|Paizo Pathfinder® Paizo Games|
|About Paizo Messageboards News Paizo Blog Help/FAQ|
So not really specifically interested in any of the races this book is focused on....how many of the mechanics options (Feats, spells, etc...) are actually usable by other races ???
From what I can tell, most of the options aside from racial traits and favored class bonuses are available to all races as long as they can meet the prereqs. For example, most kitsune vigilante abilities and feats are available to all (kitsune passed them on to others, or inspired them). However, the shapechanging feats and abilities require that the user either be a shapechanger or have wildshape.
Most of the abilities are most useful for most thematic for the race that they are grouped with however.
Amusing fact: the kitsune vigilante favored class bonus is +1/2 to the disguise bonus from seamless guise. A high level kitsune who combines that with Seamless Shapechanger so he adds gets to use his Seamless Disguise bonus while shape-changed can get truly absurd disguise skill checks.
Let's see, the theoretical total is...
Those kitsune racial traits and favored class bonuses are REALLY good. They're not overpowered, but they add exactly the kinds of flavor that the race needed. They can get tails more easily, be skilled and intelligent tricksters, and have a starting fox form.
A little sad that none of the racial traits replace the bite attack, but I will admit that may have been a hard one to explain away.
You can tell that a lot of thought went into the kitsune section, as if they had a certain really kitsune obsessed person write a lot of it ;)
Hmmm, it is cool that these new kitsune feats and abilities can basically give them a unique playstyle when used for sneak attack feint builds. A kitsune slayer with just a few of the transformation feats will have swift action feints, pounce, and a fox form for scouting. I'm sure that some interesting builds for dazzling display might be possible as well.
Kind of saddened that we don't have a full 'kitsune bloodline', but I guess this sorcerer archetype can kind of make any bloodline into a kitsune bloodline, lol. I've just never felt like the tailed feats were worth it for kitsune sorcerers since they don't benefit from the race's enchantment bonuses.
Let's see, things that I would remove...
1. The Big Six magical items (replaced with a feat-like system that imitates item bonuses)
Luckily for me, my houserules already do all of these things! I complete the work in record time and get a bonus!
I'm really looking forward to the favored class bonuses. One of the major issues with the uncommon races is that they barely have any favored class bonuses to choose from, while the core races basically have favored class bonuses for *everything*.
Here's hoping that there is something for Kitsune Mesmerists! ;)
I'm glad that this book dedicated some space to wyverans. I've been avoiding them because I didn't like their original art and they were a RP 17 race. The new art makes them look like they would fit in much better among humanoids, and the new race traits can bring their abilities a little more in line with the standard races by weakening their wings.
I have to say though, I really wish their stats had been changed so they had a charisma bonus! Why is it that none of the races which are related to dragons and are the most thematically appropriate for dragon themed classes/archetypes have a charisma bonus?
I think I know what my next alchemist character is going to be like...
That Touch Attacks vs normal AC spell is single handedly going to save dragons from firearm related extinction. All of my dragons are going to mysteriously have that on their spell list now, lol.
I have been playing this game way too much, but at least I have gotten a lot of exercise. I'm at around 30k walked and level 15. I live in a suburb, but luckily there are a few stops near me and a bunch around where I work.
I have been managing to get a lot of my friends to join Red Team. Soon we should be able to get together and take over gyms.
Alexander Augunas wrote:
The Agathiel also gets one huge advantage over other shapeshifters like druids: their gear doesn't merge into their new form. It reshapes to fit the animal form. That means he can get the full benefits of armor (but not weapons).
He is also trading those vigilante talents for the ability to choose abilities from the beast shape spell list when he shapeshifts. At level 16 they can get 3 beast shape III abilities or 1 beast shape IV ability.
jon dehning wrote:
Kitsune evolution gave them their human form just so they can drink whatever alcohol they want. ;)
Kobold Cleaver wrote:
Here's one: use polymorph any object to create floor tiles over lava pits that cover every square except the one the BBEG is standing on. When the antimagic field activates, the tiles disappear and the caster falls into a lava pit.
Be sure to have to BBEG laugh maniacally afterwards.
Cruel Illusion wrote:
Yea, short lived kitsune hurts my head as well. One of the main things about kitsune (in legends) is that they are just foxes and nothing special until they are at least 100 years old.
Meh, dragons. Between 3405 D&D books on them, I don't need any more.
Yea, the problem for me is that while I WANTED to play D&D back during 2nd edition, I was not able to join regular roleplaying groups until early Pathfinder. I completely missed all these dragons that other people are so tired of. The fact that so many GMs and designers actively try to keep dragons out of games now is beyond annoying for a dragon fan like myself.
In the Golarion setting (as opposed to Generic setting), kisune don't actually know sylvan. Their starting languages are Tian and Senzar. Senzar is the language of the Spirits and Kami in Tian Xia ;)
Technically, the Kitsune really should have a Spirit Sorcerer Bloodline. They don't actually have any ties to the fey, but it is the closest thematic thing that we have right now.
Honestly, all a high level wizard really would need to do is start Planar Binding outsiders with DR/magic (protection vs guns) and greater teleport. Then he can show them live TV of various world leaders and have them teleport in and kill them. Then just use easily available pictures of other important government centers (from the internet of course) to give information for further teleports for cleanup. The wizard could eliminate most of the governments in the world without anyone being able to figure out where the attacks are coming from or who is doing it.
Once chaos has taken over, then he can start building an army. Gathering loyal followers should be easy for for someone who can summon or create important resources when the world has fallen into chaos. Plus, no one would have weapons that could challenge his bound outsiders who DR/magic. He could slowly take over and place simulacrum of himself as governers to handle logistics. It would take a while, but who is going to stop him since he has already eliminated all the governments.
This is an excellent idea for an draconic oracle curse. Maybe the character should feel compelled to always make sure he always has an amount of gold at least equal to the value of what he's wearing :)
Another possibility would be some sort of 'hording' drawback trait, so that this would be available to all players and not just oracles.
I love charisma based classes and I should have been one the the Overwhelming Soul's biggest fans. However... the changes to the class are so mathematically painful that I can't bring myself to build one.
Let me put it this way: a standard kineticist who simply gives himself enough burn at the start of each day to have hit points equivalent to that of an Overwhelming Soul will be both more accurate and deal more damage per hit than the Overwhelming Soul. This is because the static bonuses that the Overwhelming Soul gets are significantly weaker than what the standard kineticist gets with just a few points of burn, not to mention that it is more MAD.
Being good with diplomacy and such is nice, but I don't think it should cost such a big chunk of your combat and utility abilities.
I really hope that this book has some sort of options for characters who get infected with lycanthropy and try to suppress and control it to use it as a weapon. Something that also keeps the character's power level in line with the other players, like a prestige class.
It is kind of annoying that currently the only real options with lycanthropy are to either cure the character or create a new character. Anything else often leads to alignment drama or party imbalance.
I new it, Mengkare is a Veiled Master;)
I've been kind of suspecting either this or that he's being controlled by a Veiled Master since his experiments seem a little too similar to what the Abolith did with the Azlanti. Having that odd dislike of the gods seems very Abolith-like as well.
Having the Abolith involved also nicely sidesteps some of the alignment drama, lol.
The Wyrmwraith is high on my list of terrifying monsters. A single one of those things should be able to wipe out all life on a planet. All it needs to do is pop up unannounced in a heavily populated city, turn everyone into dread wraiths under its control, and then send them out to all the surrounding towns. Then those send the Dread Wraiths they created to the next towns. Repeat as necessary.
Seriously. How do you stop something that simply has to use its breath weapon to turn a dozen commoners into CR 13 Dreadwraiths. If a Wyrmwraith attacked a city there would be dozens if not hundreds of Dreadwraiths in *minutes*. Plus, even if you kill the Wyrmwraith, that just frees the Dreadwraiths. It would take a well prepared and organized freakishly high level party to deal with that.
It makes sense to me. If you go unconscious or get dazed while flying you are technically still in control of the spell, you just aren't telling to to keep you in the air. It says that it takes concentration to fly after all. Seriously, do you expect a 3rd level spell to have a protective safety cushion against every possible downside or counter?
The reason why the "There is too much bloat" argument baffles me is because it assumes that you have to know how everything works to GM the game. Unless you are running PFS, you don't. You only need to know how the specific classes your players are running work. Who cares if they have a billion options if they are coming to your game with only a few of them?
I will admit that this doesn't help PFS GMs, but that's just a corner case compared to how most groups experience their roleplaying games.
Avatar The Last Airbender had the weirdest party. Almost all kineticists and some sort of fighter/ranger? Since they all had different elements and the hydrokineticist picked up kinetic healing early on they actually had a well balanced party. Well, except for some reason the GM let the Aerokineticist use his 20th level capstone super early in the campaign. That turned out to be overpowered, so he took the ability away half way through the campaign and gave it back when the final boss fight started going bad.
Which is essentially the same description you could apply to Chi. The simple truth is that High Fantasy Martial combat isn't martial. It's always paired with something else. The best Pure Martial stuff are things like Samurai Champeloo where melee combat is combined with skill use to perform stunts.
The problem is that in a world with supernatural powers the only way a martial character should be able contribue meaningfully is by becoming supernatural in his own right. It doesn't matter how he does this, he could gain Chi, martial magic or anything else. However, a purely reality bound martial character being able to keep up with a supernatural martial character is very.... unrealistic. ;)
I've always found it silly that pathfinder tries to put realistic and magical characters on the same level. To me, this is kind of like saying that if Han Solo had a few more levels in Star Wars Episode 5 he would have been able to actually harm Darth Vader. The fact that pathfinder acts like such a thing is possible by trying to put the non-magical on par with the supernatural actually breaks my suspension of disbelief.
Heck, in a fantasy rpg where you are allowed to play as a wizard, all non-supernatural classes should be npc classes. Expecting balance in a party with a non-magical ranger and Gandolf the Grey is just silly. Soo.... yes, bring on the 'anime' powers! Give fighters the same level to break the laws of phyisics that wizards have. Or at least explain that +15-20 bab at high levels as something magical. To me, it will only make Pathfinder more believable!
Edit-TLDR: So, I guess I do agree with your point. High Fantasy Martial combat isn't martial. The problem is that Pathfinder is kind of high fantasy. So, what are these non-magical fighters doing here in this high fantasy game?