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Posts
Alizor wrote:
Then you took the wrong 4 Bonus Feats, Add Divine Vigor, Extra Smite, Sanctify Martial Strike and Powerful Charge...add those four Feats to A PAladin and you can now kick some serious tail LazarX wrote:
I didn't expect Paizo to use the SAME variants... I just stated that I liked the variants and that it was one of the things WOTC DID get right Kuma wrote: I'd probably just give them cool class abilities and ditch spells altogether. I agree...I like the option of ditching spells for Pally's and Rangers... the way we always do it...is a Bonus Feat when the Character would receive a new levels of spells...but I'm not certain that will balance out with the new versions of either class in the PFRPG... hopefully we will get some options as far as the CORE classes go for things like this...one of the better ideas in the later splat material of WOTC was Class Alternatives I wanna know how this got slotted before PACMAN... face it...nothing impacted our lives to that level...every....except maybe...DONKEY KONG... an important prequel to Mario Brothers...how can this be.... a TRAVESTY I TELL YOU.... WE"VE BEEN ROBBED AND OUR CULTURAL RELEVANCE AS CHILDREN OF THE 80's HAS BEEN MARGINALIZED...lol Ughbash wrote:
Well as far as racial paragons...we treated them like 3 level prestige classes...for convenience mostly... as to allowing a a second prestige class after a player completed a 10 level prestige...perhaps...if it fit the campaign...didn't impugn any organization that might have sponsered the previous class, and fit the character concept...well then like any GOOD idea...I would give it full consideration I can definitely see the problems presented by Generalized PrC's... But there also should be a FEW generic vehicles in the prestige classes...because of the Archtypical nature of a handful of them... Guild Thief... Guild Wizard.... Warpriest...Beastmaster The Key...to me at least...is HOW the PrC is conceived as both a part of the world and in the characters mind... I do not mind a planned build for a character...that can be as much a flavor thing as a mechanical thing...as long as the character has a CONCEPT... a BACKGROUND...and a REASON...for the build...you wanna have a horde of critters...you go Beastmaster...unless you wanna summon are horde of critters...then its Summoner... That said I do PREFER flavor prestige classes...it enlivens the setting, the game, the players concepts... To me being recruited by the Shining Path...Order or Inquisitors... Order of the Bow.... SNow Leopard Lodge adds to the whole game... but the Priest of the Wargod should have fairly easy access to Warpriest, A wizard or rogue in a city with a Guild might be required to belong to said guild...or face fines or punishment...this opens those PrC's to characters... It ALL boils down to what the DM and the Players can all agree on in the end... Some PrC's are obviously broken... Ultimate Magus...OMG... but the IDEA of PrC's is still good and valid... You must find a Balance point for the PrC....they must enhance all aspects of the game from playability to flavor... no your plains tribe halfling rogue can't pick up street fighter since you have yet to spend more than a week in the city and all of that in the inns drinking with the dwarf... You also have to balance the enjoyment level of your players... Some players are Builders...they just work that way...you just need to encourage creativity and RP into those builds... why do you wanna build the chain fighting rogue...(wicked build btw since it doesn't get much more flat footed than tripped)Anyone who wants to RP the build as it grows also works for me... We have a few simple house rules for PrC's to discourage DIPPING and they seem to work well Rule 1 No you can't have 3 Prestige classes...we only allow 1 10 level Prestige class to a character... As for 5 and 3 level Prestige classes...we allow a character to have 2 of them as long as they fit the character, the story and the campaign Rule 2 You must apply for or be recruited by those who train the Prestige Classes.... Make it PRESTIGIOUS Rule 3 If it doesn't fit your campaign....Don't allow it....though as a GM I try to maintain a degree of openmindedness and even handedness sometimes the edict must be laid down.... So its really up to the group GM/players to keep PrC's from breaking the Game... I think we've done a fairly good job in our group just by following these rules for PrC So as long as the PrC is balanced in Power... I wanna see them...I'd like to see a whole Book Devoted to GOOD prestige Classes and Perhaps a Few New CORE CLASS as well Bitter Thorn wrote:
I see the Marshall as the ultimate Team Player...and since he's clad in Plate, has a Battle Axe and a Clerics Attack Bonus he can hold his own in a fight... and SInce EVERYONE who contributes gets xp from the CR...I don't see why he'd need a share of the others guys XP...thats just silly... and if you think tactics isn't an art in of itself than you don't have any clue about the history of warfare... a manager is a terrible analogy...its more like the platoon sgt yelling to flank and lay covering fire on that machine gun nest...or grab the panicing FNG and pointing him back toward the fight... In you arguement...a cleric who casts prayer and has his party maul the baddies doesn't get any experince because he didn't swing his mace., or a mage cast haste and he's party does in the nasty with a flurry of well placed hits... the Marshalll Aura can have similar impact... if you don't beleive one ability can save the day...Read my thread about comments on Rally Cry and how the Warpriest Save the game! Also in the Marshall Thread James Jacobs wrote:
We'd love to see some new and interesting PrC with balance and the ability to fit into ANY game... Though I'm digging on many of the Golarion PrC so far... If you guys need any help let me know...lol Take a look at the Marshall thread we've got going...some good discussion there for a Core Class Well... I and my game group do not hate prestige classes...we hate abusers of the system, lame prestige classes and min/maxers... I allow most prestige classes in my game but we have a few house rules to deal with these issues Rule 1 No you can't have 3 Prestige classes...we only allow 1 10 level Prestige class to a character... As for 5 and 3 level Prestige classes...we allow a character to have 2 of them as long as they fit the character, the story and the campaign Rule 2 You must apply for or be recruited by those who train the Pristige Classes.... Having an Order of Eldritch Knights who secretly watch and then recruit a perspective member adds more to the story, more to the character and make the class Prestigious Rule 3 If it doesn't fit your campaign....Don't allow it....though as a GM I try to maintain a degree of openmindedness and even handedness sometimes the edict must be laid down.... Most players when you explain why a certain thing doesn't fit into your world are willing to accept it...and some of those who don't are willing to at least argue HOW they might fit in...and of course if their idea sounds good...USE IT... making the players happy is PART of the job as well as long as it doesn't disrupt the game and story line Ok so...my version of the Marshall Build... [/I have done away with Minor Auras Completely to make room for Abilities and the Auras start at 30'and Only One Aura can be used at a time to begin with(A Feat at 9th Level allows a second Aura to be up) Keep the 3/4 BAB and Cleric Saves... Increase HP to d10... Go with 4 Skill points per Level Replace Spot with Perception and Speak Language with Linguistics 1st- Aura (30')+1, Bonus Feat (Chosen From Fighter/Leadership/Aura Feats*) 3 Auras Total
Auras... All the Major Auras from the 3.5 Marshall(mini's hbk) plus
2 New Auras to fill it out Wall of Steel- Grant Extra Attacks of Opportunity to Allies To the Last Drop of Blood- Grants Allies full combat capabilities even when reduced to less than 0 HP, last a # of Rounds equal to the Aura Bonus though they still die if reduced to -10 HP(this a somewhat less powerful version of the Warpriest Ability that allows Allies to live until they reach -20 HP) Possible Feats to expand the Auras Abilities Double Aura- Allows the Marshall to use 2 Auras, Prereq 9th level Empowered Aura- Adds +1 to the Aura Bonus, Prereq 12th level Expanded Aura- Add 20' to Aura Range Prereq 6th Level] Yep...the Rally Cry can make the whole fight against that Big Dragon...or Mummy or lIch...etc... Tonight my group was SAVED by the fact that the Party Warpriest had Rally... The Trio of Beast of Bane Templated Invisible Stalkers was about as much fight as they could ever want...That Fear Wail Sonic effect had them in a real bad state at the beginning of the Fight... Tonights near debacle was something I wish everyone could have witnessed and how crucial the Rally was to turning the battle to the PC's favor.... It doubled my desire to see a class that covers this added to the Core Classes at some point or another... Guess I will Toy with a Build tomorrow and Post it for scrutiny as well Bitter Thorn wrote:
Not Bad...though I might go deeper into the Warmaster Prestige Class in the 3.0 Sword and Fist... just something to note... but a Rally Cry to allow people to overcome fear is a GOOD option... I'd like to see the class more a Hybrid with the Dragon Shaman... I like the Auras there a bit more...at least for the Major Auras Also maybe an option that allows PC's to take advantage of Defensive formations under the instruction of the Marshall....though I'm certain it could be done as an Aura... but maybe an AC Bonus when shoulder to shoulder with said character.... Reapers Gale...by Steven Erickson.... 7th book of the malazan Book of the Fallen Series.... Excellent Series...Great Characters...Very interesting take on Magic A Feast of Crows George RR Martin, 4th book of A Song of Ice and FIre...for the 2nd time...in anticipation of the Fall release of Dance
DM_Blake wrote:
lol...well sometimes in a target rich enviroment I will take a nibble...but some taste so bad as to be spit back out quickly... and I've had to deal with the I'll take my toys home if we don't play my way type of player and GM before... and that describes my father in law...minus the gaming... lol btw Grabbling...is an inside joke about the 3.x rules for grappling...after the MANY years of Martuial Arts...the concept of having to grab the first round before doing the damage the second round inspired its own new word in our Lexicon DM_Blake wrote:
I couldn't agree more...rules bloat, class creep and prestige classes can be easily controlled by the GM...or the group as a whole...the idea is to have fun...the GM, the players, innocent bystanders...drawing lines in the sand for everyone...just to make oneself happy is selfish...immature...and counter-productive...if you don't like a Rule/Class/Spell/Item...change it or don't use it...we have ALL been doing that for years...don't see why PFRPG should change that... I still use the 1st ed varaint of magic missile., we have our own house rule for Identify... unless something changes between the BETA and the NEW PFRPG...we will still use them... I'm just glad to see Dodge fixed, Sorcerors made useful, Grabbling to make sense, and a support community that values OUR opinions... I commonly produce crude maps or letters on parchment (printer paper with strategic use of a lighter to make it crunchy)
Hmmmm....I'd be real surprised if the Dream Theatre album doesn't rock...with Petrucci and Portnoy its just almost a fact of life... as for Killswitch...unless it has a completely different sound than the last 3 Killswitch albums....I won't be rushing out to buy it But if you like Dream Theatre....chk out Symphony X as well Were a priest of Gorum up against a vast host and woefully outnumbered he might use guile to weaken and dishearten his enemy before the fight...perhaps a raid on headquarters or the supply train...mauling the command staff within the enemy camp itself is both daring and bold...and I'm sure Gorum would approve... Priest do tend toward wisdom...or so I'm told...but outright murder...like a skulk in the dark....nope...thats no way to make the Hall of Hero's... assuredly turn about is a fair option... Sharing the love for the Marshall...and the Dragon Shaman... Would LOVE to see one or both of these make a PFRPG return... Along with warmage and scout.... these two have become a favorite amongst my groups... I do beleive the Marshall is a bit underpowered...love the Fighter BAB and d10 Hit points ideas... Already used the Double Draconic Aura Feat on a Marshall character...the wording pretty much said any Aura, so we went with it...the one concept I did like for 4th ed...was the Warlord class.... I guess anything can have an upside... I've heard all the arguements for a Bard/Fighter... its silly really...we are talking about the mercenary captain, the canny general, the tribal warleader...etc... We need a class to reflect that leader... Someone whose abilities and skills make him both a dangerous opponent and a leader of men...so UP ANDORAN! and make them pay for our steel with their blood! Well having been a contributer to the Scarred lands setting for Necro games I found that 3rd party producers of OGL material were open minded and willing to give new ideas a go... I bumped into Paizo about 2 years ago by being a player in a SHackled City campaign... I found I liked the flavor tremendously so I delved further into the content... Upon reading the Beta for the PFRPG I was so impressed that I hassled my whole game group into reading the rules... We found that Paizo had made 7 of our 8 house rules that helped clean up 3.5 were goning to be part of the PFRPG canon... excited I subscribed to the Adv Path and found that not only was it running near paralell to my groups style but the level of content was exceptional... Thus we are converting come August.... and I am becoming a rabid poster on the boards...our homebrew world that we are cooking up will use the Pathfinder RPG rules system... and my game group is arguing over who gets to run the next adv path... I get the Coucil of Thieves...muahahahaha... I agree that a Marshall is not a Bard/Fighter.... I like the option of Aura like abilities granted by the Marshall Dragon Shaman class... I would prefer to see class that reflect leadership beyond entertainment...the tactician and the in the trenches leader type...I see it as it very own archtype that should be addressed as a Core Character Type I would also like to throw warmage into the ring as well...or some type of mixed Fighting/Wizard type... the literature is full with it... Duskblades and Bladesingers are nice but that spell slinger the magic missile and the ax can be fun...and yes we all know its possible as a sor/ftr...wiz/ftr... but that little edge of the warmage made it a fun play...and a bit fun for a GM to figure out ways to deal with it Witch/Warlock thats interesting and a bit different...sounds good to me Ninja...despite a bit of prejudice against the hollywood class itself... They can't just be monk/rogue...no attack bonus there...they need to be a hybrid...decent attack...monk...unarmed strike...some surprise strike, disguise use...maybe some alchemy skills and gadgets...NO MAGIC...ninja are incredibly well trained master of misdirection, gadgeeting and martial arts... their art of invisibility is purely technique...NO MAGIC...thats what makes a ninja scary...its like magic I of course don't hate prestige classes...I think they are great...When useful, when they make sense, and when they are fun for everyone Well I have just assumed...as a DM who is running a realms campaign currently...and for the last 4 years...that my players were gonna be the ones who alter the Realms...not WOTC.... So the blasting that the realms has taken with 4th ed are moot for my campaign... heck...with my group keeping them on track to finish a story arc without them altering it to an almost unrecognizable form... I have just decided to wrap up this campaign without adding changes at tail end to alter the world to fit 4thview... It seems in my campaign Mystra might bite the dust but it will be at Shars hands if it happens... I started allowing Dragonborn in my campaign some time before 4thview became common knowledge so I don't need any help bringing them around anyway... So thus I say that the Realms are only dead to those who NEED someone else to plot the path of the world...if I choose to use the realms again... I will alter based on my campaigns...with the 4thview that WOTC has thrust upon us... So...am I unhappy with the changes to the realms... somewhat.... but I never used ANYTHING that wWOTC produced that I didn't feel fit in my campaign... Yes it would have been nice if the corporate talking heads had listened to the FAns, the writers and the creators from day one... but its a done deal and a dead horse now... Once you buy the book or the box...the setting is YOURS...DO WITH IT AS THOUGH WILT>>>WITH HARM TO NONE...but your own players fragile minds and bodies... Larry Elmore and Erol Otus... those guys captured the feel, the times and of course our imaginations... I still remember the first time I saw the cover of Dieties and Demigods... yes the original with the CoCT mythos in it... I had to have it...lol...even though I was 12 at the time...and my Funde family was aghast at the obvious human sacrafice going on... Much like dice Hit Points are merely an abstraction that allows determination of an event...death/unconciousness in this case...simply a mechanic... to allow for things like wounding and actual combat effects I have often implemented a special system Damage that exceeds half of your HP/or Con Score (Wound Threshold)...whichever is LOWER require a Fortitude Save with a DC = to 10 + the # By which said Damage Exceeds the Wound Threshold. On a failed Save the Target of the the blow receives -1 to attacks, saves, and skill checks until they receive magic healing... Yes another abstraction but a Good GM can translate this easily into Brokern Ribs, a Head Wounds, a Banged up Knee...etc... Paul Watson wrote:
Well...getting up from the Game table is a start... Showering, a trip to the gym a cpl of times a week, a car and a job help to...but hell...ALL of those require getting up from the table as well...lol FR-3.5 8th Level Fighting the Good Fight Against the Zhents in The Dalelands Ladyra 2/3/3 Human Warmage/Wizard/Ultimate Magus.... Spell Slinger with lots of staying power and massive punch with low level spells... Using Magus ability to shift spells from the Wizard Spell Book to the Waramage List (Expanded Spell Knowledge) is incredibly useful Takyer 6/2 Human Rogue/Fighter... Preferred weapon...Longspear... With Combat Reflexes and Adaptable Flanker...Ouch Kanna 8th Dwarven Fighter with all the Dwarven Fighter Substitution Trimmings...Add Powerful Charge Gherkin 4/4 Dragon Born(Ex Dwarf) Dragon Shaman/Fighter... Husk Substitution and Double Dragon Breath...One from being Drg Born and the other from Dr Shaman Buffin 6/2 Human Cleric/Warpriest of Tempus.... uses Reserve Feats and Turn Checks for Healing... Lays out a lot of buffs... Favorite Combo is Elation and Bless... Recently discovering the need for Conviction and Resurgence after the Rogues last encounter with a Banite Priest They lack one thing to truly kick some tail though....Focus FLEXABILITY....Even if you think your story is linear your players will find a way to circumnavigate some of your encounters... Hard timetables and the inability to adapt can turn the best story teller into the nightmare GM if that GM is unwilling to accept that things don't always goes as expected, wanted or desired.... I once played with a GM who basicly ended an adventure in a tantrum bc we were not at the night club he expected us to be at by 9 PM to witness the conversation... well as player we chased down our contacts and informants first and were delayed and reached the club...TOO LATE... the gM couldn't deviate from his chain of events and chastised the group for not following his story... thus the group disintegrated before his eyes... LET THE HERO'S DRIVE....the most important thing for the GM is to tell the story...but he needs to let the PLAYERS be the leaders feeding them tidbits to keep them on the path you need... DO NOT LET YOU NPC"S DRIVE THE STORY... if they do the PC's will feel like they are not really part of the story.... INFORM..One of the worst things a GM can do is assume the players have enough information...As the GM it is your job to set up the scene... A poorly detailed map or discription can make your PC's wanna tear their hair out... not too long ago I was with a group of PLAYERS that were assaulting a fortress that had been captured by a horde of ogres...The Wizard... my character armed with slate and chalk cast invisibilty and fly upon himself to gain a little birds eye recon ogf the Fortress... the simple crude map that the GM drew for us showed a Simple curtain wall, a stone long house, a simple curtain wall with corner towers and a two towered gate-house, several outbuildings were snugged against said cutain wall... The door too the stone long house faced the main gate and two small doors were located in the rear of the main building... we planned an assault taking advatage of "blind spots" and available cover... Upon entering the fortress we found he had altered the map...what we now had was a Shell Keep...filling 3/4 of the open area in the walls...instead of a long house filling half of it and a door that no longer faced the front gate... our assualt did succeed but we were very unhappy as a group by the sudden changes to the geography...and the stealth roll our cleric was now having to make crossing an open area that wasn't an open area when we contrived our plan...unfortunately the GM"s answer to his lack of information dissemination was My Bad... his game ended rather abruptly RUN PUBLISHED ADVENTURES.... as a NOOB GM I highly advise cutting ones teeth on adventures created by successful GM's and designers...there is a lot that they can teach you just by running a few of them...i've been in too many Homebrew worlds where the GM's has all the information in thier head to keep their own #$%& straight... it takes practice to be good at this...though i've met plenty who seem to think they are a genius at it right out of the box...so far none of those with said 40 watt brilliance have delivered their genius to us WATCH AND LEARN FROM OTHER GM'...yes...other GM's can teach you good techniques...I'm a huge fan of battered old parchment maps and letters, a fun accent or two, and the memorable NPC Arvid the Athsmatic apprentice and othe such memorable nPC's If you follow these simple guidelines you to can be the gM who's game people talk about 10 years from now...and they will always remember their characters and the events that occured and you can be the one to inspire them... I'm thinking that the community is certainly strong enough for 3.52 or PFRPG to thrive and grow... Over the past several years the wealth of material available for 3.5 has made it a vast and variable system. In source material alone its unprecedented in its options and depth... I beleive that only one thing can kill 3.5...thats the players...and if you take a look at these boards... well...seems that the players are overwhelmingly in support... I have a dozen friends here in my home town that are fired up about Pathfinder... and its retro-compatibility...which makes our 4 shelves full of 3.5 material relavent and even new when you think of the possibilities for conversions Wasn't there but I wanna throw Symphony X into the Mix...if bad ass progressive symphonic metal...with a distinctive fantasy theme... I highly Recommend the Odyssey and and Paradise Lost.... Also if you like the pro-metal genre...Sonata Artica Elvenking and Rhapsody Also...FINNTROLL...they are the epitome of Scandanavian folk metal.... Nattfod is tremendous Album Count Buggula wrote:
Absolutely...time for the TRUE beleivers in liberty and freedom to make themselves heard... Our PRECIDENT...yeah I misspelled it on purpose is far too concerned with his social agenda to aid countries looking for liberty...he'd rather take choices away from amerocans than offer hope to the rest of the world... I'm deeply troubled by the president and the medias overlooking of key issues in the world...For 3 days we've been seeing clips of fly swatting as much as protest from Iran... IS ANYONE ELSE AS TIRED OF THE DOG AND PONY SHOW WE HAVER NOW AS I AM #6 ....and we made up played a few a few fights with a few of the characters at various levels...we didn't like the game play either.......in particular the lack of versatility of wizards...what happened to the I have the spell but we need a few hours to rest so i can memorize it...and saving throws.....omg there were a few redeeming qualities...I like the Warlord class...remeniscent of Marshalls and Dragon Shamans... and I like the concept of At Will abilities....my parties LOVE and USE reserve feats with great frequency... But as a whole ....NOPE...not happening... and THANKS PAIZO....for keeping our game alive....and all you other folks who will continue to support PATHFINDER Lame Darkvision....hmmmm well as a GM and a Player I hardly call Dark Vision lame.... Why...well in the dark...you can see light for miles....and I do mean miles... thus a rogue has a mighty hard time sneaking up on ye old anything if he is saddled with a torch or other light device... If you dont beleive me...send one of your buddies out a mile or so on top of a hill with a flashlight....Sure the wizard can eventually produce darkivision to overcome said obstacles...but not until 5th level...and face it...you gotta survive to 5th level to get it...not too mention exceptionally far reaching darkvision is a huge advantage...seeing your foe...who thinks he;s safely tucked away in the dark from 120' grants all kinds of advantages...hell it allows the party to top, assess and come up with a strategy.... plus as a mage...wouldn't you rather spend your 3rd level spells on Fireball, haste, dispel magic.... I would So in my games...which tend to adhere to the laws of physics...unless magic is involved in manipulating them...Darkvision is a blessing Would love to see a pathfinder variant for the Warmage.... the class has seen nearly as much use in my groups game as wizards have...its and excellent and well nigh unparalelled damage slinger and trumps the sorceror nearly every time...as a matter of fact it tends to be the preferred multiclass mage in my group...of course our group is larger that most...we tend to have 6 players or more so the group usually has room for that nicheless character.... As to prestige classes we maintain house rules that keeps down the Abuse of Prestige classes... Rule 1 No you can't have 3 Prestige classes...we only allow 1 10 level Prestige class to a character... As for 5 and 3 level Prestige classes...we allow a character to have 2 of them as long as they fit the character, the story and the campaign Rule 2 You must apply for or be recruited by those who train the Pristige Classes.... Having an Order of Eldritch Knights who secretly watch and then recruit a perspective member adds more to the story, more to the character and make the class Prestigious Rule 3 If it doesn't fit your campaign....Don't allow it....though as a GM I try to maintain a degree of openmindedness and even handedness sometimes the edict must be laid down.... Most players when you explain why a certain thing doesn't fit into your world are willing to accept it...and some of those who don't are willing to at least argue HOW they might fit in...and of course if their idea sounds good...USE IT... making the players happy is PART of the job as well as long as it doesn't disrupt the game and story line
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