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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.
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.