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My group is working on a homebrew setting, and one of the races I've made prominent in the world is Grippli.
They were created by the deity of Community, Artifice, and Psychopomp, and for the most part, created to assist with the latter aspect.
The world has the aquatic niche filled by Merfolk and a variant of Lizardfolk, so that's not a focus for these Grippli. Their race is best known for spirit magic and martial arts.
They are for the most part using Kor stats (from the WotC Zendikar document). I've crossed out the abilities Kor have that they don't (also of note, they are 5ft slower than Kor due to their size), and listed the differences in this document.
My group has yet to review it, so I thought I might get some feedback on the crunch here first, and refine it to a more balanced version.
For my part, I don't think that gap needs to be filled. I'm fine with weapons that take both hands to operate doing higher damage than those that don't, and there are feats catering to those styles that allow them to do things archers/2handers can't (Defensive Duelist, Dual Wielder, Crossbow Expert, Shield Master).
The simplest way to fill it would probably be just removing the 2handed weapon requirement from Great Weapon Master, since the feat is essentially Power Attack + Cleave.
I still don't think bundling 2.5 feats together is a good idea. Defensive Duelist is already a good feat on its own, and requires a finesse weapon in hand, and similarly Dual Wielder's +1 to AC requires you to not have a shield.
In the long-term, Monks exert a lot more control within their 4 attacks on flurry (or 3 otherwise) than other classes thanks to Stunning Fist. Likewise in the long-term, Bladelocks add two stats to damage.
I haven't observed a Bladelock at that level, but I have played a lvl11 Monk and it wouldn't have been fair if my damage was higher (especially with how easy it is to setup Advantage with Stunning Fist).
My experience with the ranger in 1-5 play is that it already hits hard with just Colossus Slayer.
Now if the Ranger goes TWF style with Quarry and Favored Enemy applying, they'll be hard to match for slaying prowess.
Fortunately that protection doesn't extend against their initial FE, or picking Humanoid would make them ridiculous mage slayers.
Here it is folks. A full 20 levels from the mothership. I thought the Ranger was fine, but I'm interested to dive into this.
Edit for Initial Impressions:
Favored Enemy returns, I'm not a fan.
Natural Explorer at lvl1 is nuts.
The new animal companion will again provide action economy advantage, not a fan but a lot of people wanted this. The traits listed are kinda humorous in how noble they are. The ranger doesn't get Extra Attack, but they can get the beast to attack twice (in addition to their own attack).
Hunter Conclave is the OG ranger, which I liked. Looks unchanged, though I haven't done a side-by-side check.
Deep Stalker is a UA archetype, also brought back.
I think Ranger may be a tempting dip now. Additionally, classes that get Extra Attack and want to multiclass into Ranger for 5 or more levels are served well by the new Companion, since they won't end up with Extra Attack redundancy (unless I'm missing some clause).
Watched Kokoro Connect (going back to older shows), it was fairly cute and lighthearted. In case anyone else missed it the first time around, I recommend it if you think watching a group of friends dealing with mystical uncontrollable phenomena (such as body swapping) could be interesting.
It doesn't look like crunchyroll has the sequel Michi Random episodes though.
Lord Snow wrote:
Back a year later, and yup, that was it. I did finish it, and I definitely liked how absolutely horrible everyone is. Went on to read Best Served Cold and The Heroes.---
Currently I'm reading the sequel to The Black Prism, The Blinding Knife. I like the world building and magic system, it reminds me of Sanderson's work, but the styles are different.
Yeah, the Battle Master does a pretty good job of emulating a Samurai.
Aikijutsu is a dissonance point for me, but I can see where you're coming from on it.
For the Challenge, you could make it a bonus action from the start, but have it bind the Samurai to the same conditions (disadvantage to attack anyone outside the challenge). If the challenge is ended (by losing concentration or one of the participants dying), the Samurai can't re-challenge the same creature until after a short or long rest.
For a ribbon, you could give them some sort of Honorsense. Interact with someone for 1min, get an idea of their guiding principles and advantage to Insight checks against them.
General: No ribbons in this class (except for features most Samurai will probably never want to use when playing their vision of a Samurai). Ribbons are generally a Good Thing in my opinion, for example I like how the Battle Master gets a tool proficiency and Know Your Enemy (which doesn't have dungeon crawling combat applications most of the time so much as sizing up NPCs)
Stand Strong in a Storm and No Mind have periods in their formatting, and shouldn't.
Iajutsu: Seems fine.
Aikijutsu: Anyone that wants to be a grappler will be jealous of this ability, but when most people think of Samurai they think of cutting people up with a katana (and possibly wakizashi,or maybe mounted archery), not martial arts. For those players, this cool grappling power will be essentially a ribbon.
Samurai's Challenge: Using it as an action hurts. Not sure if that's a price I'd pay for on-demand Goading Attack (from the Battle Master), without the Attack itself. You could even lose concentration on it before the challenged creature's next turn comes up, which would definitely be a feelbad.
No Mind: I definitely expected Mind Blank here, not Haste. The EK can do Haste 2/day at this level, and 2/short rest usually means every encounter, so this is pretty powerful.
Might of King Susano: Pretty cool capstone.
Wildshaping is the fundamental class feature of Moon Circle druids. Land Circle focus more on spells, and get some utility out of wildshape forms rather than combat power.
Nissa could probably do it anyway if she wanted to, she just focuses on other things, like elf superiority and animating lands.
Thanks for the feedback Jacob and TRB!
It's been a while since I checked back in, I was taking a look at the stats we collected in Season 9.
The following item types had over 50% survival rate after the final cull:
These types had a low amount of submissions (15 or less each). In fact, the number of submissions were so low for some of these that it probably speaks more about the designers that opted for them than the item type itself (only 3 Chest items submitted, and 2 of them made it through to the end).
So if people are looking for a challenge, how about this: Design an item that uses one of the above slots.
Finished Angel Beats a couple of days ago. It took me a while to get into it (it starts off with guns, but then most of the side characters are 1-dimensional jokes, so I was confused as to whether it was going to be serious or not).
Once it got going though, it was good. You get to know some of the side characters better, and the others are there just to pad out the group/get worfed, which is okay. I think the second half made the show worth it, which is strange as usually shows start strong then fall off.
The protagonist was likable too. Unlike Subaru in Re:Zero.
Hype train alert!
Some regional human subraces previewed.
Thanks Jarrett, good feedback there.
This item started from the name, and the mechanics fell into place after. I'm not really sure what to do about the name to make it more PF-ish.
The secondary power is the razzle dazzle/cinematic part, which really appeals to me from the designing seat (reversal of fortunes at a dramatic moment!), but from a player's POV, you see the statistically long odds of it actually happening (5%-10% of a critical threat per attack, ~40% of confirmation, 50% of negation, ??% of Drag success). It might not be enough to win the voters.
I feel a little out of touch, being in 5e games at the moment without any PF. Time to brush up.
Gravity Well Plate
As long as a creature is adjacent to the wearer of the armor, it cannot take 5-foot step.
If the armor negates a critical hit on the wielder, it can be commanded to instantly convert the kinetic energy of the blow into a gravitational surge. By using an immediate action after the moderate fortification property negates a critical hit, the wearer can make a single Drag combat maneuver check with a +10 circumstance bonus against all creatures within 30 feet without provoking attacks of opportunity.
I love that you can have a martial rogue, and you don't have to say "hey, I'm a rogue". No one would be able to tell you from a finesse fighter or a rogue, and I think that's ok. You aren't as defined by your class, but more by what you want your class to do.
There is a difference because granting off-turn attacks to Rogues is pretty great for more Sneak Attack, plus the Rogue can be expected to be more consistently mobile.
But yeah, either can do well with a rapier.
It is Defensive Duelist, which is an AC option for characters that might have less AC, but this is for characters that will already have higher AC.
I'm not a fan, mostly because it does the same thing as another feat, and Shield Master extends the shield's defensive use in a more interesting way.
In fact, Shield Master lets shield users do what TWFers are normally good at, and Defensive Duelist lets TWFers do what shield users are normally good at. It's pretty elegant design IMO.
There's a design lesson from MaRo (of MtG) that I think is particularly relevant to Superstar (which tended to have more restrictions in earlier rounds than it did in Season 9). Quoting the most relevant parts:
...the description of an elf's alignment as Chaotic Good does paint the picture plainly; "Please don't deviate more than 1-2 step away from the intended alignment we have set up."
Not at all the picture I get. I see that as "If you review 10,000 elves, you'll see Chaotic and Good alignments come up above average. But any singular elf can be any alignment."
Cards show off that average (green) elf that you can find a lot of (say 4 copies in a 60 card deck), but an individual elf can be different and any color he chooses, just like he could be LE rather than CG.
The point of my example was that while a creature may be summoned by one color of magic, the magic it itself is capable may indeed be of a different color. Like Tasigur or Ceta Disciple. They can't use magic of the color used to summon them at all.
In Zendikar you won't see non-black vampires nor non-blue merfolk, but they aren't a tribe that matters in that set, allies and eldrazi are.
I think that's rather extreme, why would a merfolk need to mutilate himself?
PCs are effectively legendary (even if they would just have a CMC = 1 to start). You can say most merfolk are blue, but PCs should not be bound to it. A racial color association reflects the mana it would take a planeswalker to summon the creature, not necessarily what the creature itself does (example).
I'll try to elaborate my distaste for them (as I'm on my phone). These are specialization feats. Now if you want to be a swordmaster or a master chef, you'd be expected to have these feats. A feat is a high opportunity cost in 5e. My cooking characters can't afford to take gourmand.
I like the tool feats in theory (+1 to a stat) but not the rest of the execution (expertise raises the standard for concepts, the other abilities aren't big enough or they are useful very rarely but too big when they are).
For the weapon feats, I'd prefer a +1 to choice of dex or str than a straight up +1 and more generally useful things (like polearm master) rather than shield hate.
For me, these feats aren't ones I'd want to take, but would feel pressured to take for a "master of ______" concept.
As I mentioned on 5.15, I'll be on vacation 6.3-6.10 (leaving tomorrow evening). Feel free to bot Kala En as necessary, her skills and saves are all available on her profile.
Her primary form of attack at this stage is the Thorn Whip cantrip (+4 to hit, 1d6 piercing damage, melee spell attack with range up to 30ft, pulls hit enemy up to 10ft).