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virgil
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Post by virgil »

Oh, guess it's just for difficult terrain then.
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DragonChild
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Post by DragonChild »

What do you have to give up to take this "ability".
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TOZ
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Post by TOZ »

Hunter’s Tricks wrote: At 5th level, a skirmisher ranger
learns the use of hunter’s tricks, which typically grant
a boon or bonus to the ranger or a nearby ally. At 5th
level, the ranger learns one trick, selected from the list
below. At 7th level, and every two levels thereafter, he
learns another trick. A ranger can use these tricks a total
number of times per day equal to 1/2 his ranger level + his
Wisdom modifier. Tricks are usually swift actions, but
sometimes move or free actions that modify a standard
action, usually an attack action. Once a trick is chosen, it
can’t be retrained. A ranger cannot select an individual
trick more than once. This ability replaces the ranger’s
spells class feature. Skirmishers do not gain any spells or
spellcasting ability, do not have a caster level, and cannot
use spell trigger and spell completion magic items.
The following is a list of hunter tricks and their effects.
That was one of the trick choices.
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TOZ
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Post by TOZ »

Adding the full trick list for reference. You can give up spellcasting for this. I find the trade lacking.
Aiding Attack (Ex): The ranger can use this trick as a
free action when he hits a creature with an attack. The
next ally who makes an attack against the target creature
before the start of the ranger’s next turn gains a +2
circumstance bonus on that attack roll.

Bolster Companion (Ex): The ranger can use this trick as
an immediate action when his animal companion is hit
with an attack or a combat maneuver. The companion’s
AC and combat maneuver defense increase by +4 for the
purposes of that attack. If the attack still hits, the animal
companion only takes half damage (if any). The animal
companion must be able to see and hear the ranger to
benefit from this trick.

Catfall (Ex): The ranger can use this trick as an immediate
action when he falls 20 or more feet, ignoring the first
20 feet of the fall when calculating the falling damage.
If the ranger takes no damage from the fall, he does not
fall prone.

Chameleon Step (Ex): The ranger can move up to twice
his speed as a move action. The ranger does not take any
penalty on Stealth checks for movement during this move.
This move provokes attacks of opportunity as normal.

Cunning Pantomime (Ex): As a standard action, the ranger
can communicate with a single creature as if using the
tongues spell for 10 minutes. Because the communication
is slow and lacks subtlety, the ranger suffers a –4 penalty
on all Bluff and Diplomacy checks relating to the creature
he is communicating with when using this trick.

Defensive Bow Stance (Ex): The ranger can use this trick
as a swift action. Until the start of his next turn, his
ranged attacks do not provoke attacks of opportunity.

Deft Stand (Ex): The ranger can spend a move action to
stand up without provoking attacks of opportunity.

Distracting Attack (Ex): The ranger can use this trick as a
free action before he makes an attack. If the attack hits, the
target takes a –2 penalty on all attack rolls for 1 round.

Hateful Attack (Ex): The ranger can use this trick as a
free action when he makes an attack against one of his
favored enemies. The ranger doubles the threat range of
his weapon for this attack. This does not stack with other
abilities that increase a weapon’s threat range.

Heel (Ex): The ranger can use this trick as an immediate
action when his animal companion moves. When the
companion moves, the square it starts out in is not
considered threatened by any opponent it can see,
and therefore visible enemies do not get attacks of
opportunity against it when it moves from that square.
The companion must end this movement in a square
adjacent to the ranger. The animal companion must be
able to see and hear the ranger to take this movement.

Hobbling Attack (Ex): The ranger can use this trick as a
free action when he hits with an attack. The target of the
attack’s land speed is reduced by 1/2 for 1d4 rounds.

Quick Climb (Ex): The ranger can climb at his full speed
as a move action without penalty.

Quick Healing (Ex): As a swift action, the ranger can
make a Heal check to administer first aid on an adjacent
dying character. Alternatively, the ranger can administer
a potion to an unconscious character as a move action.

Quick Swim (Ex): The ranger can swim at his full speed
as a move action without penalty.

Ranger’s Counsel (Ex): As a swift action, the ranger can
grant all allies within 30 feet that are within line of sight
and can hear him a +2 bonus on skill checks with a single
skill of his choice. The ranger must have at least one rank
in the chosen skill. This bonus lasts for 1 round.

Rattling Strike (Ex): The ranger can use this trick as a
free action before he makes a melee attack. If the attack
hits, the target is shaken for 1d4 rounds.

Second Chance Strike (Ex): When he misses with a melee
attack, the ranger may reroll his attack at a –5 penalty.
Using this ability is an immediate action.

Sic 'Em (Ex): The ranger can use this trick as a swift
action. His animal companion makes one melee attack
against an adjacent creature. The animal companion must
be able to see and hear the ranger to make this attack.

Skill Sage (Ex): As a free action, the ranger can roll twice
on any one skill check and take the better result. He must
have at least 1 rank in that skill to use this ability.

Stag’s Leap (Ex): As a free action, the ranger can attempt
a running jump without moving 10 feet before the jump.

Surprise Shift (Ex): 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.

Tangling Attack (Ex): The ranger can use this attack as a
free action when he makes an attack. If the attack hits, the
target is entangled for 1 round.

Trick Shot (Ex): As a standard action, the ranger can
make a ranged attack that ignores concealment (but not
total concealment), soft cover, and partial cover.

Uncanny Senses (Ex): As an immediate action, the ranger
gains a +10 insight bonus on Perception checks for 1 round.

Upending Strike (Ex): The ranger can use this trick as a free
action just before he makes a melee attack. If the attack hits,
he may make a free trip combat maneuver against the target.

Vengeance Strike (Ex): The ranger can use this trick as an
immediate action when an enemy adjacent to him hits an
ally with a melee or ranged attack. The ranger can make
a single melee attack at his highest base attack bonus
against the creature who attacked his ally.
Might be better if most weren't BS +/-2 to rolls no one cares about. And if they were at will instead of retardedly limited.
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virgil
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Post by virgil »

Speaking of the APG, my group is practically having a conniption. It got really heated when they discovered pounce as a rage power, as well as this...
Two-Handed Fighter wrote:Two-Handed Fighter
Some fighters focus their efforts on finding the biggest, heaviest, most imposing weapon they can find and training to manage and harness the weight of their massive weapons for maximum impact. These fighting school benefits only apply when using two-handed weapons.
Shattering Strike (Ex): At 2nd level, a two-handed fighter gains a +1 bonus to CMB and CMD on sunder attempts and on damage rolls made against objects. These bonuses increase by +1 for every four levels beyond 2nd. This ability replaces bravery.
Overhand Chop (Ex): At 3rd level, when a two-handed fighter makes a single attack (with the attack action or a charge) with a two-handed weapon, he adds double his Strength bonus on damage rolls. This ability replaces armor training 1.
Weapon Training (Ex): As the fighter class feature, but the bonuses only apply when wielding two-handed melee weapons.
Backswing (Ex): At 7th level, when a two-handed fighter makes a full attack with a two-handed weapon, he adds double his Strength bonus on damage rolls for all attacks after the first. This ability replaces armor training 2.
Piledriver (Ex): At 11th level, as a standard action, a two-handed fighter can make a single melee attack with a two-handed weapon. If the attack hits, he may make a bull rush or trip combat maneuver against the target of his attack as a free action that does not provoke an attack of opportunity. This ability replaces armor training 3.
Greater Power Attack (Ex): At 15th level, when using Power Attack with a two-handed melee weapon, the bonus damage from Power Attack is doubled (+100%) instead of increased by half (+50%). This ability replaces armor training 4.
Devastating Blow (Ex): At 19th level, as a standard action, a two-handed fighter may make a single melee attack with a two-handed weapon at a –5 penalty. If the attack hits, it is treated as a critical threat. Special weapon abilities that activate only on a critical hit do not activate if this critical hit is confirmed. This ability replaces armor mastery.
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
EXPLOSIVE RUNES!
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Maxus
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Post by Maxus »

Need background.

Is that a feat? Alternate character options? What's throwing them nuts?
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
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TOZ
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Post by TOZ »

Alternate character option for the fighter.
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Maxus
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Post by Maxus »

TOZ wrote:Alternate character option for the fighter.
Well, proof, if proof was needed, that Paizo is fucking nuts and cannot be taken on faith any more than any other game company can be.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
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virgil
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Post by virgil »

While they love the book, there are a handful of things they're going to ban, the alternate character option I just listed being one of them. What's specifically driving them nuts is the combination of Overhand Chop + Greater Power Attack + Devastating Blow + the 20th level fighter capstone (auto-confirm and increase multiplier by +1); with a scythe especially.

EDIT: Oh, and the Furious Focus feat, which makes someone with a two-handed weapon ignore the attack penalty when using Power Attack; but only on the first attack each turn.
Last edited by virgil on Sat Aug 07, 2010 2:39 am, edited 1 time in total.
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
EXPLOSIVE RUNES!
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Psychic Robot
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Post by Psychic Robot »

Then they're really going to hate wizards when they hear about flesh to stone.
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Post by Juton »

Psychic Robot wrote:Then they're really going to hate wizards when they hear about flesh to stone.
Plus fucking one
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TOZ
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Post by TOZ »

But PR, no one fails saves. That's why wizards gotta use fireball to do any damage! </Pathfailure>
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Post by Koumei »

I entered a Pathfailure game - tabletop - because a friend really wants more players. And I have to say, the Feats and class features really put me to sleep. That said, Charm Person (DC 20) at level 1 is cute. Though it's level 3 now, and Sorcerers still have to wait to get nice things.

Another friend feels the DM is lacking, and is sort of waiting to make his mind up - to see if the DM will learn from experience. I'm being more proactive, and intend on altering his mind even if I have to send him insane and then rebuild his mind from the ground up, with the Psyche degree I don't have.

Still, he is saying that if I "abuse" Charm Person, he'll just replace all orcs (main foe of the campaign) with ass-marts or tieflings. So I pointed out "Then I won't use it as a SoD, I'll go to a town and befriend a small army of fighters with it and have them play the game for us. Your move, Mister Bond."

If he does end up going that path though I might just need to make a new character (or quit, possibly making him realise he needs more players thus Xanatossing him into going back). Pathfinder-Core Only, is there anything a person can do that isn't super lame and boring? Even some kind of impressive charge build?
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Post by erik »

I just played a level 5 sorcerer in a 2 hour pathfinder thing at GenCon (a friend was going and another friend bailed, so I sat in friend #2's spot with a generic ticket). I got a bit of mileage out of Hideous Laughter. Was wondering how come the DCs were so high for enchantments.

If you can hold on til level 4, Hideous Laughter will serve well against those Aasimars and Tieflings. Probably not the proper solution though.

Can't you still just do battlefield control setting up obstacles and stuff for divide and conquer?
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Post by Koumei »

Well, as a Sorcerer I don't have much in the way of spells. I went Human (+2 Charisma) and took the Infernal option (+2 to the DC of [Charm] spells) and with all those exciting core options my feats were SF: Enchantment, GSF: Enchantment and Imp. Init.

That said, he allowed one non-core book, the MIC. Because the other players "needed healing" so they took those Healing Belts. So I took a Wand of CLW and an Amber Amulet of Vermin. Also a Wand of Sleep.

Spell list: Prestidigitation, Acid Splash, Touch of Fatigue, Mage Hand, Message, Charm Person, Mage Armour, Colour Spray and Protection From Good (the free bloodline spell, I didn't decide that's the spell I really need).

And get this, eight times per day? I can MAKE A TOUCH ATTACK THAT MAKES A TARGET SHAKEN FOR ONE ROUND! It also makes them radiate [Evil], hilariously.
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Post by TOZ »

And how about them fire resistances, eh? Just makes you feel so warm and toasty inside, doesn't it?
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Post by Koumei »

Lava Immunity.
Count Arioch the 28th wrote:There is NOTHING better than lesbians. Lesbians make everything better.
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Post by Juton »

Koumei wrote: If he does end up going that path though I might just need to make a new character (or quit, possibly making him realise he needs more players thus Xanatossing him into going back). Pathfinder-Core Only, is there anything a person can do that isn't super lame and boring? Even some kind of impressive charge build?
Despite the massive nerfing of wildshape a Druid can still be loads of fun.
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Post by Prak »

I actually thought what they did with wildshape was really interesting. That said I also think it needs to be a bit more customizable, especially for elementals and plants
Cuz apparently I gotta break this down for you dense motherfuckers- I'm trans feminine nonbinary. My pronouns are they/them.
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You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
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Post by Psychic Robot »

I would have done specific forms, if it were me. If there's one thing I hate, it's paging through the Monster Manual to find out the specific stats of a monster.
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Post by Juton »

Prak_Anima wrote:I actually thought what they did with wildshape was really interesting. That said I also think it needs to be a bit more customizable, especially for elementals and plants
I've actually played a PF Druid, wild shape is really easy to use and can give a canny player a lot of options. But it is undeniably weaker than 3.5 wildshape, which was pretty much broken. You can still dominate melee though, it just requires you to put your points in strength and con, you can consistently out barbarian the barbarian, which is a design flaw. You you're doing that while you have an animal companion and full spell casting means there is still CoDzilla in Pathfinder.

Speaking of CoDzilla, the ability my cleric had from the PF war domain earned a lot of ire despite it not being to powerful. They get a floating fighter feat that they can switch each round, up to level/day. This is something that a Fighter desperately needs but they give it to the Cleric for some unknowable reason. Clerics in Pathfinder are pretty much like Clerics in core 3.5, all the best Cleric things are in the splats so they are robust if boring to play, at least at lower levels.
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Post by MfA »

The Eidolmaster/Summoner pet is still pretty broken ... not 3e uber charger broken, but enough to kill any equal CR threat in one pounce if it doesn't have miss chance buffs.
Last edited by MfA on Sat Aug 07, 2010 9:29 am, edited 1 time in total.
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Post by hogarth »

TOZ wrote:But PR, no one fails saves. That's why wizards gotta use fireball to do any damage! </Pathfailure>
And presumably that's why they introduced the new metamagic feats Bouncing Spell (+1 level, if your first target passes its save you get to pick a second target instead) and Persistent Spell (+2 levels, your target has to make two saves instead of one).
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Post by MfA »

With corresponding cheap metamagic rods.
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Post by TOZ »

hogarth wrote:
TOZ wrote:But PR, no one fails saves. That's why wizards gotta use fireball to do any damage! </Pathfailure>
And presumably that's why they introduced the new metamagic feats Bouncing Spell (+1 level, if your first target passes its save you get to pick a second target instead) and Persistent Spell (+2 levels, your target has to make two saves instead of one).
:argh:
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