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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.
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. ;)
This is exactly what I'm worried about. Especially if the new summoner ends up being completely diffierent from the old summoner class.
I think you may be getting the wrong feeling from a number of the people who are posting. Remember that emotion (or lack there-of) does not convey well in a written medium.
Should I start adding smilies to everything I say? ;)
One other thing that Paizo is missing so far is a good implementation of a Kitsune Star Ball. The Star Gems magical item is currently kind of a poor substitute: its importance to a kitsune isn't even close to the stuff mentioned in various Asian legends.
The closest and simplest thing that I've been able to come up with is a variant arcane bonded item, but I'm sure there is a better way to do this one.
Alexander Augunas wrote:
I am amused by this because I have totally been thinking you would be a good person to ask for tips if I were ever to try and write 3rd party content. It seems like my instincts on this were correct XD
I like what you've with Studied Combat + Studied Strike. It really fits the theme of an intelligent fighter: when you play the class you'll really have to think about who to target and how many hits it would take to finish him. This is a nice difference from a fighter who can just wade into combat and kill everyone, but it keeps the investigator effective when it counts.
I wasn't too interested in the original design of this class (for extracts+sneak attack there was the vivisectionist), but now I am looking forward to trying out the final version.
captain yesterday wrote:
If there is any adventure where paladins should be allowed, it would be this one. You're working with a crusade full of paladins after all! If anything, the people who are being difficult with the paladin players would be the ones responsible for derailing the adventure here.
I have to say though, the players who complain about rocket tag bring it upon themselves in my opinion. There are a lot of very good defensive powers in mythic, and I have to ask why they didn't pick any. If a mythic character dies from a crit, it is his own fault for not having an anti-crit defense.
Hayato Ken wrote:
As a fan of both Dragons and Kitsune, I am conflicted. D:
Hayato Ken wrote:
Dragons are cool. As NPC´s and enemies. As PC´s you get a totally different game.
Is it wrong that I am far more interested in playing an 'enemy and npc' race than anything that is available to the players right now? I like fantasy because of things like dragons. I'd rather play something based on the race than fight one.
Hmmm, I think it has been more than half a year since the Mythic Adventures book came out, and there still has not been much in the way of erratas. I guess Paizo is busy :(
I have to say that I am looking forward to seeing what fixes Paizo implements to this book. As much as I love the Mythic rules I think this book is going to need even more faqs and erratas than any other book Paizo has put out.
I'm going to go ahead and say this: in a mythic game, "Beyond Morality" will be the least of your powergaming problems. If you don't want things to get totally out of wack you will need to require your powergamer to tone things down. A character who knows how the mythic rules work can make monsterous characters if he tries.
I suggest that you actually make your powergamer work for you and have him tell you what the most powerful ability combinations are so you can nerf/ban them in advance. Sometimes powergamers feel that they *have* to pick the best options if they are available, but won't feel like they're nerfing themselves if those powers are banned in the first place.