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Mark Seifter wrote:
I'd just like to point out that the bestiary entry for Agathions says the following: "Some are more humanoid in appearance, while others spend their entire existence in a form nearly identical to that of a true animal". Since you can effectively have Agathions that are nearly identical to real world creatures, the mount evolution fits them perfectly.
Sooo, if you guys do end up errating away the mount evolution for devils, we'd appreciate it being added for the Agathions ;)
Well, people used to think that all video game systems were "nintendos". These sorts of things don't last forever, though it will probably take longer in a smaller market like this one.
The real nerf is that barbarians no longer benefit from the courageous weapon enchantment because the bonuses are no longer moral bonuses. Though, the whole furious courageous weapon thing was kind of silly.
Yay! I've been wondering if that is how mithral was intended to work, glad to hear it :D
Just a request: if you do a FAQ about taking 10, please make it cover taking 10 in general and not just knowledge checks. To this day I constantly get into arguments with people who think you can't take 10 on a climb or disable device check because they say "Failing would cause something bad to happen, so you can't take 10". D:
Mark Seifter wrote:
I've always been kind of tempted to make the Breath Weapon evolution have unlimited (1d4 round delay) uses so there's an actual point to building the eidolon with it, lol. It always lags behind their attack damage anyway.
I think I am going to houserule that players can give up feats at a faster rate in order to gain abilities from their VMC picks. I really dislike the fact that you don't really gain the the things that make you feel like a member of these classes until like... level 15 or 19 in a lot of cases. The campaign is basically over at that point.
Hey James! I'm in a campaign right now where I've been trying to introduce Daikitsu as a more active deity. However, I've been having some problems coming up with ideas for a few reasons and was wondering what your thoughts on the subject were.
1. Diakitsu seems to be mostly a Diety for farmers, family, and craftsman. Nature as well. In what circumstances would she aid or be interested in an adventuring party? Maybe when they are protecting a village or something?
2. Daikitsu is a Kitsune, and her primary worshipers are kitsune. However, she seems to have very little in common with them aside from the whole 'mother of the race' thing. Sure, kitsune are loyal and have interests in craftsmanship, but they seem to primarily be known as enchanters and tricksters. Why do they seem so different from Daikitsu?
I know that Daikitsu is essentially a re-flavored version of the Japanese god Inari and that is why she has her domains, but I am just trying to figure out why she seems so different from her race in the context of Golarion and what it means for them.
3. If Daikitsu worship were to spread into the Inner Sea region, do you think it would change in any way or run into any barriers? I know that Gozrah is very similar, but s/he seems to have little direct interest in *people* the way Daikitsu does, so it seems like farmers and communities would find Daikitsu to be an easier god to relate to.
Alexander Augunas wrote:
C) I don't like the idea of "spell level access = more tails" because it undercuts the idea that nine-tailed kitsune are rare. They should be. Since nine-tailed kitsune aren't even mentioned as being a thing in any of their racial descriptions (but white-furred kitsune ARE, which also comes from Japanese mythology), that leads me to believe that polytailed kitsune are rare enough that they're seen as being myths / stories among kitsune, let along other races.
I can understand that. I guess my aversion to the magical tail feat line (and why I often give the tails to a character for free) is because while the individual abilities sound powerful it is pretty much impossible for a character to get them at an early enough level that they are meaningful.
Actually, my real aversion is that in my opinion a nine tailed kitsune should be *frightening*. It should be an event to run into one. In actuality, in almost every instance, the players would be relieved to run into a nine tailed kitsune because it means he spent his feats unwisely! The idea that a nine-tailed kitsune sorcerer is inherently weaker than any other kitsune sorcerer blows my mind, but unfortunately that is the way things are. So... I just give them their tails for free for flavor sake so they have a chance to go with a real character build.
First, you should make it clear before the campaign starts that the fights won't all be tailor made for the party. They may run into something that WILL kill them if they fight it head on.
Second, if the characters are about to fight said unbeatable encounter, give them all DC 5 wisdom checks to realize that this is a really bad idea. By having a roll be involved, that makes it feel like their characters realized this rather than an out of game voice saying "no you shouldn't fight this".
A lot of people here seem to be forgetting that the demons at least need to have a 'reliable description' of where they are going. If adventruers want to keep a surprise teleport from happening all they have to do is move their campsite. Add something to block scrying if necessary.
Depending on how reliable of a description the GM requires, a king could fool a teleport spell just by moving his bedroom to another part of his castle or changing the furniture every once in a while. Of course, this is completely ignoring the fact that a king should be able to pay to have his castle constantly dimension locked.
I said it before and I'll say it again: there is nothing in the ability that says anything about any souls being harmed in any way. Aside from it being separated from the body of course.
Free utility powers is definately high on the list of things that I would like to have for the Kineticist. Playing a Pyrokineticist and not being able to at least generate my own light sources without a torch (or setting an enemy on fire) kind of drove me crazy in my playtest, but it is also something that I couldn't afford to spend a wild talent on if it was an option.
Having recently played the same module, I can safely say that it's simply not a good test for many characters. Ranged attacks and limited vision, combined with low mobility that prevents you from repositioning away from cover? No bueno.
True, though I didn't really have a way of knowing this ahead of time ;)
I have to say though, I don't think having more lighting or maneuverability would have changed much in this game. The biggest problem for me was that there was really no where I could go in order to get a clear shot. Unfortunately, this sort of cramped dungeon crawl stuff happens all the time for adventurers! I might have to try and fit in Kinetic Blade as an alternative way of dealing damage, but with the concentration checks I'm not sure it is worth it.
In my opinion though, part of a measure of a class is how well it can function in non-ideal circumstances. If its primary ability can be rendered ineffective too easily then that shows that the class either needs more variety and support powers or needs to be extremely effective when it is in ideal conditions. Right now I'm seeing neither of these qualities in the Kineticist.
I guess I'll just have to see how things go in the next level/senario. Not sure what the next game will be.
Just a thought on a simple way to let Kineticists to choose a 'combat style' at 1st level. Package in a bonus feat with certain existing Wild Talents. For example:
Extended Range grants Precise Shot
These would be permanent feats, not just ones that are active when burn is being used. The idea is that if the character is choosing a Wild Talent to use his Kineticist powers in a certain way, he shouldn't be having to spend a bonus feat as well to use it.
So, I was building a 1st level Pyrokinetisist, and I realized something funny. Despite being able to produce fire from his hands *at will*, he still needs to carry torches!
It would be nice if each type of Kineticist got an at will cantrip that matches their powers. For example:
Aether: Mage Hand
I know it has been mentioned before, but I also have to point out that I feel forced to play a Human so I can get Precise Shot at level 1. The class probably should get an early feat that lets the player choose their fighting style.
One person mentioned that Natsu from the Fairy Tail Manga would obviously be a Pyrokinetisist. For those who don't know, Natsu is a 'Dragon Slayer' type character, who essentially follows a 'fight fire with fire' theme. He uses fire infused punches and breath attacks, is immune to most forms of fire, and can eat/absorb flames to become more powerful or rejuvinate himself. It has never been shown, but I believe that his fires can also damage creatures that would normally be immune to fire.
If there were powers available that allowed us to emulate Natsu's fighting style it would be *amazing*. I'll go ahead and share a few rough power ideas.
Elemental Immunity/Resistance: The Kinetisist is immune or resistant to elements associated with his blasts.
Absorb Element: Requires Elemental Immunity. The Kinetisist can absorb energy related to his element. Whenever damage is negated by his energy resistance or immunity, he can choose to store this energy instead. When using an ability that would inflict Burn upon him, the Kinetisist can use a number of points of stored energy equal to his level to decrease the burn cost by 1. The Kinetisist cannot store energy damage from his own attacks.
Kinetic Breath: The Kinetisist can build up elemental energy within his body and release it from his mouth as a cone or line attack that deals damage equal to his blast. Reflex DC = 10+1/2 lvl + Con Mod. Burn 2
Kinetic Slayer: The Kinetisist's attacks can ignore an amount of energy resistance or damage reduction equal to his level. By paying three burn, he can ignore all energy resistance, immunity, and damage reduction for one round.
I agree. I love this class so far, but it really needs more AOE at lower levels. Especially for the fire element: it is kind of weird that they only get single target attacks that don't affect most swarms until level 16.
Personally, I would also recommend that a burn option be added that lets the character bypass elemental resistance and immunity. Maybe 1 burn per 10 points of resistance ignored, and 4 points of burn for bypassing immunity on a single attack. It would be an expensive last ditch option for players at least.
I have to say though, Oracles have simply terrible saving throw bonuses without the divine protection feat. They kind of needed something. They get only one good save and none of their saving throws match up with their primary stats. In Wrath of the Righteous our GM allowed Divine Protection because without it the Oracle would have needed 20s to make the DC 35-40+ saving throws that high tier mythic enemies and Demon Lords throw around.
As soon as I saw the Eldritch Scion archetype for the magus, I knew that I wanted to build one. The magus class feels much more 'natural' as a spontanious caster.
The issue is that the Eldritch Scion cannot use any of the traditionally good options for the Magus. They cannot use metamagic because spontanious casters use it too slowly. They cannot use Arcana that cost arcane pool points because they need to save those points for activating their bloodline and spellstrikes.
Because this kind of magus is so different from most magus builds, I figured it would be good to come here for advice. The character is about to hit level 3, so I can still make build choices for level 3 and higher.
I choose to go with the arcane bloodrager bloodline for its sweet sweet buffs. Because the very first bloodline power increases the concentration check DCs of nearby casters by 2, I am thinking of going with the following anti-caster build. By having the Arcane Bloodline, Disruptive, and a Distracting (lesser) weapon, I can force casters near me to have a -11 penalty to their concentration checks to cast defensively.
I'm not selecting the Arcana to get Swashbuckler's Precise Strike because there is some question of whether or not it actually works with spell combat.
Kitsune Eldritch Scion
lvl 1: Weapon Finesse, Disruptive Bloodrage
So yea... very heavily anti spellcaster build, but thanks to the arcane bloodrage abilities which can give him Displacement and Resist Energy this character should be very effective as a melee combatant as well.
Any thoughts on ways to improve this build, or builds that may be superior for the eldritch scion? I am aware that certain other races (such as humans) might be better for this than a kitsune, but that aspect of the character is already set ;)
So, I have been seeing a lot of people on the boards talking about how Arcane Deed can give a Magus a huge damage boost by picking up Precise Strike. However, part of the wording of Arcane Deed makes me wonder if it really works that way.
Arcane Deed wrote:
Arcane Deed doesn't say anything about gaining the passive effects of a Swashbucker Deed. It doesn't even say that the Magus really gains the dead. All it says is that you can use a point from your arcane pool in place of a panache point to use the deed. Maybe this was intended to place a limit on what deeds a magus could really benefit from?
Yea, I may just be reading into the rules too much, but I figured I should draw attention to this to see if it needs to be put in the FAQ.
EDIT: I just thought of something else. There is nothing in either Arcane Deed or Flamboyant Arcana that gives the Magus a swashbuckler level when using the deeds. So presice strike would give the magus a +0 damage bonus as written anyway....
Another Edit: Just so you know, I am asking this partly because I play in PFS. We often have to follow the rules as written regardless of the intent until the FAQ says otherwise. Because of that, the writting is a bit problematic here.
Hmmm, if we were able to get an errata for the Dampire variants, I wonder if the same could be done for the skinwalkers? There are a few issues with them.
Witchwolves for example, their name and their description make them out to be all about being witches and that their witches are their leaders and the strongest members of their packs. However, they have a racial penalty to intelligence! They make terrible witches. The only work around is if they're allowed to use that Orc only Scarred Witchdoctor archetype that lets them use Con as their primary casting stat.
Werebear kin are described has suddenly gaining a burst of strength when they first shapeshift, but have a Con bonus instead of a Strength bonus.
There's also the weird issue with several types of skinwalkers gaining mental stats instead of physical stats when they shapeshift, which hurts their spellcasters (they have to stay shifted for a day to get bonus spells) and is thematically problematic.
I'm only pointing these things out of love for skinwalkers and a desire for their stats to match up more with their descriptions ;)
The thing that really bothers me about the new Dex to Damage feat isn't how it works. It is the 'Weapon Focus' prerequisite and how much it hurts non-humans.
If you are a non-human swashbuckler and want to pick up dex to damage on a weapon with this feat, you have to pick up weapon focus on a weapon that you *can't use with swashbucker's finesse*. Then you are stuck with that useless weapon finesse feat for two levels until you get Slashing Grace. Humans just pick up both at first level.
As much as I am glad that we at least have a Dex to Damage feat... This is like dealing with the Point Blank Shot/Precise Shot requirements of archery at low levels all over again.
The more I read, the more this becomes my favorate book from Paizo ever.
The number of options in the book is staggering. I especially love the options that let you create a character with abilities from other classes. There are a number of characters concepts that I was unable to build effectively a year or two ago that I am now able to build because of this book.
Can I ask a question: Why are you even using Mythic? I mean, you might as well not use Mythic at all. It's not like you can't use WotR with standard characters. If you never use any of the Mythic abilities of the enemies (leaving hit points and damage output as-is) then the extra magic items in the module help compensate for the increased difficulty.
Good question. Well, personally I like the mythic abilities that give fancy powers, but I hate the ones that simply increase the numbers (including damage, ability scores, spells per day and such). Basically, I think the numbers in pathfinder are high enough already, and that mythic needs to be more about awesome powers. So, if I run a mythic game I will probably edit the rules to reflect that.
So, if I have a Swashbuckler take say... a one level dip into Cleric, I'd be able to pick up charisma to saves at level 5?
Alexander Augunas wrote:
Question: What's stopping me from keeping my animal companion dead and reaping four succulent benefits? How does that ability work?
I'm guessing that this is a temporary boost to help you in the battle where the animal died. That way you don't become immediately useless when you lose your teamwork pet ;)
I totally created a human swashblucker who is going to turn into a kitsune as soon as they are legal without a boon. :)
I just don't get it when people complain that eidolons are more powerful than animal companions. The eidolon is the main point of being a summoner, while every class that uses an animal companion gets them as a secondary feature. I would be increadibly disapointed in the summoner class if the eidolon was any weaker than it currently is.
Edit: Druids with their full spellcasting, animal companion, easy summons *on top of* having an animal companion, and shapeshifting are arguabily far more powerful than a summoner. Druids just require more system mastery.
In my opinion, true system mastery includes skipping all the things that would make a GM say "NO, it clearly wasn't meant to work that way", lol. That's what I would have said if any of my players tried this on me. ;)