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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? ;)
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.
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.
According to the rules in the Magic section of the core rulebook, a spell can be copied from a scroll to a spellbook. Here is a link
Spells Copied from Another's Spellbook or a Scroll:
Spells Copied from Another's Spellbook or a Scroll: A wizard can also add a spell to his book whenever he encounters one on a magic scroll or in another wizard's spellbook. No matter what the spell's source, the wizard must first decipher the magical writing (see Arcane Magical Writings). Next, he must spend 1 hour studying the spell. At the end of the hour, he must make a Spellcraft check (DC 15 + spell's level). A wizard who has specialized in a school of spells gains a +2 bonus on the Spellcraft check if the new spell is from his specialty school. If the check succeeds, the wizard understands the spell and can copy it into his spellbook (see Writing a New Spell into a Spellbook). The process leaves a spellbook that was copied from unharmed, but a spell successfully copied from a magic scroll disappears from the parchment.
If you're worried about this causing resources to be lost you could rule that the copying process does not destroy the scroll. Or you could give the magus spellbooks to copy spells from.
Stephen Radney-MacFarland wrote:
I really wish that it wasn't option 1, because this lead my GM to just ban the ability before the party's ninja could abuse it.
'It has to be awsome because it is mythic' is nice, but the players still need to be challenged in some way.
Nobody even wants to like the summoner.
Objection! The summoner's flavor makes it one of my favorate classes, and I know that I'm not the only one. ;)
Admittedly though, the class does needs one of the following to not mess up a game: a rework, gm supervision, or a very well prepared and trustworthy player running it.
Beastmorph Alchemists get pounce as well at level 10. I would also call the Dimensional Dervish feat chain a varient of pounce since you can get full attacks out of it.
Plus, archers are superior to pouncers in general since they basically get to make a full attack and ignore DR at the same time....
Be careful about calling for one or two things to get nerfed when there are 10 other options that do the same thing. All you'll do is make the other options more popular.
Oh, and of course ... NO ALIGNMENT.
Not sure that Alignment actually needs to go, but I could see it's impact getting reduced so that 'normal people' are essentially all netural no matter what they believe. You'd have to be directly associated with a god or some other power in order to have a strong enough alignment for it to matter.
The main thing that would need to be fixed in a new edition is preventing the game's numbers from getting out of wack at high levels. It is beyond annoying that saving throws and BAB diverge so much at high levels. It is possible to work around it, but I wish it wasn't an issue in the first place.
In addition, the 'big six' magical items need to all be destroyed and never seen again. I hate it when I see some fancy magical item with a great and fun ability, and then have to say "I can't use that, because I would die without my Cloak of Resistance". I would like choosing magical items to become an actual choice again.
To me, the real annoyance with skinwalkers is that several of their mental stat bonuses are only applied when shifted. Not only does this not make sense thematically since the shift is supposed to be more physical than mental, it also hoses skinwalker spellcasters and special ability users. Unless they stay in their shifted form for an entire day they don't get bonus spells per day or extra ability uses from that mental stat.
If I houserule anything about skinwalkers, it will be that they gain their physical stats bonus while shifted and the mental ones will be perminant.
Just a thought. Since Pathfinder Kitsune have a bit of a fey theme, they could probably also fit into a fey themed Player Companion. After all, their semi homeland seems to bet the Forest of the Spirits and Kitsune who aren't from that area generally know Sylvan. Plus, just look at the spells they get from the Magical Tail chain... definitely fey/trickery themed spells.
Though, I'm betting that this setup is probably unlikely (or would mean getting very little info on kitsune) since I be there are a lot of other fey related things that Paizo wants to talk about first. Still, I figured it was worth mentioning since a fey themed book is probably more likely to come out than a 'blood of beasts' or kitsune focused book.
I do have to point out that it messes with my suspension of disbelief when every time a party member dies he is randomly replaced with someone who just *happens* to have the same powerlevel and goals as the rest of the party. Especially at mid to high levels.
I'd rather have Raise Dead in the game than replacement character silliness.
Honestly, I think the swashbuckler is exactly why Crane Wing is getting nerfed. A lot of people were talking about how the best swash build was to pick up Crane Wing so you could deflect TWO attacks per round. One with Crane Wing, and one with Parry.
Well... at least if this isn't the main reason, it is probably part of it.
Personally, I've found that the best way to keep casters 'under control' is just to give the enemies that you don't want getting one-shot some Hero Points. At least three. Casters will have to go through four 'one shot kill' spells to get through the guy's defenses unless you get some really unlucky rolls on those GM dice. That'll give melee plenty of time to move in and do their thing.
Personally, I would suggest just having the smite work against everything that the paladin would normally get his double damage bonus from smiting. This basically means evil outsiders (or rather, ones that have the evil subtype), chromatic dragons, and undead. You may also want to allow them to smite people who are clerics of gods that the paladin opposes.
So, basically, this means the paladin will be less effective fighting say... a thieves guild or corrupt officials, but will still be fully capable of smiting the big bads.
You may want to consider letting the paladin do a 'partial smite' against other targets to balance things out. In my games I replace Aura of Justice with the ability for paladins to smite non-evil things. They gain their charisma bonus to hit and AC, but no damage bonus or DR penetration. I got tired of paladins becoming useless in areas filled with golems, and I also didn't like the absurd damage boost that a party gets from Aura of Justice.
It can actually be a very effective character since there is a mythic power that lets you get a BAB equal to your caster level when polymorphed. Just make sure you have the Magical Knack trait to undo the caster level loss. (I am starting this type of character for a game)
I like this idea actually.
Alright, I have to raise my hand and ask a question here. Why can't the Swashbuckler simply get a straight Cha to saves bonus at level 2? Even with this direct copy of one of the best paladin abilities, the class may still be worse than a paladin in most games except for ones with no evil creatures to smite.
The way things are, almost all (Lawful Good) swashbucklers will simply dip two levels into paladin to pick up those save bonuses and smite evil. They don't really lose much for it.
Actually, here is an idea that may fit bloodragers well: allow them to 'burn' rounds of rage in order to cast a spell as a swift action. The number of rounds of rage they have to expend would be equal to the level of the spell.
This would make it possible for them to cast in combat, but they woudln't be able to do it all the time because it would be expending a limited resource. Plus, the fact that the resource being expending is 'rage' it fits the theme of the class perfectly. Plus, they may be able to make do with just the Magus spell list instead of getting a custom one!
Edit: an alternative idea would be that the bloodrager could expend rounds of rage to add metamagic to their spells. This would give them a choice between casting quickly in mid melee combat (via quicken) or casting a spell that does noteworthy damage (via maximize or similar). With this variation, the number of rounds of rage expended would equal the level required by the metamagic feat.
The unfortunate thing here is that there really isn't a way for bloodrager spells to be worth using in mid combat without giving them Spellstrike, Spell Combat or some similar way of casting while attacking. This may be stealing too much from the magus though, so maybe a better route would be to simply give bloodragers more magic based powers and defenses so they are more paladin-like?
Alternatively, bloodragers could get an alternate list similar to the Paladin or Ranger. All of the best spells from those lists use swift or immediate actions, and that may fit the bloodrager's style more.
At least Paizo has several routes they can choose to go with in modifying this class.
So, a lot of people have been asking whether or not the Draconic Bloodline for Bloodragers should work with Dragon Disciple. After thinking about the implications of this, I say It should, because otherwise it will cause some interesting problems.
Option 1: The Bloodrager's Draconic Bloodline is advanced by Dragon Disciple
Option 2: The Bloodrager's Draconic Bloodline is NOT advanced by Dragon Disciple (weirdness)
So, I've begun putting together a Draconic Bloodline Bloodrager for PFS. The character looks like he'll be an effective level 1 character, but I have concerns about higher levels.
I'm guessing that someone has already mentioned this one, but I want to point it out just in case.
I'm currently building a Kitsune Swashbuckler, and I've found one issue that kind of bothers me: technically you need a the Combat Reflexes feat in order to use the Riposte Deed. This is because you would have already used one for Parry.
It seems very odd that a class ability would not be able to even function without feat investment. That AoO requirement should either be removed or the Swashbuckler should get Combat Reflexes for free.
Mystic Lemur wrote:
Unfortunately, Paizo is a company with limited time and money. They can't spend an infinite amount of time coming up with new class ideas and throwing out old ones. Time spent throwing away, replacing, or rebuilding even *one* class will make the rest of the book suffer because in all likelihood they will not be able to delay the book for very long (if at all) before it has to go to print.
Basically, just give whatever feedback you can about the existing classes to try and help Paizo improve them. Telling them to throw away or replace any of these these is extremely likely to just be a waste of time. The biggest change that we can probably expect to see is probably something similar to what happened to the gunslinger during its playtest.
Hybrid Classes fail to offer new niches, unnecessary reiterate old classes and dilute support for existing classes.
Slayer is a great example. It's basically a 20 level Assassin class, designed for and taking out individual targets. It's sneaky like the rogue, but isn't focused on trapfinding or being a jack of all trades. The class is intentionally designed for someone who mostly wants to play a sneaky killer, and not have to worry or deal with other class features that don't support that.
This is exactly why I love the Slayer class. Also, my players are going to be very upset to find that all the red mantis that they run into from now on are very likely to have Slayer levels... :D
I love this class, but I think I should mention a few possible issues that I've noticed:
The Fey bloodline seems underpowered compared to most of the other choices. Here a perfect example: at 8th level the Arcane bloodline gets Displacement or Haste for their entire rage while fey just gets Blur for one round after a charge. Bloodragers get uncanny dodge, so the blur is inferior in every way here.
The Draconic bloodline gets the fly spell one level after they gain the ability to grow wings. Seems somewhat counterproductive, though I guess it could be cast on allies.
Is it just me, or is the abyssal bloodline way too good damage wise? Between its free enlarge (+2 size bonus strength and weapon die increase) and +6 strength bonus by level 20 it seems pretty crazy. I won't be surprised if they use the standard abyssal bloodline to get another +6 inherent bonus to strength as well! They are a bit weak on the defenses though and will overall have an extra -4 to their AC, but is that enough of a balancing factor?
Edit: I would like to recommend that the strength bonus from the abyssal bloodline be an inherent bonus (somehow) in order to prevent things from getting too crazy by stacking this with the sorcerer version of the bloodline.
They Fey bloodline suffers from a flavor problem. How many fey creatures really use strength? Maybe this bloodline should get a bonus to dexterity while raging either in addition to or instead of strength?