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James Jacobs wrote:
As a heads-up, please don't engage in edition wars. That's one way to surely sour my mood on providing free extra stuff.

James - I appreciate your candor and for taking the time to respond. I can promise I would never nitpick and would enjoy seeing the crunch, even though it's 1st edition. For my part, I feel badly that so many prior "nitpickers" have negatively affected you. Your work stands on its own merits ... clearly.

I'm truly bummed these stats won't see the light of day, even if they were on this thread. But I am grateful you took the time to read and respond to my request. I hope you understand and believe that your supporters and admirers far outweigh the trolls, nitpickers, and keyboard courage cowards. I appreciate the respect you accorded me here.

I wish you good fortune in the journeys to come ...

Kindly,

David


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James - I wanted to respectfully check in on the item below. It's now getting into late spring/early summer and wanted to see if some "stats for fun" could be posted. I appreciate that you're juggling the launch of second edition and a post of other balls in the air. Thanks kindly and have a nice week.

"There are no plans to publish the full power Xanderghul ever.
Those stats exist, and I'm debating on whether or not to put them online as a blog post or not, but kinda trepidatious about doing so this soon, because I want the Adventure Path to stand on its own as presented, with Xanderghul as NOT the most powerful foe. Maybe later in the late spring or early summer I'll put his stats up for folks to see, but for now I'm not comfortable making them public.
If you want Xanderghul at full power to play a significant role in your game, this is a GREAT homebrew opportunity for a GM, but it's not the intent of the Adventure Path and so I don't want to confuse folks by having someone post "official" stats for him until the Return of the Runelords Adventure Path has had at least a few months to exist whole in the world.
If you're just curious to see how I built his stats, I'll ask you to be patient and understanding, and hopefully you'll still be curious later in the year."


Leitner wrote:
Before 10th level you can't start a battle dance and do a full attack in the same round, but otherwise, yeah they definitely stack.

Thanks for the quick reply Leitner!


Can a Dervish Dancer utilize the inspire courage battle dance & rain of blows simultaneously?!

Thanks for any clarification!


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James Jacobs wrote:
CoeusFreeze wrote:
What are the odds of seeing full-power Xanderghul? I homebrewed my own version in case my campaign does go down that route but I'm curious to know if there ever will be a release of the official version.

There are no plans to publish the full power Xanderghul ever.

Those stats exist, and I'm debating on whether or not to put them online as a blog post or not, but kinda trepidatious about doing so this soon, because I want the Adventure Path to stand on its own as presented, with Xanderghul as NOT the most powerful foe. Maybe later in the late spring or early summer I'll put his stats up for folks to see, but for now I'm not comfortable making them public.

If you want Xanderghul at full power to play a significant role in your game, this is a GREAT homebrew opportunity for a GM, but it's not the intent of the Adventure Path and so I don't want to confuse folks by having someone post "official" stats for him until the Return of the Runelords Adventure Path has had at least a few months to exist whole in the world.

If you're just curious to see how I built his stats, I'll ask you to be patient and understanding, and hopefully you'll still be curious later in the year.

I am definitely one of the stat nerds [mix of baseball card collecting + Dungeons & Dragons as a kid will do that to you;)] that would love to see this down the road. As a fan and customer it really means a lot that you take so much time on these forums to provide such thoughtful and helpful responses. That you didn't completely blow this off ... well done. Your explanation ... makes total sense. Your offer to post May/June/July is magnanimous. When the time does come, how can one best be kept abreast of this small, but fun development?

I hope you have a great weekend James.


James Jacobs wrote:

I do appreciate that some folks enjoy reverse engineering stat blocks, but I don't really have the time to get into deep discussions of NPC design theory—sorry. That said, we didn't list her Enhanced Ability scores—her stat block was a monster to fit onto two pages while retaining even a few lines of descriptive flavor text, and that means that we often need to excise things that serve only to "show our math" but have no impact on the statblock as it is used in play if they go missing.

Her stats are about where they need to be for a creature of her CR, in any event, so HOW they got there is in large part irrelevant.

Gotcha. Thanks for clarifying James. I appreciate you taking the time. Enjoy the rest of your week.


Cool and creative!

But how are 18th-19th level characters with only a single mythic tier supposed to hang with Tawil??!! His save DCS are very very high ... four abilities with a 39 DC. 7-10 mythic tiers and I'll increase player odds ;)


You can't rely on the audience and customers reading a thread to get across information for an actual product. That would sorta be like a journalist saying "I didn't put that in my NY Times article because I'd mentioned it in my podcast". This is not a slam at you Dryad Knotwood or James ... simply not an acceptable journalistic tactic. And fair point ... you did note "hypothetically".

And if the stat block missed the two path abilities then they could absolutely miss Harrow Deck cards and "quest bonuses".

Thanks for taking the time to answer folks ;)


Possible answer but her stat block also mentions that the gear presented is a minimum and that she has an additional trove if you will.

Remember that "Enhanced Ability" is far from the only solution. She could have pulled one or more theater cards from a Harrow Deck of Many Things ... that's a +2 untyped bonus. Additionally, there are several examples in prior adventure paths where an individual receives untyped +1 or +2 bonuses to an ability score of their choice. Reign of Winter and Wrath of the Righteous are two concrete examples. No reason Sorshen couldn't have scored similar treats.

Was hoping James Jacobs or Greg A. Vaughan could shed some light ...??

"Enhanced Ability" = boring choice for someone like Sorshen. That said, it was a cool and intriguing choice to have her in the Trickster path. Bold play Mr. Vaughan ;)


Tremendous stat block for the redeemed Runelord of Lust [now Love?]. She has ten mythic tiers but I only see EIGHT path abilities in her stat block. Where are the missing two?

I see:

1. mythic presence
2. enduring armor [which she gets from path dabbling ... these two entires count as only one mythic path ability. The path dabbling ALLOWS her to take enduring armor from archmage path. Path dabbling does NOT require you to waste two path abilities to get one]
3. menacing whisper
4. mythic spellcasting
5. perfect mimic
6. subtle magic
7. thwart detection
8. vanishing move

From the top of her stat block:

aura of despair is a basic enchanter ability
contingency is from spell use
hard to kill, mythic saving throws, and unstoppable are base mythic abilities
amazing initiative is a base mythic ability
arcane bond is a base wizard ability
enchanting smile is a basic enchanter ability
Everdawn infusion and exceptional statistics are simply saucy extra abilities
fleet charge is Sorshen's base Trickster attack
inherent bonuses are from the use of wish spells
legendary hero is a base mythic ability
permanent spells are from the use of spell permanency
recuperation is a base mythic ability
supreme trickster is a base path ability for making tier 10

What am I missing? What are her final two mythic path abilities?

Thanks all!


Thanks guys!


Can one create a persistent/constant ring of divine power? It's a 4th level spell. Freedom of Movement is also a 4th level spell and a ring exists for that ... same for 5th level telekinesis.

According to the item creation rules one could create a CL 20th Ring of Divine Power for:

Spell level 4 x CL 20 x 2000 = 160,000

Then there is a footnote stating an effect measured in rounds has the cost multiples by 4 ... thus this might cost a whopping 640,000 gp.

Curious if anyone concurs or has used this item and if it is allowed ... thanks.


Can you use inspired strike more than once per round?

A high level Inspired blade with a 20 Int,20 CHA, and the Extra Panache feat would have 12 panache points ... if said swashbuckler hit 5 times in one round utilizing haste or a speed weapon, could they burn 10 panache to make all five hits criticals?!


If Mephistopheles was lucky enough to have a swarm bane clasp, Baalzebul's 50% protection from physical attacks would be snuffed out.

http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/c-d/clasp -swarmbane/

Each has true seeing, so greater invisibility is useless. I'm not sure summoning in round 1 is an absolute best option for either one, as losing initiative two rounds in a row and only summoning in round one could be a recipe for disaster. B-bul does have a speed of 120' and Mephisto 100' ... not sure how much of a factor that might be, but it is a slight edge in movement.

If it devolved into physical attacks, both have a high enough attack bonus to hit almost every time. They both have the same initiative [+14] so it would become a flip of the coin, unless B-bul gets to maintain his "swarm body" defenses. then the -50% damage is too much for Mephisto to overcome.


Hypothetical query here ...

I'll use Magnimar as an example. Let's say there's a party of characters who have just finished the Shattered Star adventure path ... placing them at 17th or 18th level. They want to "continue the campaign" and as part of that journey, decide to clean up the slums of Underbridge in Magnimar.

How long would it take characters of that power level, with a fierceness of will, to wipe out slum lords [example - Haugen - the vile scum who uses and abuses orphan children]? How easy would it be for them to really affect quick and decisive change in a city region like that? Most slum lords and petty criminals would get dusted by characters with that much might and clout.

I'm not sure Ultimate Campaign covers this, but if a party like that puts their mind towards a legit "clean up", crime lords and gangs beware.

Curious as to what you guys think ...


Thanks guys!!


Guys -

Under the description belts & handbands read as follows:

"The headband grants the wearer an enhancement bonus to Intelligence of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the headband is worn."

So is the bonus permanent after the first 24 hours?? What if a player wears the belt or headband for, say, 48 hours straight and then takes off the item or loses it or it's stolen. Since the player wore it for 24+ hours, do they still have the bonus +2/+4/+6?

Many thanks.


Drahliana Moonrunner wrote:
Derron42 wrote:
DrDeth wrote:
I like the idea.
Thanks! Any thoughts or wisdom on how you'd construct their builds?

Convert their classes as they are and add mythic tiers to taste. Given them all at least one helping of the Divine Source mythic path ability. My memory of the original material isn't totally clear, if any of them were multi-classed 2nd edition elf style, use the gestalt rules then, otherwise just pile the class levels up.

With mythic powers there is absolutely no need to build optimal builds.

As for Murlynd, I wouldn't make him a holy gun because despite his alignment, he's a dilletante in all of his classes, not hyperspecialised in any, and smite still works with firearms even for a standard Paladin. Just use revolvers instead of the standard flintlock weapons.

As far as paths,

Kelanan and Quaal would be Champions, Murlynd a Champion dual pathed to Archmage, Heward a Marshal, Nolzur, Trickster dual pathed to Archmage.

Ancestry is simply a flavor issue, Suel, Bakluni, Flan, and the others are still the same race for mechanics purposes.

Thanks for taking the time to provide some ideas and wisdom! Any thoughts on what you'd do with Kelanen in detail?


Dark Midian wrote:

Unfortunately, a lot of the builds of yesteryear are examples of really awful multiclassing to fulfill some kind of story purpose (See: Drizz't, Elminster.)

Zagig: Super simple. Wizard + Archmage

Keoghtom: First example of multiclassing nonsense. Remember that you don't have to be an alchemist to have a grasp of alchemy. Same with hunting. Bard/sorcerer with ranks in Survival and Craft: (alchemy)?

Murlynd: Maybe a paladin with the divine hunter archetype, with a dip in gunslinger or trench fighter? Definitely stay away from holy gun, as mentioned.

Nolzor: For sake of ease, illusionist with ranks in Craft: (alchemy) and maybe the speedcrafting feats.

Quaal: Obvious ranger, but unsure how to replicate flan ancestry.

Heward: Bard

And here's where my sources differ, because according to Wikipedia the other member of the Council of Seven was Tasha AKA Iggwilv.

Thanks for the thoughtful reply! You're right ... Iggwilv IS the other member. I simply have her 3.0 stats from Savage Tide and she's similar to Areelu Vorlesh. I like Kelanen and simply threw him in there ... wanted to see how one would make their best attempt at a sword master.


DrDeth wrote:
I like the idea.

Thanks! Any thoughts or wisdom on how you'd construct their builds?


Bueller? Bueller?


Bueller? Bueller?


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I wanted to re-build a handful of iconic, classic World of Greyhawk characters into Pathfinder ...

Would love some constructive build advice from folks familiar with characters from The Company of Seven. All would also have mythic paths/tiers.

Keoghtom - tough one here as he's VERY much a polymath ... bard/alchemist/ranger/sorcerer ... this is the one character who's stumping me

Kelanen - pretty much one of the greatest swordsmen ever ... carried a longsword and broadsword in 1st edition [2 relic blades called Swiftdoom & Sureguard]. Would love to see what people come up with for a near perfect sword master.

Murlynd - a paladin with the holy gun archetype

Heward - bard ... pretty easy concept/build

Nolzur - illusionist/alchemist ... straight wizard with alchemy skills or multi-class specialist wizard/alchemist?

Quaal - ranger with an interest in useful spells & magic

Zagig - master wizard

Thanks for any wisdom from people who remember these characters!


I wanted to re-build a handful of iconic, classic World of Greyhawk characters into Pathfinder ...

Would love some constructive build advice from folks familiar with characters from The Company of Seven. All would also have mythic paths/tiers.

Keoghtom - tough one here as he's VERY much a polymath ... bard/alchemist/ranger/sorcerer ... this is the one character who's stumping me

Kelanen - pretty much one of the greatest swordsmen ever ... carried a longsword and broadsword in 1st edition [2 relic blades called Swiftdoom & Sureguard]. Would love to see what people come up with for a near perfect sword master.

Murlynd - a paladin with the holy gun archetype

Heward - bard ... pretty easy concept/build

Nolzur - illusionist/alchemist ... straight wizard with alchemy skills or multi-class specialist wizard/alchemist?

Quaal - ranger with an interest in useful spells & magic

Zagig - master wizard

Thanks for any wisdom from people who remember these characters!


This looks like a potentially saucy product ... can't wait! Wondering which 6 organizations round out the final 18? James Jacobs or Erik Mona ... are you guys able/allowed to tell us the final 6?


Whatever happened to this potential product F. Wesley Schneider??


Thanks guys! Have a nice weekend!


Does the feat require an opponent to make say 4 saving throws in a round if you attack 4 times? or is it merely one save for all attacks in a given round, whether that's 1 or 4??

Thanks.


Thanks Mark ...
It's a really cool creation. Feels like it should be higher than CR 20 for sure ;)


Can anyone explain why Solars are CR 23 and Empyreans only CR 20? The Empyreans have higher overall stats, same spells and spell casting ability, more HP, higher BAB ... wondering what is going into the 3 CR difference??

Thanks in advance for any input and explanation. Much appreciated.


Do Mystics benefit from their own glyphs?!

Thanks!


Aelryinth wrote:

you are aware that by giving every fighter all feats you basically make every fighter the same, sans archetype, right?

Nobody believes fighters should have all feats all the time. Nobody believes fighters should have more skill points then rogues.

Fighters need magic defenses.
Fighters need movement options.
Fighters need recovery and/or immunity options.
Fighters need MORe skill points, and some bonuses to go with class skills.
Fighters need some versatility in and out of combat. Martial Flexibility is a good one, letting them go dumpster diving for feats.
Fighters need to have a combat bonus at level 1.

If fighters have to burn feats to acquire these things, instead of class abilities, then fighters need a LOT more feats.

Note: Advanced Weapon Training effectively let fighters exchange 3 Weapon Trainings for AWT feats, which are demonstrably better then normal feats. Paizo is learning.

My own fighter remix gives fighters a Combat Technique and a Training Technique at ever level, in addition to class abilities at every level that are not mere scaling effects. It still isn't overpowered, but is a LOT more versatile.

==Aelryinth

Aelryinth - another great post by you! Fair play, despite our differences over Mythic play ;) [Legendary Games' Mythic Heroes Handbook offers a host of potential and viable solutions ... what can I say? Love high level play.] Would you be willing to share the list of Combat Techniques & Training Techniques? Have a great weekend!


Prince of Knives wrote:
Derron42 wrote:

Dreamscarred Folks,

Forgive my confusion, but I'd like some clarification on the Mystic class ability "Blade Meditation".

The text reads: "Blade Meditation (Su): When a mystic finds that her martial power is beginning to wane or that few options remain available for use, she can pause in battle, drawing on her inner well of animus to reinvigorate her body and mind. As a full-round action, a mystic can spend one point of animus to grant herself all her remaining withheld maneuvers, then immediately expend them in a raging cadence of arcane power. As there are no remaining maneuvers to be granted, a new set of maneuvers is granted to the mystic at the end of her turn, as normal.

In addition, until the start of her next turn, creatures that target the mystic with melee attacks are engulfed in the explosion of energy, taking 1d6 points of damage of her active element’s associated energy type, plus an additional 1d6 points of damage for every two points of animus remaining in the mystic’s animus pool."

What exactly happens when the mystic "immediately expends maneuvers in a raging cadence"? Simply a new set of granted maneuvers? That's it? Or is some kind of damage missing from the text? If a new set of maneuvers would normally be granted at the end of a turn anyway, what good does this "cadence" effect do?

Or is the primary effect of this ability the defensive item from the description's second paragraph? I'm not seeing the point of spending a full round action to simply have enemies take a small amount of elemental damage on their attacks. Forgive my confusion, but I'm not seeing the tangible benefits of this ability. Thanks for any help.

Blade Meditation resets your cycle of granted maneuvers back to the start. It also provides that small defensive benefit. It's a minor quality-of-life ability for folks who, for some reason, find themselves in a position where they'd rather reboot their cycle than work through it.

Thank you Prince of Knives!! The two Path of War books are OUTSTANDING. Six cool, unique classes. 20 new disciplines, the majority of which are excellent ... love these books.


Dreamscarred Folks,

Forgive my confusion, but I'd like some clarification on the Mystic class ability "Blade Meditation".

The text reads: "Blade Meditation (Su): When a mystic finds that her martial power is beginning to wane or that few options remain available for use, she can pause in battle, drawing on her inner well of animus to reinvigorate her body and mind. As a full-round action, a mystic can spend one point of animus to grant herself all her remaining withheld maneuvers, then immediately expend them in a raging cadence of arcane power. As there are no remaining maneuvers to be granted, a new set of maneuvers is granted to the mystic at the end of her turn, as normal.

In addition, until the start of her next turn, creatures that target the mystic with melee attacks are engulfed in the explosion of energy, taking 1d6 points of damage of her active element’s associated energy type, plus an additional 1d6 points of damage for every two points of animus remaining in the mystic’s animus pool."

What exactly happens when the mystic "immediately expends maneuvers in a raging cadence"? Simply a new set of granted maneuvers? That's it? Or is some kind of damage missing from the text? If a new set of maneuvers would normally be granted at the end of a turn anyway, what good does this "cadence" effect do?

Or is the primary effect of this ability the defensive item from the description's second paragraph? I'm not seeing the point of spending a full round action to simply have enemies take a small amount of elemental damage on their attacks. Forgive my confusion, but I'm not seeing the tangible benefits of this ability. Thanks for any help.


sylvansteel wrote:

Ok, first up we have Iomeda and Cayden Cailan, now both gods.

Than there Sirian Aldori, founder of the Aldori-swordlords. Belkzen.

Sorry just a few more legendary examples.

What do you mean when you say that you want a living breathing swordmaster? What do you mean with all the historic love and significance for that role? I own many Golarion books. None of them state, that meele weapons, especially swords, are more significant than magic.

Why do Pathfinder Tales have to less weapons? In most of them the protagonist is usually swinging some kind of meele weapon, sometimes bolstered with magic. Adventure Paths? Why? There is a broad variety of enemies and NPCs with different fighting styles in every path. Are there not enough BBEGs who relly solely on weapons? Skull and Shackles, Jade Regent and Giant Slayer have them.

I don't get what your complaining about. Maybe you could elaborate a little more.

If you want a list of famous fighters in the inner sea region: Inner Sea Combat has a list of them.

Sylvan Steel:

Iomedae & Cayden Cailean are gods and not characters walking the world. I was not referring to Adventure Paths ... I was referring to the background world. And I already explained that I discounted Aldori because he's long dead.

I never stated a single Paizo book on Golarion had content displaying melee weapons were more significant than magic. I clearly wrote that there is historical significance throughout the history of literature in general ...

I do see your point about Adventure Paths. Inner Sea Combat does have a list. A list with scant details. James Jacobs provided some clarification.


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Brew Bird wrote:
The recent "Weapon Master's Handbook" player companion was actually a refreshing batch of "nice things for martials". I think there's definitely been a recent trend to be less restrictive in non-magical options.

Brew Bird ... Paizo has done a commendable job creating "crunch" [Inner Sea Combat, Weapon Master's Handbook] for martials. I was referring to in-world characters.


Mavrickindigo wrote:
Derron42 wrote:
Distant Scholar wrote:
Because, in the game, wizard > fighter?
That reason makes sense from some players' perspectives but would have to be considered unacceptable when examining the motives and productions of the folks at Paizo.
Considering Paizo employees have showed a willingness to find every way to make martials "realistic" while giving casters amazing powers at the same time, I doubt they are very much concerned with making an "epic" swordsman

James - I appreciate you taking the time to craft a thoughtful reply. I own Inner Sea Combat. There are some characters there sure ... but in a list. With no detail beyond alignment, level, and class.

I hear what you're saying and appreciate your time. Belated Happy Easter to you and your family.


Thanks for the spirited and robust responses guys ... fair play!


Distant Scholar wrote:
Because, in the game, wizard > fighter?

That reason makes sense from some players' perspectives but would have to be considered unacceptable when examining the motives and productions of the folks at Paizo.


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Desna and Cayden Cailean inspire a lot of hope, happiness, and optimism from my perspective.

On a side note, is Nethys the least popular god of magic in the history of role playing games?? If I had to play 10 magic users for my next 10 characters, not a single one would worship that bat***t diety.


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... because Sirian Aldori has been gone for ages. So clearly he's not "bringing it to the house". I love Pathfinder and am still thrilled that Golarion swung me from Faerun.

The sword, in all it's incarnations, has captured the imagination of hero builders and storytellers for centuries. Luke Skywalker, Sir Lancelot, Li Mu Bai, Elric, Drizzt, Inigo Montoya. Yet Golarion gives us ... a single long dead dude who built a sorta-maybe cool style. Um, wow. That's a barrage of coolness. Please allow a moment to pull my tongue from the figurative cheek.

Savith and Arnisant ... also gone for millennia and minimal details about them beyond "lopped off Ydersius' head" and "was brave and had a saucy shield to fend off Tar Baphon".

I'm stunned that we haven't been given a living, breathing sword master in anything. Pathfinder Tales. Player's Companion. Adventure Path. One shot modules. Nothing. Nada. Niente. Zilch. Zero.

James Jacobs and crew? Why? With all the historic love and significance of the "role", why?? Bueller? Bueller?


Leverage. The critically important item that can drive so much success. With the upcoming release of "Strange Aeons", it got me to thinking. How can a party role play social scenarios with followers and power brokers of the dark tapestry/Cthulhu/etc. ? What leverage can they ever gain with such alien and dissonant personages?

In Wrath of the Righteous, characters can parlay and negotiate with CE demons. In Hell's Rebels, the party garners aid from and further's the cause of a LE contract devil. In each case [as well as many others] the players can utilize some leverage - small or great - during interactions with demons, devils, vampires [Carrion Crown], etc.

What options are there for doing anything other than beating dark tapestry folks & followers in combat or foiling their plans in a very black and white manner? I'm generally curious. When the opponent simply wants worldwide extinction, the matters and motivations as presented thus far seem relatively black and white.

Again ... we get it: dark tapestry folks seem to want insanity followed by extinction. Only response to that is: fight for sanity and beat back inscrutable extinction seekers. No parlay. No deals. No leverage. Nothing to hold over the opponent besides "I'm going to beat you in combat if you haven't succeeded in driving the party insane". "Seems" like little to no social role playing when engaging opponents like this.

That said, "Strange Aeons" sounds unique, cool, and very creative.

I understand this thread is of a more philosophical bent ...


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Gary Teter wrote:

What part of Pathfinder do you want to know more about?

And should this be a multiple-choice poll?

Vudra, Sarusan, Iblydos, Dehrukani

You guys at Paizo have a fantastic opportunity to do something special and cool with Sarusan, Please, PLEASE do not make it some simple "large continent with enormous mammals and a re-hash of Kellid type folk". It's a huge continent with SO MANY possibilities. I REALLY hope you guys, when the time comes, allow the land to be a mix of urban, rural, etc. Terribly boring and uninspiring if it's southeastern Kellids hunting enormous animals.

Iblydos has been given sparse [only Aelyosos so far] , but rich and intriguing background details.

Dehrukani could open up some fascinating possibilities ... an anti-Razmiran/Cheliax

Finally ... anything that explores JATEMBE and his legacy.


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I love what Chris Bennett & Jeremy Smith did in converting the cool, cinematic rules from Tome of Battle into Pathfinder.

I know that many players seem to love or really struggle with the content ... which frankly has always surprised me.

This is not meant to be another "casters rule and combat oriented characters get the shaft" thread ... merely a quasi psychological question posed to other players. It's completely within the bounds of fair play and "good rules" to have spell casters that can bend, warp, and shape reality. A reality wherein the sky's literally and figuratively the limit.

Why do the players and folks who decry "combat initiators" from the aforementioned books need their fighters to be stuck in the middle ages? Why is the limit Arthurian Legends & samurai from feudal Japan?

I'd wager the same players who critique the above content LOVE the lightsaber scenes from Star Wars & the fight sequences from Crouching Tiger, Hidden Dragon.

Again ... not a casters vs. combatants argument. Not trying to convince people to play something with which they're uncomfortable. Varied opinions and views can make the world a more rich place. Just so intriguing that reality bending abilities are OK for some characters and not others. It's as if Wizards, Sorcerers, Clerics, Druids, etc. are allowed to evolve into "Tesla/Ferrari territory" and many players need "sword swingers" to be stuck in the Model T era.

In closing ... awesome work Jeremy & Chris. Can't wait for the next installment.


FatR - I already gave a Mea Culpa so chill out on point one.


"I doubt that we are going to see an even partial mythic AP in the following years after the debacle of WotR, maybe if we are lucky we will get a mythic module."

Wait, where is it stated as hard news that Wrath of the Righteous was a "debacle"? huh?!

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