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Hmm, overall I loved the flavor of the book, but at the same time, I thought some things, specifically the feats and abilities, weren't as good as those found in Monster Codex.
My Half-Orc Vanguard Slayer LIVES to cause terror on the battlefield using the feats found in the Bugbear section of the Monster Codex.
Packrager is an insane archetype for a Barbarian.
And Chain Challenge plus Order of the Flame are absolute MUSTS for any Cavalier who is gonna be a combat monster.
The same goes for the stuff out of the Orc section.
Right now, I'm going thru the Villain Codex, and I don't think it's as useful to the PCs though I'm loving the atmosphere the groups create.
I'm genuinely excited for this book and can't wait til the pdf comes out. Let me ask is any group defined as particularly mercenary?
I'm curious about that because if so, could have a PC have a background as part of that group. Could lead to interesting role play options and encounters for the rest of the group.
I was looking at this class, and it's SUCH an awesome idea, but I feel like it's not giving enough of a benefit to justify loss of damage with rage, since many powers are somewhat dependant upon the morale bonuses.
I was thinking about adding a few fighter abilities to the class, to emphasize it's more controlled, martial and disciplined aspects, specifically Bravery, Armor Training 1&2 and one rank of Weapon training. And I'd say that his barbarian level counts as 1/2 his fighter level for feat purposes.
I'd suggest giving up a few rage powers, trap sense for bravery, and he gains heavy armor proficiency for free. In this way, the class can be made into a kind of controlled, focused warrior who can slaughter without questioning his orders. What do you guys think?
As a guy who played this AP, I can tell you it is my favorite, followed by Iron Gods for its Korgoth of Barbaria feel.
One note: some of the so-called villains in this AP are really quite tragic, so if you GM this, try to emphasize that aspect. It made my half orc redeemer paladin work all the harder to save them. Even the ones that seemed beyond redemtpion.
So I was just thinking about this as a possibility, but what about using a slayer as the basis for your Aldori Swordlord rather than fighter or even duelist?
Thematically in some respects, a slayer Swordlord studies his targets, while the ranger combat styles, feats, etc. allow for the character to add take advantage of many different options and fighting styles. Plus, those bonuses to demoralize will definitely help a slayer get off more sneak attacks, etc.
So, how worth it is circling mongoose for a non sneak attack class? This type of mobile build is fairly interesting to me, but I'm wondering if this chain would be too feat intensive to make worthwhile.
Anyone have any opinions on the matter?
Arsenal Chaplain is my favorite archetype for Warpriest. Definitely amazing. Any devotee to any god is ultimately made a badass with this one, and you're right about the attack damage etc. I just really like the flavor of a Gorumite so out of his mind with bloodlust he just goes berserk. It's why I've always chosen those rage based domains/inquisitions. They're badass like that.Granted you could go with VMC of a barbarian or something, or a cleric and get the Rage subdomain. Still, I prefer a class to get that ability some other way than VMC.
So, I was wondering if anyone has used the Witch Killer Slayer and what they think of it.
I prefer to play martials, and I really enjoy classes and archetypes with a lot of flavor to them over other sorts of abilities, and in truth I've lately been partial to melee based Slayers.
So when I saw this archetype, I was thinking it sounds interesting on paper, but how does it play normally?
A lot of the rage based slayer abilities this class gains are pretty awesome, since there are a TON of arcane casters in most games, allowing you to pretty much go up against just about any Runelord or whatever without issue. Though I think the archetype would suffer tremendously against any campaign or game where the enemy is a divine caster instead.
One thing does bother me about this character: Studied Witch ability, which modifies Studied Target. Flavor-wise, it's interesting, but I don't like that you can't increase the number of studied targets simultaneously. That does bug me a bit.
What does everyone else think of the archetype? Are the abilities useful enough to warrant an investment into the class?
The one thing that does bug me with Wapriest vs. Inquisitor of Gorum (he's my go to god) is that the Warpriest lacks the ability to get rage, whereas the Cleric and Inquisitor can both easily get it.
You know, I really enjoyed the Rise of the Runelords anniversary edition, with all the after the adventure stuff that was added in, etc.
I'd love to see what is readily available here in this book. I'm definitely gonna purchase it when it comes out on pdf.
Bought it. Really enjoy a LOT of what this book has to offer. It allows for a ton of flavor and the game play options are very viable from what I've seen.
I'm experimenting right now with a half orc divine paragon of Gorum concept. With a VMC Fighter this guy can really be a nasty combatant.
Also looking at viking fighter. With deific observance, hurtful, haste, and Gorum's sentinel options, he can get 7 (!!!!) attacks on the charge. With an impacting greatsword while enlarged and Gorum's swordsmanship, that's utterly insane damage!
Who says fighters can't have fun?
And you get a sacred brand that makes you more obvious and your aura stronger.
This modifies domain and your aura.
Is it just me or is this archetype capable of some real insanity, especially if you decide to couple it with a vmc.
I was looking at this class, and thinking if I wanted a pure damage dealer, I could go half-orc divine paragon of Gorum vmc Fighter.
Taking the Rage subdomain as my main and the dueling subdomain as my secondary domain that gets replaced, I can get some great spells, abilities, and good consistent damage.
Choosing the Sentinel powers of gorum, while raging I get an additional +2 to attk and dmg by level 14.
Couple in the morale bonus from Grudge Fighter when damaged, using a courageous weapon and reckless abandon, plus the weapon training and duelist gloves, you could potentially get a +10 to attack and damage rolls from that alone.
Edit: That +10 does not include reckless abandon either.
Overall I sense a truly offensive monster when built a certain way, plus full spell casting from both domaina. The dueling subdomain grants dance of a thousand cuts, another great boost to the cleric.
What does everyone else think?
Well, I would rather paizo give the opportunity to play as hobgobs in an AP due to Molthune recruiting them like crazy (along with lycanthropes, centaurs, and any other monstrous race that can take orders).
In home game fluff, we've even set up hobgoblin orphanages in Braganza, in part so that city's population grows in size, and in part because hobgoblins aren't big into parenting.
A green dragon who runs the mage college also experiments with the hobgoblin bloodline in an effort to create varied species or even more suitable soldiers. As a result, my personal character is a vanguard slayer hobgoblin who is of alchemical altered blood, a mix of bugbear and hobgoblin. Makes him stronger (+2 to strength instead of dex) but he was so unruly as a child he was placed in the infamous Redwall Reformatory for Troubled Youths.
Because of this stuff our group has done, I'm taking such an interest in this particular AP.
I look forward to this adventure. The location (Nirmathas & Molthune) appeals to me greatly, plus the fact that this adventure features Hobgoblins, who were said to be a major threat to the inner sea region, all makes it interesting.
Hobgoblins have been said to be a major threat to the region, but so far they've never really posed an issue.
I like feinting, but at the same time I'm less enthused about it vs something akin to an intimidation based build via Vanguard Slayer (my favorite archtype) or even using ranger combat styles to get Shattered Defenses, etc.
I was wondering if this guide was going to get updated at all with the latest options for slayers and the like.
Yeah but summoner spells are limited in both per day casting and how many you can choose from. As a melee summoner you may want to focus more on self buffing rather than other spells that are situational based upon campaign.
For a melee summoner, would taking a few levels of Bloodrager to get things like blooded arcane strike and mad magic be considered a viable option?
I was just thinking about this idea, and while I liked the Blood God Disciple it gives up good stuff for not that good stuff. So I'm thinking maybe a few levels of Bloodrager to regular summoner can make up the difference.
What do you guys think about it? Also, would bloodline even matter in this case?
You could definitely work out some different bloodrager archetypes without many issues because you're not going to stay in bloodrager that long. I'd say 4 levels max.
Charisma based martials, of them my favs are Daring Champion Cav (even regular Cav is pretty damn good as a Charisma martial) & Bloodrager.
However, Fighter can also be a good choice provided you pick the right archetype and feat combination.
Hey, I'm working on a character that is built specifically for a River Kingdoms / Tymon / Razmir campaign.
Weapon Masters Handbook is in full use for this campaign, as are a number of others, some stuff from the occult as well.
I'm looking for something flavorful and still effective in a campaign, and I'm wondering specifically about that fighting style in the weapon master's handbook, Orc Fury Style.
Being that we're going up against Razmiran and the armies of Razmir, I can imagine all sorts of Arcane casters masquerading as holy men will be available to fight. As well as other stuff.
Do people find Orc Fury style useful for both intimidating as well as getting a bonus against mages or anything shaken with an SLA? Would Orc Fury style still considered to be in effect if you use Dazzling Display as well? If so, that might make a group of spellcasters that less powerful against my big guy (actually, he's not that big, strong but more of a runt of the litter in size, hence the reliance on mutagens).
It's an awesome flavorful style, but it's an investment, even for a fighter.
So will we get further in depth details about the kill or be killed social structures of Urdefhan? Any info on their leadership and cities as well? Military structure? Distinct breed of magic?
Depends on if you've read the Monster Codex. While no images of the beast were showed, there were stats for a fully ancient and super charged Troglodyte that was essentially a precursor before their civilization fell.
I definitely want to hear about the wars that Urdefhan wage against other races, maybe even have more revealed about the upper echelons of their society, stuff like that.
Part of me loves the idea of an Urdefhan mercenary who is a Chaotic Evil renegade and worships something other than Szuriel or one of the other horse men, instead signed on with some other racial group and plies death and violence along the silent sea, all for slaves, gold, and power.
Maybe he's got Hezrou or Balor blood in his veins, maybe he hears the whispers of the Rough Beast. Or he simply finds the roar of battle and the eternal clash of steel that Gorum promises in the hereafter too grand for him to pass up. Perhaps he's discovered a way to sever the ties Abaddon has over his soul.
The horse men, and daemons in general, just always come across as too depressing for me. Just kind of meh maybe tho that's because I take their nihilism to the forefront.
I agree with all your points. I'd also like to see the Deurgar fleshed out in other ways. There's something about their society that seems TOO organized. I'd like more of it fleshed out about renegade or fallen deurgar too.