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Checking in, Redelia wished to express you all needing a Rogue-like or Ranged Martial. I have the determination to take either role though Im not fully sure about what is available as far as Dreamscarred Press is concerned.
I have a plethora of ideas but I want to know my limitations as you will. I'm currently reading through the gameplay and Discussion Threads as we speak to better know the party.
So far Im thinking some variation of Sand Kineticist Chosen of an Old God.
You can have Unchained Ninja they just don't want to put forth the effort to print another entry that just has all the Rogue stuff and Ninja stuff smashed together again.
That would be a waste of time and money for them.
They are Archetypes, They are the Classes. It easy and simple. If its simple and works and the other choice would make it less so then you chose the one that makes sense.
I easily see it as workable as casters in general are stupidly powerful so losing any amount of spells wont stop you from having the big player of "Spells".
I would likely specialize in ranged capability and whatnot with the Android chassis but other than that it should work fine.
Do you have a specific point buy or just a vague idea of this concept?
That's the thing Dave, there are ALOT of archetypes that trade out swift Alchemy but not the Alchemy class feature. It is the exact reason Empiricist cannot be chosen, among a plethora of other Archetypes. I believe there are maybe a few that do not, but if chosen simply will not work with Sleuth except Lightbearer I believe.
We are answering a question however, so it must be as the rules say they are.
Yeah it is unfortunately an issue of bad editing. It seems to flow into the ability text and thus get missed by almost all of the sites and guides that read over the abilities. So as MUCH as an Empiricist Investigator with Sleuth MAKES SENSE. It by the rules cannot be done. Though the trade is completely unbalanced.
Those options also all bone the rest of them. The Fighter can fight, that is what they do, that is all they do. He doesnt have skill points, he doesnt have spells.. Heck the Rage Prophet can rage and cast spells, Divine Spells.
Tell us what the other character are and can actually do. Then we can begin the process of solving whatever this problem actually is.
With that mindset (Jingasa = Fate's Favored + jingasa) it would be like Paizo nerfing lay on hands, Channel or spells because Fey Foundling made dice healing 'too good'
It basically makes no sense as that is not a product of the healing but of the feat, which is only effective if diced healing is applied to you.. which only helps early-game and for Paladins ( And Paladin-like offshoots... like Warpriests) keep their ability to heal worth it late-game.
The Sword wrote:
I have to point this out. If you take any advice DO NOT take this one. It is one of the worse things you can do as it basically sets the limit at the worse possible player and makes them have control over others while penalizing anyone who uses a modicrum of intelligence differently. A Fighter should not be within bounds of a Magus nor should a Monk to say a Evocation focused wizard.
A Paladin Will have outstandingly better saves than a Rogue, the examples go on. DONT DO THIS.
There is no such thing as flavor over power. Some of the most 'flavorful' choices are also powerful as all get out. [Insert Video of Angel Summoner and BMX Bandit]
Don't be a dick should be always prescribed but suddenly placing focus on one player is quite noticeable and may not make the best response. Whatever rules that are made should be universal, if people dont want to amp up for combat, then they will look inferior and accept that, if he doesnt want to do the same in RP situations the same will be true.
Its not even hard to be powerful in comparison to someone else and if you go the banning route it will end up something along the lines of " Alright you can play Base Fighter, Rogue and Monk " because anything else would cause a rift due to capabilities.
As far as advice, make sure you are well versed in the rules so that issues can be solved quicker, have any house rules established beforehand, do NOT adjust damage as it is very easy to figure out. Get on him about loopholes and 'abuse' . Simply ask what books a feat, spell or ability comes out of so you are aware anytime anyone wants something.
Player characters are assumed to be able to handle 4 events of a CR equal to their effective party level daily (Expending a quarter resources about). A party is assumed to have 4 persons. As such it should be possible handle something that is assumed your level of challenge. At least once a day if need be. Be that a trap, monster, NPC or otherwise. A Single PC has a lower EL but the Marilith still is within possible challenge.
The main issue I have is that with all such, you cannot because the overall bolt is far weaker than it should have been. Thing is, it has Wizard spells so it can ofcourse do things because spells are powerful. it does not excuse a weak feature however. Heck, if you placed no real investment and could do 10 damage a hit and were focused on something else that would be fine. But its the fact you do and do little better.
And notice you picked quite a high level to even justify that much. Unfortunately that is paltry compared to the amount of investment you likely placed to make the Mystic bolts any good. The standard Ranged feats, TWF Tree, Weapon Finesse, to maybe do 10 damage per hit against a creature that is your CR which you should be able to fight alone, if with some challenge. Instead you place alot of effort for little gain and as I said, another class with just enough to get Mystic Bolt does it better and still has their abilities, they also get 2nd level Wizard spells out of it.
Your case was even assuming you could use Holy but lets give the Warlock benefit of a doubt.
You are talking to someone who heavily playtested that particular variation of Vigilante. ultimately they went with the " Just give them the spells and half the talents" Idea, so unfortunately you cannot use much of the class choices. If you want to make a good Mystic Bolt user it shouldnt require you do as I did and have conductive weapon and use it as a rider (Double Barreled Pistol and Shortsword respectively) Nor should it just be fine to take 4 level of Warlock and 16 levels of anything else, like Fighter.
Incorrect. Smite Evil is Cha to hit and Level to damage. When against an Evil Undead, Dragon, Outsider (or Antipaladin) The Level to damage simply doubles for the first strike. So the calculation in your example would be Cha (+3) to hit and Paladin Levelx2 (+6) to damage, then Paladin level (+3)from that point on.
Save that you cant have True Strike Potions I dont ever think having levels of Rogue would help for that. I would instead put forth two levels of Barbarian and if high enough level get Improved Vital Strike and Furious Finish. Other such ideas are 5 levels of Inquisitor for Wis Synergy (Bane and Judgement Aint Bad) or Perhaps Abyssal Bloodrager.
Alright then lets get this party started.
Private Pete Carlton IV inbound.
Weapon Skill: 2d10 + 20 ⇒ (3, 2) + 20 = 25
Alright lets reroll Weapon Skill
Weapon Skill Redux: 2d10 + 20 ⇒ (5, 8) + 20 = 33
Alright and then I'll Switch Weapon Skill with Fellowship.
Now Fate Points
Fate: 1d10 ⇒ 3
The way the Backgrounds and classes are set up, most people will be unique while also forming a cohesive group.. nothing I've seen was skewed much in one way or the other. Stormtrooper for example is as Elite as it is in the base game adapted for this one. Though obviously they have less XP starting out.
I noticed you had the first come with a Monoknife.. did you instead mean knife? As I dont think we have Mono-weapons quite yet. I may be wrong.
Exactly so it'd not be a hard extrapolation for their use to be limited to on-site use and then scheduled for reclamation after said missions. This assuming you can even utilize the weapons as they may have certain mechanisms to prevent use by Humans. Regardless I assume there would need to be a certain cache for study first.
Hrm. Since stats are normally 2d10.. are we sorta human (2d10+10 or 15) or slightly around the only War level (2d10+20)?
Even at the beginning, when we find rare stuff, anything with ammo will still be an issue. Having a Plasma Pistol for example is only as good as how many rounds you have and since most enemies dont carry that many clips (Assuming they dont detonate) you get a few shots before they are gone.
Either way I have no issue with that.
Ratling is built around a race not just flavor and is setting specific. Like Commisar is isnt really X-com. The classes available are more than good enough and likely to fill the areas you need.
As far as my character its fairly simple. He will be me so Close Quarters Combat, Mid Range capability and then some general provisions for survival. Will strive to keep team (Minions included) alive with quick thinking and tactics. Basically if the Ranger and Assault were fused.
Hrm So we will be fielding more than say, the 4-6 ( or in Long War 8) persons? Each person is going to have minions? Or are you changing that?
Take your time, technically this isnt even the recruitment thread. I would say personally, once the classes are sorta finished we can at least roll up base characters.. and do the fine tuning later (Gear and whatnot). In true X-Com fashion I'll even name the person after myself so that the tears will flow forward if I die...
Ferious; What I was trying to get across was basically what the guide and with clarification from Mort, was correct. The effect is achieving certain parameters within the confines of your level. If it IS your main form of contribution.. it should be Green. If it is red you are not doing so as your main job and thus will expect not to do well. The guide reflects that.
The Inquisitor I mentioned ofcourse would be built differently from my own but admittedly their base would be low. After a certain point however, things like Bane become similar to rage and thus are on most of the time. As such you can calculate it as though they were and have one as though they are not. IF firing all cylinders you cant reach green then you need to fix something.
Ferious, your example Inquisitor is different from mine in that your Strength is not 18 but that is simply a factor of 1 to hit and 2 to damage. A +7 is quite low as the chart shows but in practice the attack will not be that low for a plethora of reasons. Your previous Paladin by contrast was quite low at +7. The Difference being The Inquisitor with little effort reaches green and not for one or two fights for multiple Fights. Some it uses Bane which skyrocket EDV and Attack, Some it uses Judgement, Some it simply Casts Bless, which lasts 5 minutes and at that point can be on well before a fight or into multiple fights depending on the Dungeon.ost of the options take a swift or no action. Depending on the Inquisition or Domain They may not even have to do that. I havent even crept into their 2nd level spells.
This guide does not care for feelings, it represents competency and validity. With its entire kit an Inquisitor demonstrates its possible to be green most of the time, if you try harder it can be Blue. There is not alot of optimization there.