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Samurai

Shisumo's page

Goblin Squad Member. Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Modules, Pawns, Roleplaying Game Subscriber. FullStarFullStar Pathfinder Society GM. 3,517 posts (11,624 including aliases). 1 review. 1 list. No wishlists. 7 Pathfinder Society characters. 21 aliases.


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Liberty's Edge

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Imbicatus wrote:
blackbloodtroll wrote:

I am still curious of the intent behind this change.

I blame core mode PFS.

#thanksobama

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chbgraphicarts wrote:
Myrmidarch functions as the Arcane Archer (diminshed casting kinda sucks, but whatever). So, their probably don't NEED to be an Arcane Archer equivalent.

...except that myrmidarch doesn't actually function. Get us some errata on that, though, and you're probably right.

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Talonhawke wrote:
Shisumo wrote:
The Human Diversion wrote:
ElterAgo wrote:
Carp! I hate retiring a 4th level character. But I don't think he will be much fun to play as is. He was my 'grand fathered' aasimar too.
Does this mean my 11th level PFS Aasimar early-entry Arcane Trickster is now legal or not legal?
If you have played at least one session with the character in the prestige class, then it's legal.
Unless something changed I don't think builds get grandfathered in past rules changes I would head over to the PFS forums and address this concerns with the experts on their end.

From the relevant thread in the PFS Forum:

John Compton wrote:
John Compton wrote:


  • A character who has a) relied on a spell-like ability to enter a prestige class in place of conventional spellcasting ability and b) earned at least one Chronicle sheet as a result of playing that character after taking a level in that prestige class gets to keep the character as is. We're not interested in performing a massive character rebuilding operation.
  • From another thread, it appears that there is some confusion over the meaning of the above point. The PC who meets the conditions above gets to keep and continue playing that character—including the process of continuing to gain levels in that prestige class. Saying "you get to keep the character as is" would be a rather backhanded and disingenuous way of allowing a PC to keep a prestige class option, especially for a mystic theurge. Do you already have the first level of a prestige class? Great, you should be allowed to take the second level, too.

    The aim is simply to allow those who have invested in the character to the point that they have actually used the prestige class to finish out the character's career. As others have pointed out above, having to redesign a PC at level 9 (for example), after building the PC's personality and abilities over the course of many levels, is really jarring and tends to result in the PC just being abandoned. I'm not interested in ruining those players'/characters' day.

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    I have to admit, though, I don't understand why I'm seeing eldritch knight being put up as a problem child alongside mystic theurge and arcane trickster. The only issue I can really see with EK (the capstone) isn't a problem that early entry will fix; otherwise it looks like a more caster-focused version of the magus, and has similar stats to one pretty much all the way through. Early entry looks like an attempt to get almost-full-BAB and almost-full-CL, which may not be overly powerful, but certainly bends the PrC in the wrong way from its intentions.

    Liberty's Edge **

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    Mike Bramnik wrote:

    Just as a reminder (I can't find the post Mike Brock made saying this at the moment, but I 100% know he said this) -

    "If you think it's a loophole, use it at your own risk, for it may close without warning"

    (I think that was in reference to using weapon cords for fast two-gun-mojo fast-reloading cheese for gunslingers, but it does apply universally)

    It's a fair point, Mike, but there were a number of posts made by various People in Positions of Rank that said, more or less, "We understand what's happening and how this ruling is being used, and we're okay with it." I can't really blame anyone who read one of those posts and said, "Hunh. Guess it's not a loophole after all then."

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    Xethik wrote:
    I hope this isn't the ruling Seifter has been teasing.

    Just to put you out of your misery, it is.

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    Tiny Coffee Golem wrote:
    Renchard wrote:
    Goodnight, sweet Mystic Theurge. Early entry has been removed from the FAQ.
    I thought it was added. Can you link that?

    Just happened today.

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    Wow. Just... wow.

    The ranks of dashing, terrifying badasses have a new member: take a bow, Mr Colin Firth. That was something else.

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    The AP in question is extremely gunslinger-friendly.

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    Kudaku wrote:
    One word of warning, the complete absence of bonus feats makes a complicated fighting style hard to support early on. Unless you know it will be a long-term campaign I'd go with a two-hander or maybe Fencing Grace. :)

    Yeah, the actual intended-for-PFS investigator I've got written up somewhere in my hard drive is a half-orc, likely for the same reason wraith made his samples half-orcs: falchion proficiency is hard to ignore, especially when it comes with darkvision to boot...

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    wraithstrike wrote:

    The rogue is +1 better in social skills(not including intimidation) before inspiration or any extracts.

    The rogue flat out loses in knowledges.

    The rogue is out with regard to linguistics also. Yeah the bonus is the same, but the investigator gets that 1d6 every time with no cost.

    The rogue is +1 better in perception and sense motive before inspiration or any extracts.

    Note that the investigator gets a free (and therefore automatic) use of inspiration on Diplomacy, Perception and Sense Motive as well - and to be honest, I'd give serious thought to dropping eidetic recollection in favor of underworld inspiration to add Bluff, Disable Device, Disguise, Sleight of Hand and Stealth to the list also. That means the investigator is hands-down equal (1/6 of the time) or better (5/6 of the time) on all those skills also.

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    In addition to all of the above, the restriction against archetypes is arbitrary, almost to the point of rendering the comparison meaningless (because any real-world comparison would see the archetypes get used) and entirely favors the rogue, since the rogue basically loses nothing by the restriction and the investigator loses the empiricist, a significant loss of power. Trying to be good at "sleuthing" and good at combat makes both classes quite MAD, something that is only exacerbated by the use of the elite array for chargen (you can see the impact on my weird builds above); the empiricist reduces the MAD hugely, and would vastly increase the investigator's effectiveness in both combat and skills over the rogue.

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    blackbloodtroll wrote:
    Love it, or hate it, they can still be outdone by another class, at everything.

    This is really what it comes down to. Anyone who checks my posting history will see that I have a tendency to defend fighters as still having a niche and, when built properly, able to contribute to an overall party's success better than most people give them credit for, even with the slayer et al around.

    I don't do that with rogues.

    Liberty's Edge

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    Here's my 5th level comparisons:

    Rebecca the Rogue

    Spoiler:
    Female human rogue 5
    N Medium humanoid (human)
    Init +2; Senses Perception +9

    ------------------------------------------------------------------------
    DEFENSE
    ------------------------------------------------------------------------

    AC 18, touch 13, flat-footed 16
    (armor +5, deflection +1, Dex +2)
    hp 36 (5d8+10)
    Fort +3, Ref +7, Will +3
    Defensive Abilities evasion, trap sense +1, uncanny dodge

    ------------------------------------------------------------------------
    OFFENSE
    ------------------------------------------------------------------------

    Spd 30 ft.
    Melee +1 rapier +7 (1d6+3, 18-20/x2)
    Ranged +1 light crossbow +6 (1d8+1, 19-20/x2)
    Special Attacks sneak attack +3d6

    ------------------------------------------------------------------------
    STATISTICS
    ------------------------------------------------------------------------

    Str 8, Dex 14, Con 12, Int 18, Wis 13, Cha 10
    Base Atk +3; CMB +2; CMD 14
    Feats Fast Learner, Fencing Grace, Improvisation, Weapon Finesse, Weapon Focus (rapier)
    Skills Bluff +9, Diplomacy +9*, Disable Device +14, Intimidate +9, Knowledge (arcana) +9, Knowledge (dungeoneering) +12, Knowledge (engineering) +9, Knowledge (local) +12, Knowledge (nature) +9, Knowledge (planes) +9, Knowledge (religion) +9, Knowledge (all others) +6, Perception +9 (+11 vs traps), Sense Motive +10, Stealth +10; *can reroll once per day and take the better result
    Languages Common plus four
    SQ charmer, weapon training
    Gear +1 rapier, +1 light crossbow, +1 mithral shirt, cloak of resistance +1, ring of protection +1, rogue’s kit, masterwork thieves’ tools, 660 gp.

    Ivan the Investigator

    Spoiler:
    Male human investigator 5
    N Medium humanoid (human)
    Init +2; Senses Perception +9*

    ------------------------------------------------------------------------
    DEFENSE
    ------------------------------------------------------------------------

    AC 18, touch 13, flat-footed 16
    (armor +5, deflection +1, Dex +2)
    hp 36 (5d8+10)
    Fort +5, Ref +7, Will +6; +2 vs poisons
    Defensive Abilities trap sense +1

    ------------------------------------------------------------------------
    OFFENSE
    ------------------------------------------------------------------------

    Spd 30 ft.
    Melee +1 rapier +7 (1d6+3, 18-20/x2) or
    +1 rapier +3 (1d6+3, 18-20/x2) and +1 rapier -1 (1d6+3, 18-20/x2)
    Ranged mw light crossbow +6 (1d8, 19-20/x2)
    Special Attacks mutagen, studied combat +2 (4 rounds), studied strike +1d6
    Extracts Prepared (CL 5th):
    2nd – cat’s grace, focused scrutiny, investigative mind
    1st – cure light wounds, heightened awareness, keen senses, shield, true strike

    ------------------------------------------------------------------------
    STATISTICS
    ------------------------------------------------------------------------

    Str 8, Dex 14, Con 12, Int 18, Wis 13, Cha 10
    Base Atk +3; CMB +2; CMD 14
    Feats Fencing Grace, Great Fortitude, Weapon Finesse, Weapon Focus (rapier)
    Skills Bluff +9, Diplomacy +9*, Disable Device +14, Intimidate +9, Knowledge (arcana) +9*, Knowledge (dungeoneering) +9*, Knowledge (engineering) +9*, Knowledge (geography) +9*, Knowledge (history) +9*, Knowledge (local) +9*, Knowledge (nature) +9*, Knowledge (nobility) +9*, Knowledge (planes) +9*, Knowledge (religion) +9*, Perception +9 (+11 vs traps)*, Sense Motive +10*, Stealth +10; *adds +1d6 to each roll
    Languages Common plus four more
    SQ expanded inspiration, poison lore
    Gear +1 rapier, +1 rapier, masterwork light crossbow, +1 mithral shirt, cloak of resistance +1, ring of protection +1, rogue’s kit, masterwork thieves’ tools, 350 gp.

    These are two skills-oriented PCs, designed intentionally to mirror each other. I thought the idea of using TWF without the feat was kind of funny, but the accuracy add from studied combat actually made it a better idea for the investigator than the rogue - in fact, with this stat array, DPR actually went down for the rogue using TWF, even with flanking and +3d6 sneak. The rogue has better (most of the time) bonuses on Knowledge (local) and Knowledge (dungeoneering) - the investigator is equal or better everywhere else, skillwise. The investigator has better saves, although the rogue does have evasion and uncanny dodge, so there's that.

    Damage-wise, the target is AC 18 ("default" for CR5).

    Rebecca's melee DPR:
    Best and most favorable conditions (flank, no relevant DR): 10.59
    average conditions (no flank): 4.29
    worst possible condition (no flank, DR 5): 1.11

    Ivan's melee DPR:
    Best and most favorable conditions (flank, no relevant DR, Dex mutagen, cat's grace, studied combat, full attack): 13.66
    average conditions (no flank, single attack, studied combat): 5.87
    worst possible condition (no flank, no studied combat, DR 5): 1.11

    As a sidenote, Rebecca's probably better off at this point trying for a ranged build instead; if we drop Weapon Focus, Weapon Finesse, Fencing Grace and charmer for Rapid Reload (light crossbow), Point Blank Shot, Precise Shot and combat trick (Rapid Shot), we get the following numbers:

    Rebecca's ranged DPR:
    Best and most favorable conditions (flat-footed target, within 30 feet, full attack, no relevant DR or cover): 14.12
    average conditions (full attack, soft cover, within 30 feet): 2.86
    worst possible condition (beyond 30 feet, soft cover, single shot, DR 5): 1.51

    Rebecca gets one very good round - and then utterly fails to contribute to the combat afterward.

    Looking over this comparison, I can't help noticing how much more the investigator could throw at a particular fight if he really, really needed to; mutagen + extract + class ability makes for a much, much more impressive package than rogue does alone.

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    N N 959 wrote:

    No, TWF is not illegal with a DEX of 14. The FEAT is illegal. I don't need the TWF feat to use TWF. With Weapon Finesse, and a 14 dex, the penalties are -2 / -6 with a light weapon With flanking, you've got that to 0/-4.

    -4 is a 20% reduction in expected damage for 3d6 attack which means your down 2 points of your EPV 10.5 points with the off-hand. And if I'm not getting a flank opportunity, I don't use TWF so I don't suffer any major penalties.

    Against an AC 15 opponent (Bestiary guideline for a CR3 foe), that's a DPR of 2.12 without flank (no TWF) and 7.60 with (and using TWF). The investigator with the longspear has a DPR of 4.33 without flank and 5.12 with it. (I'm assuming masterwork weapons on both sides.) That's a draw at best - if you assume you get a flank and a full attack 50% of the time (and I kinda feel that's being generous), that's a DPR of 4.86 for the rogue and 4.73 for the investigator.

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    There's also a very real question of what the guy would tell the cops.

    "That chick tried to kill me with this fork!"
    "...A fork?"
    "Yeah! She said she was going to stick it into my vertical armory!"
    "This woman here. The one who looks to be about a buck fifteen soaking wet."
    "Yeah!"
    "...I see, sir. Did anyone else witness this exchange?"
    "Well, we were right in the middle of the diner!"
    "Very well. Excuse me, everyone! Did any of you see this woman threaten this man with... this fork?"
    [Chorus of "uh, no?" and the like.]
    "Okay then. Sir, I think you'd best consider taking your coffee with fewer... additives... in the future. Ma'am, you're free to go, sorry for the trouble."

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    For the record, I think you do need to watch Winter Soldier.

    Not because you won't understand what's going on without it, just because it's that damn good.

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    You guys sure do love your obscure SFF quotes!

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    Lord Mhoram wrote:
    Or were you thinking of a different "Cleric" :)

    I regret that I am quite unclear about this "cleric" to which you refer; I believe that, as you recommended, John Woo's distinctive oeuvre or the Matrix films would be far more in line with the sorts of visual and cinematic works I was describing. Were there another good and worthwhile example out there, I'm sure I would be aware of it, but alas I don't believe there is.

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    Ayanzo wrote:
    Odd that you're both a player and reading the GM topics shisumo. The meta is realll. But yea, Hnng's post needs to be flaged as spoiler as karui is also a player. Both need spoiler tags.

    (shrug) My GM knows I do it, I'm good at keeping player and character knowledge separate, and I really only get involved in the discussions about stuff we've already done (I've read Fires of Creation since we finished it). Since I GM a lot, I can generally look at the adventure from both sides and comment appropriately.

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    Misroi wrote:
    Also, if you're a construct, energy doesn't care what sort of hardness you have - it gets through and does full damage.

    That may or may not be true, honestly. Technically, the rules don't even allow for creatures to have hardness, for all that several do. The hardness description, and indeed almost all other rules text interacting with hardness, only refers to hardness as something that objects have, not creatures. The Devastating Smash power from the mythic champion path more or less implies that hardness should be treated as DR/-, in which case the energy damage would get through... but that's reading as much into the text as is actually there, maybe more.

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    Dwarf, or just N7 trained?

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    With the errata to memory of function, does that spell now function like a resurrection for androids?

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    I'm not sure how I feel about this mod as a replacement for Raiders of the Fever Sea - it feels weird to me that the PCs, having just gotten their own ship, would choose to sign up with and sail away on a completely different one - but I keep coming back to the idea that it might work really well to redirect Souls for Smuggler's Shiv into the Skull and Shackles AP instead of Serpent's Skull. Replace Jask with Sandara on Smuggler's Shiv, and maybe make Ieana an agent of either Cheliax or Harrigan (or both), and I think you could nicely segue from the one to the other. I know a lot of people went into Serpent's Skull with the wrong kind of impression about what it was going to be about, and I think Plunder and Peril might actually serve nicely to address those concerns...

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    "I raise my shield to cover my vitals, then advance toward the giant, warily watching to see which say she swings her club so I can jump the opposite."

    You can houserule that way if you want, but I wouldn't do so, and the rules certainly don't support it otherwise.

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    trollbill wrote:
    EricMcG wrote:

    Locally Fanexpo ends a season so the new season starts in September. A month after Season 6 began we had an 80% drop in attendance compared to the previous year, 40 players down to 8. There are likely a number of different reasons for this and numbers were declining anyway, but we still had 30+ players June to August and there was no post-Expo bump.

    Demoyn likely saw the same kind of effect in his locale and came to his conclusion and he is neither the loudest voice nor a small minority.

    They have been running pre-season 6 missions here and attendance has rebounded to about 13 players, but new Season 6 scenarios are now filling as well, so maybe there are other factors at play. I can only speak for myself, I will never run or play a Season 6 scenario.

    And I haven't seen any of this locally. I don't recall anyone even saying they had a dislike for the tech of Season 6, let alone rail against it like some people on these forums have done. I am sure there are some. There were probably some that didn't like the demon theme of Season 5. But they are taking it in stride if they don't.

    It might be worth pointing out that I really disliked the first couple of Season 6 scenarios and I utterly love the sword & circuit flavor of the Tech Guide and Iron Gods. There are lots of reasons why there might be some impact on attendance beyond "tech sucks and no one wants it."

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    Insain Dragoon wrote:
    Shisumo wrote:
    Insain Dragoon wrote:
    Also *guy who uses pointy stick* or *guy who uses sword* are not enthralling concepts.

    To you.

    Long traditions of fantasy and mythology suggest otherwise, however.

    When I think of Heracles I don't think of a Bow. When I think of Perseus I don't think of a shield. When I think of Conan I don't think of his weapon. When I think of Luke I don't think of his lightsaber.

    Okay, I was kinda buying it until this one, but if you're actually serious, you're probably the only person on the planet.

    Insain Dragoon wrote:
    I don't think of Odysseus and his bow.

    I do. It's such a massive part of the Odyssey I don't know how you couldn't.

    Also, there's this, one of my favorite passages from the Odyssey: "And she [Athena] took her heavy spear, great and strong, with its tip of sharpened bronze, with which she destroys the ranks of men, and heroes, when that daughter of a mighty father is angered."

    Insain Dragoon wrote:
    In most cases the fantasy characters are capable with any weapon, even their fists!

    Capable? Sure. But there are lots and lots of examples of them being a lot better with one particular weapon than any other.

    Like this bow specialist.
    Or these guys, known for fighting with a hammer, a shield and a bow, respectively.
    Or this archer.
    Or this fairly well-known rapier specialist.

    Insain Dragoon wrote:
    The weapon fetishization you describe I see mostly in anime and manga, not traditional myths.

    Even if that were true - and I really don't think it is - why does that make it an invalid concept for a player to want to make?

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    Insain Dragoon wrote:
    Shisumo wrote:
    Insain Dragoon wrote:

    EX: I am playing a fighter, I have been doing a reach build.

    *Super awesome magical sword drops around level 11*
    me: Sorry DM, we're gonna have to sell that, you see my Fighter does more damage with this less powerful Polearm and that sword is useless to our group.

    Also, while we're on the subject: this argument comes up not infrequently in fighter discussions, and every time it seems completely insane to me.

    Okay, sure - you're 11th level, and you just beat the BBEG, who dropped a +2 holy greatsword - but you're a polearm specialist. But then you look around at the rest of your party: the dervish dancing magus, the dwarven cleric of Torag, the slayer archer and the elven conjurer. None of you want it, really - why is it the fighter's fault it's going to get sold?

    Why wouldn't that switch hitting Slayer want that Sword?

    Because costing the group 16K gold for the chance to use his Str 14 instead of his Dex 24 (and all the archery feats that go with it) is stupid as ****?

    Insain Dragoon wrote:

    You know who could use that sword and not care that it isn't "their weapon"?

    Barbarians
    Paladins (even a switch hitting Palladin)
    Rangers
    Slayers
    Str build Magus
    Hunter

    The only classes reliant on "muh weapon" are Fighters, Warpriests, and Battle Oracles.

    And...

    clerics
    anyone using Weapon Finesse
    anyone with EWP
    frontliners with only simple weapon proficiencies

    And for that matter, rangers and slayers pretty much always have combat styles, so only switch-hitter builds wouldn't care - and there are lots of slayers and rangers that aren't switch hitters.

    Frankly, the characters that don't care are very much in the minority.

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    IICorinthianII wrote:
    I shouldn't be Mind Thrusting or Ego Whipping with a level 6 spell.

    This appears to be the centerpiece of your argument, but I haven't really seen any reason to accept it. Why shouldn't you need to use a 6th level spell known slot to get access to 6th level spell effects?

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    Metallokinetic and phytokinetic varieties, for the "Eastern" elements.

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    Logan Bonner wrote:
    Psyren wrote:
    - Is Mind Thrust intended to be mind-affecting? Right now it isn't.
    I think that was an omission. Playtest as though it has the mind-affecting descriptor.

    I was assuming that it was deliberate, and that's why it actually calls out that mindless creatures are immune to it. If it's mind-affecting already, that line is utterly unnecessary.

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    I'm really not seeing the terrible confusion in the number of spirits you can contact. My current build will have access to a grand total of 8 at 12th level - and three of those will be "locked in" at the start of the day, leaving just 5 to choose among when she trances. I feel like that's completely manageable. Where's the problem?

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    Irori's title is the Master of Masters. He's the one who teaches those who teach others. Self-perfection is not something you achieve alone; even the Buddha had teachers under which he studied. Irori is the Master of his clerics, as they are his students, to be guided along their own Paths.

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    Gorbacz wrote:
    Insain Dragoon wrote:
    Maybe he means for non-US customers?
    Canada isn't part of United States? ;)

    It really isn't. My aggravating inability to stream Lost Girl and Continuum legally makes that painfully clear.

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    Cthulhudrew wrote:
    Gorbacz wrote:
    Cool. Now finally we can assemble a team made up of a Human Gunslinger, a pair of Half-orc Slayers, a Wyrwood Druid and a Raccoonfolk Alchemist...
    Nah. I have a much better idea for a "Guardians of Golarion" makeup than that... I just need to get around to creating them (although now that ACG and Technology Guide are out. SOON!)

    Spoilering for the tangent...:
    Yeah, I'm thinking Starlord has to have at least 5 levels of rogue or some other way to get rogue talents, because I can't imagine we'll ever see a better depiction of grig jig in use than when he drops it on Ronan at the end...
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    The feat chain in question came out in the ACG.

    And frankly, it's only a slap in the face if you absolutely insist that all mechanics should be equally available to all characters without regard to the in-game universe that the game designers want to reflect with their mechanics. This is not a position everyone agrees with. "I don't like this mechanic" is not the same as "the mechanic is bad," no matter how much you might want to believe otherwise.

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    Mikaze is just too pretty for God to let him die. Look at that chiseled jaw!

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    Joe M. wrote:
    fuzzyillogic wrote:
    There's also some archetype/facilitation to do a gun-based investigator?

    Yes

    :-)

    My wife will be thrilled. She wants to play Phryne Fisher, and the little golden gun is a key part of the concept for her.

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    I just don't understand how this could have happened. Who's in charge over there? Don't you guy have, I dunno, an editing pharoah or something?

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    Dexion1619 wrote:

    We really need more information on this: "Players will love the book's new resource pool for martial characters".

    A Blog post outlining what this means would go a long way towards helping people understand it.

    I have no doubt we will get one...

    ...but the book is still probably 9 months away.

    Patience is key, here.

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    Insain Dragoon wrote:

    As long as the fighter is based on feats he can never gain an edge, hence why he needs to be unchained from feats.

    Caster Martial disparity isn't the Fighters biggest problem. His biggest problem is that their is no plausible reason to take one over any of the other full BAB classes.

    While I don't mean to contribute significantly to further derailment of the thread, I feel that I must note here that my current leading idea for a character for Iron Gods is a fighter, is only mechanically feasible as a fighter in the currently-available character classes*, and is feasible solely as a result of the class' bonus feats.

    You may now return to your regularly-scheduled fighter-bashing.

    *it is possible that he might work as a brawler, but I'd need to see the final class to be sure. Right now I don't think it would work, but I might be surprised.

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    Insain Dragoon wrote:
    Lemmy wrote:
    Well... The Hunter's AC does get a permanent Enhancement bonus to its attribute, allowing the hunter to save cash.

    +6 str= +3 to hit +3 or +4 to damage depending on the animal companion.

    Favored enemy= +6/+6 at level 10

    With a spell slot or against a tight range of enemies. Conversely, at 10th level the hunter's AC has +4 Str and +4 Con, or +4 Str and +4 Dex, etc., for free - and yes, you can buy a belt, but we're talking about 40K worth of free add-ons, which is a lot of cash, even at 10th level - plus a minimum of three teamwork feats, including some ugly ones like Precise Strike and Outflank (beyond whatever new ones come out in the ACG). And the bonus is customizable at will. And the hunter's got greater magic fang coming out her ears, while the ranger has to decide between that and instant enemy.

    I'm not saying the hunter's AC is definitively better, but I will say there's really no evidence of the contrary either.

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    Also, yay for another few bits of White Estrid lore!

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    So spill some secrets already, you guys who are attending!

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    Lemmy wrote:
    Like it or not, negative criticism is just as valuable as positive. People are too quick to mindlessly defend everything Paizo does, but that doesn't help the company to improve. Quite the contrary, in fact. If every poor decision Paizo makes is met with praise, what reason do they have to try and improve things next time?

    Negative criticism is not what I was talking about. It's also been in remarkably short supply in this thread. Let me repeat myself:

    Me, in a post Lemmy might not have actually read wrote:
    Frankly, if you think "criticism" is the right word for the bile being spewed in this thread and the warpriest one, I think the internet has badly skewed your definition of the term.

    Criticism is fine. What has been happening in these threads is not criticism, and it's not fine.

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    Man, at this rate, we're going to be lucky if Paizo ever bothers to write another preview post ever again.

    Arachnofiend wrote:
    It doesn't really do Paizo much good to interact with the community if they're not open to criticism, y'know...

    They take criticism all the time, and yet in the vast majority of those threads Jason Bulmahn doesn't feel it necessary to come in and ask people to tone the vitriol down.

    Frankly, if you think "criticism" is the right word for the bile being spewed in this thread and the warpriest one, I think the internet has badly skewed your definition of the term.

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    James Jacobs wrote:
    Definately Starfall. The language that you'd hear there but almost nowhere else hasn't yet been revealed though...

    Is it Bocce? Because that's like a second language to me.

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    This entire discussion makes my Int 18 knowledge-monkey fighter sad.

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    I have to admit, having two different locations (Castle Urion and the Plain of Ten Thousand Sword) both make me go, "holy crap I wanna run that campaign!" is a pretty awesome thing for one book to pull off.

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