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With some tweaks, a Furious Focus/Vital Strike warpriest build can be amazingly effective.
As a weapon focused character without a full attack bonus, Vital Strike is suddenly a more attractive option (since you don't get as many iterative attacks anyway, and they are less likely to hit than with a fighter). And thanks to bonus feats, you can pick it up well before an inquisitor or cleric can. Just a couple of levels after they could get Vital Strike, you are on to Improved Vital Strike if you want it.
What makes that build particularly attractive is a new feat: Greater Weapon of the Chosen. It is easiest for war priests to pick up (since they get Weapon Focus and bonus feats & are less likely to be penalized for selecting their deity's favored weapon). A human war priest can pick it up by 3rd level, and everyone else can have it by 5th if they dedicate themselves to it (leaving their 6th level free for Vital Strike).
And why is this a great feat? because every time you attempt a single attack with the attack action using your deity's favored weapon, you get to roll the attack twice and take the better of the two.
If I'm a 6th level war priest of Gorum wielding a great sword, with Vital Strike and Greater Weapon of the Chosen, I can take an attack action, roll 2d20 and take whichever is better (bumping the chance of a crit), and deal 4d6 +1.5x Str on a successful strike. Power Attack and Furious Focus also play very well with this build. You don't even need fervor and blessings to be effective at that point.
That's an ENTIRELY fair question. Obviously both Mark and I have a fair degree of system mastery.That said, I bring that same mastery to all the characters I play, be that fighters, clerics, inquisitors, or multiclass half orc alchemist barbarians with a thing for mutagen-and-rage.
And, I would expect, I am better at mastering older classes because I have much more experience with them.
I find the warpriest to be easily competitive with all those builds, even if it doesn't duplicate them. Much like trying to run a rogue as a fighter will get you in trouble, trying to run a warpriest as a cleric won't let you take advantage of their several unique class features. When you do find a build and set of tactics that uses them well, the class does great.
I actually don't have any problems with the action economy. For example, while I have multiple options for swift actions, there's no requirement I do them all at once. With a good weapon and great armor, I don't need to worry about defensive spells unless things seem pretty serious, so those rarely go up on the first round.
Thanks for the insight, Owen!
My pleasure. It's not often people actually care if I talk about my character. :)
Curious, since my PDF is still tantalizingly out of reach, does the Greater Weapon of the Chosen affect the roll for the crit confirmation, too? That is, does the character roll twice to confirm?
While it doesn't call it out the answer to that specifically, and I'm a developer here at Paizo rather than a designer, my ruling would be that you don't roll twice for a critical confirmation roll. A confirmation roll gains all the same bonuses as the initial attack roll, but a bonus has a specific meaning in Pathfinder. This is a special power, rather than a numerical bonus.
And as it is, it's REALLY good. It increases your chance to threaten (because you have two dice that might roll in your threat range) in a way that actually stacks with keen (which you can add with sacred weapon if you want) or Improved critical (which you can take with your 9th level bonus feat, despite only having a base attack of +6 at that point).
Luckily you have to take 2 lesser versions of the feat first (although they'll let you reroll miss chances for targets with concealment (they take a swift action to activate, but you can just not activate them if a target doesn't have concealment, and Great WotC does NOT require any activation action), AND Weapon Focus (which you get as a bonus with warpriest). But as I mentioned, you can do that by 3rd if you play a human warpriest.
So far I have very much enjoyed by final-version war priest, which I have been playing since April (advantage of working here). I've noticed a few things in-play.
Liz Courts wrote:
It's hardly an "us vs. them" mentality that drives my decisions for Paizo.com, it's a "how can I focus this so that this is appealing to our customers so that they will make their purchase on our site." Even if you don't make your final purchase on our site, you will know about the product, and again, a healthy game industry is good for everybody.
This by the way is one of the things that makes Liz awesome.And one of the ways Liz helps make Paizo awesome.
Yes, it has a limited number of spells known, in the typical spontaneous caster fashion.
Kairos Dawnfury wrote:
Sure! If you win I can make it out "To whom it may concern" :)
Please tell me your taking lots of this book to GenCon. I won't get there till Saturday.
[shamelessplug] If you want to guarantee you get one, you can always be top bidder on my ENnie dream date. Winner hangs out with me during the cocktail event beforehand, sits with me during the awards, AND gets copies of the Pathfinder RPG Core Rulebook and Advanced Class Guide signed by Paizo staff. And the funds help support the ENnies![/shamelessplug]
Is this a 3rd party product? I wanted to craft myself a few cyclops helms, but the PFSRD has it listed as being from a 3rd-party product, which our group doesn't allow.
It's published by Paizo and Goblinworks together, with authors like Lisa Stevens and Erik Mona. Your group is going to have to decide if being an official Pathfinder Module, published by Paizo in cooperation with another company, and being set in Golarion proper is good enough for your group, or if any involvement by a not-Paizo group makes it a 3pp product in their opinion.
From the first page:
"Pathfinder Module: The Emerald Spire Superdungeon is a joint publication of Goblinworks, Inc. and Paizo Inc. Pathfinder Online is a trademark of Paizo Inc, used under license. Goblinworks is a trademark of Goblinworks, Inc.
Pathfinder Module: The Emerald Spire Superdungeon © 2014, Paizo Inc. All Rights Reserved.
I thought one of these blogs was going to list the recommended PC levels for the dungeon levels?
Logan covered that in the Emerald Spire Discssion Thread, so I didn't repeat it in the blogs. But here's his answer, with levels included.
Logan Bonner wrote:
You can use multiple castings of create demiplane spells to expand the size of your demiplane, and with greater create demiplane you can put in a portal to link to another demiplane, but neither of those is quite what you are looking for.
Of course if you can create a demiplane you're at the level where such things as limited wish become available, and I'd think linking two "friendly" demiplanes would fall within that spell's power.
The Sword Emperor wrote:
True. However, lacking any ranks in Knowledge (arcana), Skizzertz does't know Clanky is immune to the bless. so he can still cast it. After all, the goblin still gains the benefit.Obviously it'd be better if we'd listed some other spell, or noted Clanky is immune, but sometimes these things slip through the cracks.
You could have Skizzertz prepare shield of faith instead, to cast on just himself (or even to boost Clanky).
It's safe to say both that I am enthusiastically in favor of this, and that there are many forces at play that may make me wait a while before getting to do anything like this. Not the least of which is that Pathfinder Modules need to not try to become Campaign Setting sourcebooks. :)
But yeah, I am still excited by Absalom.
In the end you decided to include the Anachronistic Adventurer classes, and just mark them "Anachronistic Adventurers." Now I admit those are presented as lost world romance classes designed to be mixed in with straight Pf classes, but if you want a really complete list I'd suggest just tagging the Modern classes, like you do with psionics and other classes built on a specific rules subset. :)
Lance Charge, x2 damage
Lance Spirited Charge, x3 damage
While there may be a few exceptions lurking about, as a general rule when multiplying damage, you multiple all static bonuses (Strength bonus, Weapon Specialization, magic weapon bonuses, bardic performances, and so on), but no extra dice (sneak attack, flaming weapon property, Vital Strike, and so on).
Going absolutely RAW you cannot sub out the attack for a Sunder attempt. The feat explicitly states you must use your highest BAB and not your CMB and your CMB is required to make a Sunder attempt.
The rules for Attack of Opportunity specify "You make your attack of opportunity at your normal attack bonus, even if you've already attacked in the round." Despite specifying you use your attack bonus, it's been clearly ruled you can sunder as an attack of opportunity.
So I think it's clear you can sunder as a Cleaving Finish.
Also, much as when an ability grants the ability to grant a bonus to an ally you can be your own ally, I think it's reasonable that if you get an attack against another target, you can make the original foe the "other" target. That's less absolute (you could say the logic of "cleaving" should move to a different target), but I am not convinced there's a strong RAW case against it.
But none of that is official. :)
Assuming you are talking about my Into the Emerald Spire (as opposed to Erik or Lisa's events, where they run the levels they wrote), I'll be providing Pregens, minis, maps, pencils, heck even dice if you need them. :)
#1. Are all of the rooms flushed out for encounters or is this like some other mega-dungeons leaving that to the DM?
Yes, everything is fully encounter-ready.
#2. While I understand that PC levels are not mentioned for the corresponding dungeon levels, is the dungeon designed to played straight through? Or, are PCs expected to return once and a while?
It's actually set up to be able to be handled either way!
The Sword Emperor wrote:
Darklands Delver is basically a permanent +1 initiative bonus insofar as this campaign is concerned. I'm not sure whether that's balanced; I want to say it is, because of the +1 Fortitude feature I've seen tossed around before.
As a general rule traits are supposed to be about half as good as a feat 9which is why a feat can give you two traits). So while I'm not making any kind of official development, as a personal opinion I don't think a trait that gives you a +1 initiative bonus is too good, since Improved Initiative gives you +4.
Much like the AP thread, post your ideas for modules here!
Yes, please do!
The schedule may or may not put me in a position to do anything with these ideas for quite a while, and we'll never get to everything, and there are always other factors at play when outlining adventures, but I am reading the thread!
Adam Daigle wrote:
Wait! The new hire gets a desk!? On the first day!?
I got a desk on my first day.
Not a chair or computer, but I had a *desk*.
Adam Daigle wrote:
Fight your way up out of the raptor pits and claim your workstation like the rest of us!
Ah... I may have broken some of the raptors, Adam.
Liz Courts wrote:
Ignore them Liz. They'll all die soon in the traps and space-warping halls of the Emerald Spire anyway.
I appreciate your hard work putting up blog posts, even if no one else does. :D
Rob Rose wrote:
How about PDF only? I can't see much production cost in that. Paizo fans would be the most likely to purchase online, anyway so why not PDF only? We could purchase them and print them as we need them (like we're able to print the Sandpoint Cathedral Square).
Actually that's also covered in James Jacobs' reply in the link Vic posted:
James Jacobs wrote:
It would cost us less to pay someone to write and illustrate a module than it would to pay for battlemat scale maps for an average volume of Pathfinder.
The fact is that battlemat-scale maps aren't just zoomed-in versions of the larger-scale map. And pdf only sales would be unlikely to recoup the costs of recreating them.
Fighters have to pick feats that are effectively permanent (retraining aside)
It *is* worth noting that starting at 4th level a fighter gets to swap out a bonus feat without having to go to the retraining rules, and does it every 4 levels.
One reason games I have run and played in ahem had particularly effective fighters in that their players were not afraid to adjust feats as the abilities of the other players, focus of the campaign, and availability of magic items made ding so useful.
still waiting on a non-evil female orc love interest
This is an honest question: What would you be looking for to feel something had met this criterion? Would a non-evil female orc ally that doesn't mention romance in any capacity could if she could serve as a love interest? Would it need to call her out as potentially available? Would some description need to mention she's specifically interested? Would the plot need to revolve around her romantic status? Would she have to have art?
To be clear, any of those is a perfectly reasonable metric, depending on what it is you're looking for. I'm just genuinely curious.
It also comers into play for the spells arcane cannon, banish seeming, gaseous form, and healing thief, the feats Dragonheart and Witchbreaker, the conductive magic weapon ability and forsaken banded mail, and the fey-taken drawback and noble born traits.
NONE of that is mainstream Pathfinder material (though its all official), but it is a sign of how the Ex/Su distinction can be a useful tool of specific design ideas. I'd hate to lose it.
I would love to see a strong design theme that Ex abilities can do things like reflect spells using a shield, and that martial classes can pick up magical abilities. But I don't think eliminating the difference between Ex and Su is the way to get there.