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Cheapy's page

Goblin Squad Member. RPG Superstar 2013 Marathon Voter. Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber. Pathfinder Society Member. 16,612 posts (16,902 including aliases). 21 reviews. 5 lists. 1 wishlist. 1 Pathfinder Society character. 12 aliases.


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Marathon Voter 2013

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I think if you've been submitting items to something like RPG SS for over 3 years, and not to third party companies, you really need to consider doing so.

RPG SS is fairly passive. It's once a year, there are hundreds of entrants, and you sit there hoping you get the golden ticket. And if you submitted for that many years, it's obvious you'd like to be noticed at some level. Maybe not at a module writer level. But at some level.

So don't let fate dictate that. Take it into your own hands. Send e-mails out to third party companies asking if they have any work. Send them some of your homebrew things to show them your skills. Have any posts in the homebrew forums? Great, send them the links. Figure out which 3pps work in the area you think you're skilled at.

You good at player options? Talk to Rogue Genius.

You good at GM aides? Talk to Raging Swan Press.

Archetypes for classes? Abandoned Arts.

Etc, etc.

Take a look at Mark Seifter. He submitted 4 times, and never got into the top 32. He then contacted Jon Brazer Entertainment, and got some editing work from them, and later on some work for a new race. Then he got some work with Rite Publishing. Then he was hired by Paizo, and is now judging this shindig.

RPG SS is, at some level, a lottery. You're all vying for one spot out of 32. The contest keeps on getting more and more popular, and the number of tickets hasn't increased.

Don't let this be your one way to be seen.

Make yourself known.

Marathon Voter 2013

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I think BigDTBone was referring to meeko's question, not thejeff's post.

Marathon Voter 2013

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In my experience, this is not a frequently asked question.

Marathon Voter 2013

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That's what my numbers are. The only things considered are things he can give himself without interfering with actions, like boots of speed or static bonuses. No shenanigans with potions, no relying on other people.

Marathon Voter 2013

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His numbers appear to be the average hit points per CR, and with the assumption is that someone should be able to take out a CR equal creature in one round at all levels. I may be misunderstanding it, but I'm not convinced that's a safe assumption.

I certainly don't expect anyone to be able to put out 15 damage on average at first level, at least :-)

Marathon Voter 2013

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I crunched the numbers for an optimized and unoptimized fighter using only the core rules. I explain the builds, and used the base numbers from the Monster Stats by CR chart. One important thing to note is that they both use the Elite Array, which is roughly 15 PB, which is what the game "assumes" when rules are being written. As such, I believe it's as close a baseline as you can get:

Non-Optimized fighter.
Optimized fighter.

I also calculated the average damage per round for monsters:
Here


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Yep, the demiurge does not have any spells, but the theory goes that the versatility of the facsimiles should make up for that. Most enlightenments should have an ability that they can use fairly often as well, which provides some measure of fall-back.

Marathon Voter 2013

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Your attitude seems seriously off for a cooperative game.

Marathon Voter 2013

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A sneak peek at an e-mail Jason recently sent out:

Quote:


Fri 11/21/2014 1:30 PM
From: Jason Bulmahn
Cake Rules?
To: Mark Seifter, Logan Bonner, Stephen Radney-Macfarland
Cc: Erik Mona
________________________________________________________________

Guys, those ribs we got for errata-ing Boar Style were delicious. Does anyone know if we have any cake-related monsters or abilities with ambiguous rules? Cake Golems, Cake Style, etc?

I have this theory I'd like to test out.

Jason Bulmahn
Ponderer of Cake

Marathon Voter 2013

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Generally speaking, you should talk to a Lawyer about legal matters, and not the internet.

So, I'll recommend that course of action.

Marathon Voter 2013

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I always liked James' idea of a set of outsiders you get to choose from. It reduces the Build Your Own Monstrosity issue we get in today's version, where people can just cherry pick the best abilities to create something that marginalizes the rest of the team. I like the idea of having a "family" of outsiders you select, and that gives you some abilities. But within that family, you get to choose one outsider, and that further specializes your abilities. And then you get a gimped version of that outsider, one that grows with you to get more power faster. Or maybe Summoners are like the Cosmic Infant Nurses, where they take nascent outsiders, and nurture them into the full thing, rather than the souls waiting <X> <timeframe> for themselves to coalesce into their full version.

Or, y'know, someone focused on actual summoning, rather than Another Pet Class.

Shared Actions would go a long way to reducing issues too.

Marathon Voter 2013

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Thoughts: This encounter went better. Again, to hit CR equal encounter, and still be somewhat challenging, I had to use lower CR creatures, which manifested itself in lower DCs. Kind of a mistake w.r.t. the Chernobue, but it still caused some mischief, so that's good. The baykok couldn't pierce the DR of its targets, and the DCs.

Oh, I didn't mention that everyone had False Life up, and Sylvia had Greater False Life. (And what a roll she had!)

This encounter was mostly a show of force by the kineticists and the Medium. The Occultist wasn't too useful, and the Mesmerist was just a bit more, being responsible for the Stunning that guaranteed the bogeyman was out. I think the stare may have caused the bogeyman to miss once.

Mox was extremely effective in this fight, without spending any resources. This is a bit concerning given that they're built around the management of a resource: burn. I'm also concerned about the kinetic blasts critting entirely, unlike just about every other increase dice per 2 levels ability, as it brings about the same sort of issues as a musket master critting, just at a slightly lesser level.

Occultist wasn't too effective again. It was great for identifying things and spotting them, but being the eyes and brains didn't seem like the most enjoyable. I'm starting to feel that a pure scholarly occultist isn't going to be doing too well unless it uses evocation or something, but even then that's using up a lot of resources fast.

Medium wrecked face again, thanks to reach. It's cool that there are ways to have purely passive abilities that take out some of the fiddly nature of the class. I look forward to seeing more of the spirits.

Regarding the mesmerist, I found it pretty interesting that she was able to pull off a 6th level caster without using a weapon for 2 encounters now. The stare helped a lot here, since it mean that she was always able to debuff and she could make up for the slower pace of spell level advancement combined with the need to split attributes amongst multiple scores.

Third encounter to come later.

Marathon Voter 2013

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Second Encounter:

Long narrow fleshy-bridge, with giant pit beneath it.

Creatures:
Bogeyman (30' fear aura = emotion descriptor = no psychic spells)
Baykok
Chernobue Qlippoth

The bogeyman about 25% across the bridge from the start of the bridge.

Qlippoth under the bridge, middle. Baykok far end of the bridge, under it as well.

The Encounter:


  • Baykok: 25+
  • Mox: 25
  • Sylvia: 24
  • Chernobue: 20 X
  • Bogeyman: 16 X
  • Maggie: 14
  • Viv: 12
  • Gabriel: 10

Baykok goes first. Moves into range, shoots 1 arrow at Mox. Gets a 34, and thanks to Mox being flatfooted (AC 26), he hits. Does all of 11 base damage, +2 negative energy damage. Mox' DR eats all but 1 point of physical damage though. Mox got 27 on his fortitude to avoid being paralyzed.

Gabriel identifies the Baykok with a 40.

Mox uses ride the blast, snaking blast, earth blast. 0 burn. Rolled a 7, and got 34. Did 79 damage to the baykok. Flew into sight of the chernobue so had to make the save. Rolled 11, total of 23. Made it.

Sylvia moved closer to bogeyman to stare. Rolled a 14, got a 28 on will-save (except not really, see below). Cast Hold Monster on bogeyman, but the bogeyman rolled very, very well and got 31 and saved.

Chernobue forced the save against Mox. DC 20. Mox got a 31. It flies up and tries to bite (for that sweet, sweet poison), but misses with an 18.

Bogeyman uses Quickened Phantasmal Killer. Sylvia makes the save with a 25. GM screwed up (and has since been sacked) and used another quickened Phantasmal Killer as a standard action. You can't actually do that. Sylvia fails and dies. (24 hours in real life we realized that she was forgetting to include the +8 to Cha from Towering Ego, so she wouldn't have died.) After this, the bogeyman retreats further to be far away and behind more cover.

Maggie flies up and uses Breath of Life (from a spring loaded wrist thing, of course). Brought Sylvia back to life, and there was some discussion on what her HP actually was at when she was dead. We resolved that though.

Gabriel uses a point from necromancy implement to summon a giant advanced human skeleton. Drops it behind the bogeyman. One claw hits and does all of 12 points of damage. Swallowed by DR. Primary use was to set up flanking for Viv and to block exit.

Baykok rapid shoots Mox, getting 31, 30, 34 (threat, but not confirmed). Mox makes the save against paralysis, takes piddling damage.

Mox uses kinetic whip against chernobue. He's now 10' away from baykok and chernobue, in the air. Averted his gaze, passes all the miss chances. Confirms a crit with a 37, does 110 damage after DR. 32 damage on the non-crit, having rolled worse on that one. Some consternation of the fact that the entire blast is multiplied.

My notes then say "blahblahblah". Not sure what that means, other than that I was tired.

The Chernobue Qlippoth moved 5' in, and tried to bite again. I wasn't playing to its strengths, but this was an encounter that was quickly made and honestly, the DCs of its spells were too low to affect them.

Bogeyman moves closer to viv, which is tough since she still has a reach of 30'. She crits on the AoO, dealing 99 damage. Sylvia's Vision of Blood triggers to auto-stun him, so he doesn't do much. The medium was very effective at denying area, and she seemed to crit a lot. (Turns out she had a keen fauchard. Explains a lot.)

Maggie shoots the baykok with a fire blast. I think she rolled a natural 19, so she obviously hit. It took 58 damage from this.

Viv attacks bogeyman, and easily hits it for 44 damage. She then moves up to the skeleton, to possibly hit the flying creatures on her next turn.

Gabriel casts haste on everyone but maggie, who is too far away. This is after he moves up to be in the middle of everyone.

Baykok does a horrifying howl to try and paralyze Mox, but mox gets a natural 14 on the saving throw, and easily saves. The baykok then moves out of threatened range to try and survive for another round, but Mox hits it with the AoO for 54 damage from his earth whip.

Mox does an earth blast + kinetic blade on the chernobue, and does 44 damage. This kills it though, so it falls to the bottom of the bit and goes splat.

Sylvia moves up to the Baykok and stares at it, thanks to psychic inception. It's odd that an undead can be affected just the same. I know it's for the best, but seems like doing a -1 when using psychic inception wouldn't be uncalled for. They're already doing something that's impossible, and that's benefit enough, IMO.

Maggie moves up and uses fire blast against the baykok. Rolled a natural 16, and it had so few HP that it would die from basically any blast. Which it did.

I have to run, so my own post-encounter thoughts will be posted later.

Marathon Voter 2013

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These are my notes for a playtest of the five characters listed above.

Our party was built to be reasonably average, and not minmaxed. I was not aware of the details of each class when I came up with each encounter, so they were general encounters to test a wide variety.

We had:

Mox, the Dwarven Geokineticist
Maggie, the Dwarven Pyrokineticist
Viv, the Medium of Bear, Big Sky, and Cricket
Sylvia, the Mesmerist. Tower of Blood, the mirror image one, a few others that I'm forgetting.
Gabriel Silence, the Occultist of Abjuration, Transmutation, Divination, Conjuration, and Necromancation--y. He focused on skills and spells, as well as Minions.

The first encounter was one that was CR 13. A CR equal encounter. It took place in one of the 'stomachs' of a quarter mile wide undead abomination, and the stomach housed:


  • Pyrohydra
  • Rift Drake
  • Cyrohydra
  • Giant Lake Octopus that was hiding until the second turn, when it tried to pull the Occultist into the acid.

The map was 120+ feet long. About 15 feet on the party's side of walkable area, 20 feet on the opposite side. The rest was all open air, with a 20 foot drop before the acid "lake".

The party started out refreshed from fighting their way into the Abomination's body, due to GM Handwavium. The goal was to hit 4 encounters.

Prebuffs: Air Walk

Encounter:

The medium was in front with his 60' blindsense from focus points in his Divination focus, I believe, as they marched into the room. They could've used Greater Invisibility to go through, as none of the monsters had See Invisible. Some 40+ perception checks later, and they saw all the creatures.

Mox one init, and used Snaking Blast + Ride the Blast + the entangle blast + earth blast to attack the rift drake. He used a move action to reduce the burn to 0. He rolled a 31 against the rift drake's 20 AC. But the drake makes the DC 21 reflex save against Entangle. Mox is now right next to the rift drake, air walkin'.

Maggie used fireblast + extended range to burninate the Cyrohydra. Rolled a nat 12 on the touch AC, which alone beats the touch AC. Rolled 117 fire damage...which was multiplied by 1.5 for 175.5 damage. It was... very surprised, and very, very dead.

Sylvia the mesmerist was up net. She air walked over to the rift drake, stared at it, and then cast Oppressive Boredom. I have a new found disliking of that spell. The drake failed the DC on its next turn, thanks to the Stare.

Gabriel cast Phantom Steed, and hopped on.

The octopus moves into range, and Gabriel senses it. He then feels it as a tentacle thwaps him. It rolled 10, with a +16, for a total of 26. Missed Gabriel's AC of 30.

At this point, I realized I terribly misread the Hydra entries, because they had a poor reach, with slow move speed, and a breath weapon that was less than their reach. Realizing I sort of screwed up the encounter by putting the hydras at the far end of the chamber, the pyrohydra moved closer. Slowly.

Viv attacked the octopus, getting a total of +37 and +35 on her two attacks. She dealt 99 points of damage split over those two hits. Her 30' range helped tremendously, as it meant she could whack the octopus (technically, whacked the octopus' tentacles. They were waving around, as they do.)

Mox used Earth Blast + Kinetic Whip + Entangle against the rift drake. No AoO due to oppressive boredom. He got 34 to-hit, which easily hit the rift drake's AC. 51 points of damage. Rift drake got a total of 16 on the save against the entangle, so it was entangled. Mox rolled 39 damage on his iterative, and again the drake failed the save. It was now rooted in place.

Maggie was up. She rolled a 2, got a 23 against touch AC. She blasted the octopus for 60 points of damage.

Sylvia was up, and decided to feint the octopus. No one, even her, knew why she did this, but she did. Feinted with a 45. But first, she stared against it. Then she used Unadulterated Loathing, and selected Viv. Which made the octopus nauseated, since it only got 20 on its save.

Not really able to do anything, Gabriel cast Resist Fire on himself.

Rift Drake drools on itself.

The octopus tries to move down, but Viv's AoO against it kills it. Since it was a crit. And she did 100 damage on that crit.

The pyrohydra pounces against Viv, and this provokes an AoO for her. She has Combat Reflexes (and 30' reach), so she hits for 43 damage. He bites her once out of 8 times, because he has a +10 bonus on bites, and I think she had 32 AC. His one hit was a nonconfirmed crit, for 8 damage.

Viv attacks, easily hitting twice. She does 49 damage, and 44 on the second attack. This kills the Pyrohydra quite well.

At this point, the drake was bored and rooted in place, so we just fast forwarded. They all got across the stomach just fine.

Thoughts: Most of these monsters were CR 9 or 10. I wanted an encounter that was CR equal with a good number of monsters, to avoid the action economy issues of on CR equal enemy. The party absolutely used less resources than the oft-toted "25% of party resources per encounter". I think this was partially due to how good at the game the players are, partially due to poor reading on my part with the hydra's placement far back, and partially because the classes just... didn't need to use resources. The only spell cast that was actually necessary was Phantom Steed. The party would've whomped the enemies just fine without Oppressive Boredom, Unadulterated Loathing, and Resist Fire. The damage of the kineticist was surprisingly high to me, and it had no problem hitting. That was most likely due to the AC of CR 9 creatures, but the +5 AC that the average CR 13 creature has wouldn't have caused much of a difference. He still would've hit most of them. I think it was mostly player skill, followed by the classes handily handling the foes, and then poor placement of the hydras. The occultist didn't really do much. This was partially the build, for sure, since it avoided prebuffs etc. But it was interesting to see what a more "scholarly" occultist would look like. He later felt that the minion focus didn't make up for not selfbuffing to bash faces in. A delicate act to balance the two, I imagine, but something we noted. He did make most of the Knowledge checks, I believe, and that was really helpful.

Next encounter will be added in a bit.

Marathon Voter 2013

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I find it curious that people here lament the fact that caster or caster types so far outpace martials, and then they also lament that this class isn't better at ranged attacking than martials.

It's almost as quixotic as people complaining that martials can shut down psychic casters with a Demoralize action.

Not to say there are no problems with this class. There are problems with any class that anyone designs. Designers are only human. But it's still curious.


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Nice to see this coming out soon! Maybe we'll see more of this Mark Seifter fellow!

Marathon Voter 2013

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If ever the question is asked "Why does Paizo hate <x>?", the answer is invariably: "They don't."

Marathon Voter 2013

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Well, except for the Mesmerist and Mr. Franz Mesmer :)

Marathon Voter 2013

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The number of undead kineticists that would be made even with that is line is so small that it's not worth opening up loop holes for a class that has a balancing mechanic of non-lethal damage.

Undead barbarians can't rage, but I haven't seen a single thread complaining about this since the game came out.

Marathon Voter 2013

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Avatar-1 wrote:
Quote:
There was a time when the Summoner was considered underpowered.
surely you jest

Nope.

When the APG was released, people were pretty upset at the nerfs that made the summoner "useless". And remember, this was 2010. 4 pages back then was like 8 pages these days :) See post 23 for Jason's post on the topic, as well as the last post before he locked the thread.

Thanks for posting this Ross, I completely forgot to!

Marathon Voter 2013

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You can't use Adopted to get a bonus feat.

Adopted wrote:
Adopted: You were adopted and raised by someone not of your actual race, and raised in a society not your own. As a result, you picked up a race trait from your adoptive parents and society, and may immediately select a race trait from your adoptive parents' race.
Quote:
Human Racial Traits

Race Traits aren't Racial Traits, believe it or not. Race Traits refers to the Trait type of Race as seen in the Advanced Player's Guide.

You cannot use Adopted to get the human bonus feat. Traits are meant to be half a feat, so if you find a way to use traits to get a feat, you're likely doing something wrong :)

Marathon Voter 2013

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If people are saying characters are unplayable without this feat, that's a great argument for why it should be banned.

It's too good.


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Congratulations Michael Sayre on your first publication!


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Hmm, I have the sneaking suspicion that Endzeitgeist likes this one.

Marathon Voter 2013

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Congrats, Chris!

Marathon Voter 2013

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Owen is just uneditable.

Marathon Voter 2013

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Mark Seifter wrote:
Alexander Augunas wrote:
What is the best way to bribe you?
I have never really been properly bribed before, but if someone were to bribe me, my guess is that I am probably most easily bribed with large amounts of money in nonsequential bills; price would really depend on the bribe. Money aside, I know food bribes are pretty common. If you want to send those, keep in mind not to send me meat.

Disregard this. He accepts salt shakers. Don't ask me why, he just does.

Marathon Voter 2013

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I've seen this come up quite a few times (and not just on these forums), so I agree that it is a Frequently Asked Question, and have hit the FAQ button.


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I'm speechless. Last he and I talked, he was recovering fairly well. My condolences to his family and friends.

Marathon Voter 2013

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c873788 wrote:
Cheapy wrote:
A barbarian is probably a phrenologist's best friend...
Is that why your picture wears a hat, Cheapy? To hide all the bumps that highlight your quirks and personality disorders? 8P

Close. I used to be assaulted by gangs of roving phrenologists on a daily basis. None of my countermeasures seemed to work, especially not the specially tuned reverse-animal-magnetism necklace, so I took to wearing a hat, so they could not gaze upon my head.

Marathon Voter 2013

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A barbarian is probably a phrenologist's best friend...


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Serisan wrote:
Speaking to the point about the Ecclesitheurge, I would have preferred that they leave out the artwork in favor of presenting the complete archetype. The dwarf is super cool looking, but presenting an incomplete archetype is not an acceptable trade-off. The dwarf takes up 1/4 of the page. Cheapy, who authored the archetype, stated that the ability was cut to add reasonable explanatory text to other abilities, which is a great reason to make a change like that. That said, I'm sure that the BotF ability that was cut could fit within 1/4 of a page. If it was short, it could reasonably have been included by scaling the art down or, if too long for that, by adding fluff text in place of the artwork to ensure sufficient page fill.

Quick clarification, just so everyone is on the same page. I don't know why it was cut. I gave what I suspected to be the reasons. I don't feel like the reasons actually matter though, as just about everything that gets sent in gets changed in some way or another.

This sort of issue has happened in the past. One case was the Vivisectionist's suggested discoveries. I believe another time was regarding some of Jason Nelson's archetypes from UCombat or the APG. Things get changed in development all the time, for myriad reasons, all legitimate. Sometimes, abilities referencing the old mechanics don't get scrubbed. Hell, write a class and go through 9 revisions of it, and you'll see how easy it is to miss this sort of thing. I had a class I wrote a while ago that, right before I sent it to the publisher, I did 3 final reads, and on the third read, I saw a reference to an ability from the first draft. Every single freelancer will have experiences like this (except maybe Russ Taylor).

It's a 250 page text-heavy book. The fact that there are so few errors is remarkable. Check out the Shadowrun 5e core rule book, and you'll see what I mean :)

Marathon Voter 2013

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I believe that when all the dust settles, and it's a year from now, people will see the swashbuckler is the same light that they see the summoner. At best, way too easy to make way too effective. At worst, broken out of the gate. Right now, the forums are still dealing with the shock of the swash not being what some people thought it would be, and since it's different, they are claiming it is bad.

But remember: it doesn't matter what people on the forum say. If a class is causing issues in the style of game you're playing, then it is causing issues.

Marathon Voter 2013

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It's more explaining the reasons for why things happened, since uneducated knee-jerk reactions are just about the worst kind there can be.

Marathon Voter 2013

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Make sure every single one of your targets is a motionless bunny...?


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Why thank you!

Marathon Voter 2013

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Ugh, psionics is so overpowered. My timetraveling friend once played with someone who played with someone who had a tiefling that was related to an aasimar psionic that broke the game.

Spoiler:
well you knew it was coming. Didn't you?

Marathon Voter 2013

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....no? It's not as proactive as the wizard one, but it's full of solid reactive and buffing capabilities. It's different, but clerics are just fine in the spell list division.

Druids on the other hand get a ton of goodies to make up for their rather lackluster spell list that's mostly niche spells.

Marathon Voter 2013

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Ascalaphus wrote:
Did they give any example what psychic magic might "look" like?

I can't speak to any examples, but James has said that they all like Vancian magic at Paizo, so if they did psionics, it'd probably be some form of that, with psychic flavored abilities, rather than power points. Since they mentioned Dreamscarred Press' take as a great version for fans of the 3.5 version of psionics, it at least seems likely that there won't be powerpoints.

Marathon Voter 2013

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Mikaze wrote:


Brandon Hodge really knows his real world stuff and is a big consulting favor for Occult Adventures

Slight understatement here.

Marathon Voter 2013

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You can't just say a square isn't a square.

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The ability Blessing of the Faithful was in fact removed in Development, I believe to make space for all the rules necessary for the Divine Bonded Object and the example necessary for Domain Mastery. I know this because I wrote the archetype.

The ability to prepare domain spells in non-domain slots is actually pretty huge, especially for domains that have many wizard only spells on it. With this archetype, you can finally be a cleric of fire that can cast fireball more than once per day (and have a second domain). This also lets you cherry pick useful spells that the cleric wouldn't normally have access to, as the situation changes. Maybe you know ahead of time that you'll need a teleport the next day, as a Desnan ecclesitheurge. No problem, just choose Travel as the secondary domain (if for some reason it wasn't your primary :)), and you can now teleport the party. It's spell-picking versatility that the cleric previously lacked. The Shadow Patron is widely seen as one of the best Witch Patrons, just because it opens up access to many evocation and conjuration spells of the Wizard. Same principle, except you need a bit more foresight.

The bonded holy symbol is also useful. It saves money, which is nice, but more importantly, it lets you pull out a trump card when needed. Remember, when a wizard starts out, they need to choose between one extra spell per day of something they potentially didn't prepare and an entire extra set of actions. And the Arcane Bond is still chosen pretty often! The primary use of it is to react to situations, and is often used for getting that perfect spell for out of combat usage. Both of those uses are where the Cleric spell list excels: reactionary and curative.

It's absolutely a more wizard-like cleric, focusing on the versatility aspects of the wizard that make him the go-to class for powergamers.

In any event, this archetype was one of the first ones that RavingDork created a character after getting the ACG, so it must be at least decent.

Marathon Voter 2013

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Oooooh, a thread of this title is going to be full of well reasoned points, and definitely not 90% emotions.

Wait a few months. Then you'll see your answer, one way or another.

Marathon Voter 2013

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Divine Protection.

Marathon Voter 2013

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*twitch*

Marathon Voter 2013

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It's a call for help.

Marathon Voter 2013

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Silver Surfer wrote:


If all the Ecclesitheurge has is what Ive seen on the forums then I'm sorry then its a ^&%$ poor job.... truly a golden opportunity missed and further evidence that Paizo seems determined to do the cleric a poor service.

Instead of doing what should be done and going the full way.... D6 life, 1/2 BAB, no armour, barest minimum or even no physical weapons but divine power max to compensate they have given us an off the cuff, slapdash, completely half hearted archetype. What makes it even more annoying is that a couple of 3PP have clearly seen the need and done pretty decent jobs with coming up with some class ideas.

Disappointing Paizo.... soooooo disappointing and yet sadly not at all surprising.

You do know that the authors of these things read the forums, right?

Marathon Voter 2013

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Insain Dragoon wrote:
Cthulhudrew wrote:
Insain Dragoon wrote:

Anticipate Dodge and Counter reflexes?

Please don't tell me those feats negate dodge and mobility.

Effectively, yes. They will negate the dodge bonus received from Dodge and the AC bonus from Mobility.

Those are probably the saddest feats I ever heard of....

Seriously? This in the same book as Divine Grace for Oracles and Cha Clerics?

Ahhhhh, I was waiting for this comment from you. But I got the wording wrong, so I guess I do in fact owe up on that bet :(

Marathon Voter 2013

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Gorbacz wrote:
Cheapy wrote:

Oh look, gorbacz is active in that thread too.

Coincidence? I THINK NOT!

On second thought, that's not a remarkable thing at all. I must be out of my mind to think otherwise.

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