e was a fool's errand ... I think by retrofitting CAN to 3e you could do just that, at least for early on in the fights ... of course it's a little late for PF.
Last edited by MfA on Fri Aug 06, 2010 10:04 pm, edited 2 times in total.
Surprise Shift (Ex) wrote: The ranger can move 5 feet as a
move action. This movement does not provoke attacks of
opportunity and does not count as a 5-foot step.
Awesome, I can use my move action to move 5 feet without provoking an AoO....or I can just 5-foot step and still have my move action....derp.
If it was meant to be an immediate action it would be useful in stepping out of reach of a monster, or behind cover to break line of effect from a spell.
Edit: About the only use for it is 5ft stepping in difficult terrain.
Last edited by TOZ on Fri Aug 06, 2010 11:49 pm, edited 1 time in total.
You can never tell with Pathfinder, but I think that ability is supposed to allow you to make 2 5-foot steps. That might be useful, for something, I can't think what though. Before level 6 this is no loss because you don't have a use for your move action anyways.
Yeah, it's for making a 5' step in difficult terrain or getting yourself just outside the reach of a large creature that's adjacent to you without provoking an AoO.
Come see Sprockets & Serials
How do you confuse a barbarian?
Put a greatsword a maul and a greataxe in a room and ask them to take their pick
Juton wrote:You can never tell with Pathfinder, but I think that ability is supposed to allow you to make 2 5-foot steps. That might be useful, for something, I can't think what though. Before level 6 this is no loss because you don't have a use for your move action anyways.
If it wasn't movement, it would work, but....
Take 5-Foot Step wrote:
You can move 5 feet in any round when you don't perform any other kind of movement. Taking this 5-foot step never provokes an attack of opportunity. You can't take more than one 5-foot step in a round, and you can't take a 5-foot step in the same round that you move any distance.
...whoever wrote it didn't actually read the rules.
Last edited by TOZ on Sat Aug 07, 2010 12:59 am, edited 1 time in total.