Goblin with Beehive

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9 posts. Alias of Russell Needham.


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Goblinworks Founder

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As an avid tabletop player of Pathfinder, I was hoping that Golarion would come to life in PFO. Obviously, it would be only a minor part of the game, but I wanted more theme park content than the funding would have allowed.

I liked a lot of the ideas behind the mechanics of the game, but was hoping that more of the tabletop system would have been preserved. With game balance needing to win, that hope was dashed pretty quickly.

I agree with the majority of the people here who stated that the execution was poor. Quite simply, after logging in the first time I was so disappointed that I didn't return to the game for days. The new player experience was awful. Simply awful.

I am so disappointed.


rorek55 wrote:

the best question is what do you want to do? what level are you starting at?

I have never liked the overrun feats, do you REALLY think you can overrun that dragon? slime? giant? huge+ creature here?

I would drop the improved crit feat for something else, just get a keen nodaci,

13-17 Stunning crit/bleeding crit/staggering crit are solid choices.

if you are entent on wasting actions trying to overrun people, (which, sometimes if successful, is a wonderful use of an action) Why not look into tripping?

I would probably start playing this character around levels 5-7. What do I really want to do? I want to hit as often with my nodachi as possible and do high levels of damage regularly. I would also like to have some control of the battlefield so the focus of melee combatants stays on me and allows our casters to work effectively. For this build I was hoping to avoid the need take the Int 13 required for trip builds. I've got what I believe to be a good close range melee trip build already as an alternative.

What are some good builds to control the battlefield?

Here is my current trip build alternative:

Human Fighter

20 Str
15 Dex
14 Con
13 Int
12 Wis
9 Cha

Trait 1: Birthmark
Trait 2: World Traveler

Weapon Training 1: Flails
Weapon Training 2: Close
Weapon Training 3: OPEN

01: Iron Will, Combat Expertise, Weapon Focus: Heavy Flail
02: Improved Trip
03: Combat Reflexes
04: Weapon Specialization: Heavy Flail
05: Improved Unarmed Strike
06: Greater Trip
07: Vicious Stomp
08: Greater Weapon Focus: Heavy Flail
09: Power Attack
10: Improved Disarm
11: Greater Disarm
12: Greater Weapon Specialization: Heavy Flail
13: Fury's Fall
14: OPEN

Is this a strong build? I think it would be fun to play and there would still be opportunity to be effective at higher levels even against CMDs in the 30's. If I could find a way to get enlarged dependably I think this could be all sorts of fun.


Hello everybody. We are playing the Emerald Spire campaign and have been told we may continue to play after the conclusion of the written campaign. As character death sounds inevitable (we already lost one) I would like to play a fighter with a nodachi for my next PC when that time comes.

Our campaign uses a house rule system for stats. We get a sum of stats equal to 81 before racial bonuses, and half of the stats must be odd numbers. Here is what I am thinking:

Human Fighter from Minkai(Tien)
Str 18(20)
Dex 15
Con 16
Int 09
Wis 14
Cha 09
Trait 1: Indomitable Faith or Birthmark
Trait 2: Open

My goal is to be a melee combatant and to dictate the battlefield a bit. We will have ranged damage so I don't need or want to devote feats to that. I have been wrestling with different builds but keep coming back to at least the following feat progression:

Weapon Training 1 (at level 05): Heavy Blades
Weapon Training 2 (at level 09): Close
Weapon Training 3 (at level 13): OPEN

01: Iron Will, Power Attack, Weapon Focus: Nodachi
02: OPEN
03: OPEN
04: Weapon Specialization: Nodachi
05: OPEN
06: OPEN
07: OPEN
08: Greater Weapon Focus: Nodachi
09: Improved Critical: Nodachi
10: OPEN
11: OPEN
12: Greater Weapon Specialization: Nodachi
13: OPEN
14: OPEN

Here is a potential build:

01: Iron Will, Power Attack, Weapon Focus: Nodachi
02: Dodge
03: Mobility
04: Weapon Specialization: Nodachi
05: Improved Overrun
06: Greater Overrun
07: Combat Reflexes
08: Greater Weapon Focus: Nodachi
09: Improved Critical: Nodachi
10: Charge Through
11: Critical Focus
12: Greater Weapon Specialization: Nodachi
13: OPEN
14: OPEN

I am wondering about the utility of overrun as I have never used it before, but the idea here is to be able to move about the battlefield, knock some opponents on their butt and dictate who flanks and who doesn't with a high enough AC while doing so as to not get cut to pieces moving among many combatants.

I was also thinking about a Cleave build, but I haven't done that since 3.0 and don't know if it is as cool as I remember it or about its utility at higher levels.

I know there are a lot of people that don't like crit builds because of the various monsters not subject to critical hits and such, but I enjoy a nice critical and our GM uses critical cards that add all sorts of color to them so I want to keep the focus on getting a 15-20 crit threat as soon as possible.

Is overrun worth it? Should I go after cleave instead? Would bull rush be better?

Goblinworks Founder

I plan on having an evil alt, but I am worried about there being overly burdensome limits on advancement.

Goblinworks Founder

I used to read the boards every day during and immediately after the two Kickstarter campaigns but lately not nearly as much. I almost never post. I haven't decided on characters yet, but likely a cleric and a ranger (once that class gets opened up). No affiliations yet.

Goblinworks Founder

I agree almost 100% with everything that Andius wrote.

Goblinworks Founder

I too support GrumpyMel's posts above. There is something so much more realistic about losing effectiveness when injured that it really appeals to me. How it is executed would be pretty important, however. Perhaps a system where one is still 100% effective until 67% or 50% of HP or something like that could work.

Goblinworks Founder

I agree with Mbando's criteria above and Nihimon's statement that the capstone abilities should be related to the very core of the class not just a specific build.

I really dislike the idea of having the capstone ability mitigate a weakness. The capstone should be iconic to the class.

Consider this a hearty second for Mbando's first post.

Goblinworks Founder

I would like to see the rules for crafting golems, raising undead, etc. be as close as possible to what is in the PFRPG, given the needs of an MMO, of course. The amount of time and money it takes to create golems, for instance, means that the player is not spending those resources on others things.

So if some wizard has a couple of clay golem bodyguards that follow him around until they are destroyed, so be it. I dislike the idea of upkeep unless it becomes fundamentally important to game balance. This is a sandbox, after all, and golems and such should be able to stick around even if their creator is "dead."

It will be interesting to see how magic regeneration works in the game, as if wizards really only had the number of spells per day that they have in the PFRGP, I think they would all want an army of minions so they could be of use after the first couple minutes of a fight.