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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. 3,290 posts (11,396 including aliases). 1 review. 1 list. No wishlists. 5 Pathfinder Society characters. 21 aliases.


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Andoran

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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.

Andoran

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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...
Andoran

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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.

Andoran

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

Andoran

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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.

Andoran

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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?

Andoran

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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.

Andoran

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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.

Andoran

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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.

Andoran

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

Andoran

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

Andoran

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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.

Andoran

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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.

Andoran

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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.

Andoran

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

Andoran

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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.

Andoran

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Deadmanwalking wrote:

@Shisumo:

Ouch. Yeah, at 17 to 4, those are not good stats.

Still, an excellent idea, thanks for contributing. :)

I was looking at your list and thinking, "Those are mostly judgment calls, and although I pretty much agree with all of them, I wonder what the text itself says?" Some of the omissions caught me off guard, too, because I thought I remembered romance being explicitly mentioned in places it turned out not to be. The Children of Westcrown, for instance, in Council of Thieves, or either of Jakardros or Vale in Hook Mountain Massacre. (The latter of which is - to my admittedly straight male eyes - a pretty good option, with full-body art of a handsome, athletic guy who is unambiguously allied with the party and even has some meaningful ways to approach him written into the text...) But neither of them, nor several other places where I thought I'd see something. It was... enlightening.

Andoran

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Another set of data, no more comfortable than what Deadmanwalking put together:

The following is every NPC in an Adventure Path module described explicitly in the text as either potentially offering "romance" to a PC or being a "romance" or a "romantic interest."

Rise of the Runelords – Shalelu (f)
Curse of the Crimson Throne – none
Second Darkness – Samaritha (f)
Legacy of Fire – Almah (f), Garavel (m)
Council of Thieves – Calseinica (f)
Kingmaker – none
Serpent's Skull – none
Carrion Crown – Kendra Lorrimor (f)
Jade Regent – Ameiko (f), Shalelu (f), Koya (f), Sandru (m)
Skull and Shackles – Sandara (f), Pierce (m), Tessa (f)
Shattered Star – Natalya (f), Koriah (f)
Reign of Winter – Nadya (f), Greta (f), Ringeirr (m), Solveig (f)
Wrath of the Righteous – Arusehelae (f)
Mummy's Mask (through the 3rd chapter) – Muminofrah (f)

Obviously, since I'm limiting myself to specific words in the text, some characters (Lady Smythee from Raiders of the Fever Sea springs to mind as an obvious example) who are definitely put into a romantic light are excluded from the list... but even so, the trend is evident. And frankly, a bit appalling. Most are either explicitly bi or "sexuality as suits your PCs" (inasmuch as they are written in such a way as to avoid gendered language toward their paramour), but the gender count is... yeah. Lesbian characters have way more options than straight women, which is really weird to me.

Andoran

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Right now, I have four I keep bouncing between - although who knows whether any of them will make it through to chargen when the time comes.

1) Android gunslinger 1/warpriest of Bharanol X - the idea is to contain, rather than utterly destroy, the various threats of Numeria, with a holy blaster at my side
2) Human version of same
3) Android sorcerer (impossible bloodline), possibly looking to go into the technomancer PrC eventually; "it's not magic, it's science you do not yet comprehend" taken as literally as possible
4) Human fighter, build to be determined by the AP itself; the idea is to use his level advancement to pick up appropriate feats to take advantage of whatever supertech weaponry we find as we go through. Fast Learner, Improvisation and Improved Improvisation will feature heavily, I think.

Andoran

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For everybody playing "guess the archetype," I seem to recall it being said that many of the archetypes we'd be getting for the already-extant classes would be bringing the new mechanics over to the old spaces, so "daring champion" for instance might well be "cavalier with panache" or something similar.

Andoran

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Mattastrophic wrote:
PRD wrote:
You cannot take ranks in this skill without a natural means of flight or gliding. Creatures can also take ranks in Fly if they possess a reliable means of flying every day (either through a spell or other special ability).

Nothing offered by the Rogue class satisfies these requirements.

-Matt

Which is not even close to the same thing as saying they can't take the skill.

Andoran

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...or maybe you just make your hull out of something that bullets can't penetrate.

Which is likely the sort of thing you should be making your spaceship hulls out of anyway.

Andoran

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Werecorpse wrote:
The AP's started off as being fairly standard fantasy exploration discovery stories but it seems like for some time this has been the exception rather than the norm.

Even if you just limit yourself to the ones published for the Pathfinder RPG specifically, you can get the "fairly standard fantasy exploration discovery" experience in Rise of the Runelords, Kingmaker, Serpent's Skull, Carrion Crown, and Shattered Star. If you're willing to toss in urban-based adventures, you can add Council of Thieves (and Curse of the Crimson Throne, if you're willing to include the 3.5 ones). And that's not even talking about things like Emerald Spire, when that finally comes around.

Altogether, about half of the adventure paths that have been published since Paizo went solo fall into the broad category of "fairly standard fantasy exploration discovery story." Yes, to a certain extent, this has been slanted somewhat away from that experience in the last few years - but that's because it's already been done. Several times. Paizo needs to keep breaking new ground so it doesn't stagnate. I suspect you will get your wish for the next AP after Iron Gods, and that's cool too! I love that kind of stuff! But I strongly suggest you prepare yourself for the reality that Paizo, and to all appearances the large majority of Paizo's fanbase, are looking to keep pushing those boundaries going forward.

Andoran

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Davick wrote:
Lamontius wrote:

If I see Umbral Lasers(TM) in the book after this I am going to be so mad

Well...

Since lasers are monochromatic, if Darkness only affected the visible spectrum, or some amount not all of it, one could make an infrared laser or ultraviolet ones that functions in a Darkness area. Perhaps dealing less damage or having some sort of variant effect.

Honestly, that's probably going to be the default anyway. UV lasers are much more likely to functional as weapons than lasers in the visible frequencies due to the higher energy levels. And we know that darkness only affects visible-spectrum light, because darkvision gets around it.

(Gods I love that I'm getting to have this kind of conversation on a fantasy RPG forum. I CAN'T WAIT FOR THIS BOOK)

Andoran

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Also... Valeros! I heard some people don't like your build! Well now, we can rebuild him! We have the technology!

Andoran

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Shisumo has played that series far, far more than he ought to admit. (Having 100-percented all three games on Xbox, he is now working on getting platinums on all three PS3 versions...)

Andoran

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Liz Courts wrote:
Oceanshieldwolf wrote:
Think of the children!!!
We have. We think they'll enjoy their new Overlords as they compute pi.

Clearly, Paizo enjoys the sight of humans on their knees.

(That was a joke.)

Andoran

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babbles incoherently, weeping tears of joy

Andoran

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AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

Muppet arm flail

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA


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5 Pharast, 4714 – the Day of Bones

Spring in Osirion means something different than it does in many other places in the Inner Sea region. Here are not the changeable storms or slow regeneration of new growth of more temperate climes. The relentless Osiriani sun is not pacified by the season. Here, spring means one thing only: flooding. The raging rivers savage the fields built along their banks and in return bring new soil, fresh earth from which another year's harvest will grow.

This year, though, the floods are not simply the waters of the Crook, Asp and Sphinx Rivers rising, and the harvest is not solely that of barley or corn. Today, in the city of Wati, the Half-Dead City, the floods are also adventurers, men and women pouring in from across the world to participate in the opening of the Wati Necropolis, and they plan to reap the rewards of relics and knowledge long-lost within the dusty tombs. With the solemn progression of the newly dead that marks every Day of Bones now complete, the Sunburst Market square situated before the Grand Mausoleum of Pharasma fills with adventuring groups and curious onlookers awaiting the beginning of the necropolis’ exploration.

There is a festival-like quality in the air, and numerous street vendors are hawking goods and refreshments to participants and spectators alike. Some merchants have even brought what can only be considered adventuring gear to sell as last minute convenience items to explorers, while others advertise that they’ll buy recovered treasures and antiquities from those who visit their establishments.

In front of the imposing edifice of the Grand Mausoleum, an immense awning has been erected between decorated pillars in the market to provide shade for the priests of Pharasma overseeing the lottery that will determine which groups receive permission to explore which parts of the necropolis. Beneath the awning, two urns sit atop a table elevated a few feet above the ground on a wooden stage constructed for the event. The high priestess of the Grand Mausoleum, Sebti the Crocodile, sits behind the table, while two acolytes confer with her at either side.

Numerous adventuring groups stand in small clusters near the stage, made up of multiple nationalities and races. Most keep to themselves, but some teams engage in quiet conversation with other teams, mostly speculating about what they’ll likely face in the necropolis.

A little bit of background that you are all aware of:
In –1608 AR, Pharaoh Djederet II ordered the construction of a grand city to mark the birthplace of the Osirion’s greatest natural resource: the River Sphinx, springing from the confluence of the Asp and the Crook. With its early foundations magically laid by the church of Nethys, the city sprang to life within just a year. Named Wati, the riverside town soon dominated trade across southern Osirion. Hardwoods and spices from Katapesh and the Mwangi Expanse bound for Sothis, and manufactured goods and luxuries from the nations surrounding the Inner Sea bound for Osirion’s southern territories, all paused long enough in Wati’s warehouses and markets to make its citizens famously wealthy. For centuries, Wati endured through political upheaval and the births and deaths of entire dynasties as it dominated its younger sister cities of An and Tephu.

But Wati’s destiny was forever warped in 2499 AR, when the cult of Lamashtu unleashed a terrible disease called the Plague of Madness on the city of Wati. More than 60 percent of the city’s population perished in the streets and in their homes, and Wati was virtually abandoned for over 450 years. In 2953 AR, the church of Pharasma returned to Wati and established a new temple in the city’s ruins called the Grand Mausoleum. Walling off much of the original city, the Pharasmins transformed the abandoned settlement into an enormous necropolis, consecrating it in honor of the city’s dead. Over the next 1,700 years, people returned to rebuild a new city adjacent to the old one, and today the living city of Wati is more than three times the size of the old city.

Seven years ago, Pharaoh Khemet III, the Ruby Prince, formally opened Osirion’s ancient tombs and burial sites to foreign explorers. Khemet III understood that adventurers who’ve traveled great distances in search of treasure typically do not return from whence they came to sell their discoveries. Instead, they typically sell or trade what they do not keep as quickly as possible at the closest civilized community with an economy strong enough to absorb an influx of valuable antiquities. The Ruby Prince’s policy has attracted not only explorers to the desert nation of Osirion, but also countless scholars, private collectors, special interest groups such as the Pathfinder Society, and financial interests from all across the Inner Sea. A minor industry has sprung up just to support visiting explorers, and an even larger infrastructure has come into being to serve foreign investors and traders. Every opening of a major site has heralded an economic boom, for the local area and Osirion as a whole.

Unlike many of Osirion’s tombs and graveyards, however, the necropolis of Wati has remained largely untouched, in no small part because of local taboos and the protection of the Grand Mausoleum’s priests. But Khemet III has now ordered the local authorities and church of Pharasma to open Wati’s necropolis to exploration for the purpose of discovery, study, and economic stimulus. As you can imagine, the church of the Lady of Graves is not fond of this idea, but Khemet III gave them little say. He offered them only two choices: cooperate, and be allowed to set ground rules and provide guidance to the explorers, or refuse, and be shut out of the process entirely. Thus, the lottery came into being.

The priests of the Grand Mausoleum have decided on the lottery to distribute access to the tombs to make the process impartial and subject to the dictates of fate, in keeping with Pharasmin religious tenets. The church has mapped the necropolis and designated selected sites within it for exploration, dividing them into three pools, from the smallest and simplest of structures to the largest and potentially most complex. Each party of explorers is assigned three sites, one at a time, so that a group must complete its exploration of one site before gaining access to another.

This process wasn’t intended to simply be arbitrary. The church also seeks to avoid conflict between groups within the necropolis, the neglect of smaller sites in favor of those that might contain more wealth, and bribery and backroom deals with local officials to gain access to specific structures researched in advance. The Grand Mausoleum is dedicated to remaining neutral throughout the entire affair.

Pushing through the crowd, you join the other groups of adventurers awaiting the lottery's beginning, and discover that even among this cosmopolitan gathering, an assortment of beings such as yourselves draws a great deal of attention.

Andoran

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I have to admit I'm a little surprised no one's asked this yet, but what does God need with a starship?

Andoran **

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Unklbuck wrote:
Maybe and Option of one of the following: Combat casting, Extra Rounds of Bloodsong, Toughness, or something similar.

Arcane Strike seems like it would be a very good thematic fit...

FYI, at the moment, the Additional Resources page doesn't say anything about what happens to the skald's illegal feat. One can reason out that it is lost based on the fact that it's illegal in the campaign overall, but a tweak to the document seems like it would be a good idea.

Andoran

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Oh gods. Nick Logue is going to send tentacle aliens to mindprobe us all... IN OUR MINDS.

And I will pay you to have it happen.

...where did I go so wrong...?

Andoran

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The thing about gnolls and puns is true, though. I had a beer with one at a bar in Katapesh and told him about the Qadiran mathematician who began making moss-based undergarments; he'd invented algae bra, y'see? The dude blinks at me for a second, then says, "Yeah, that's an old one where I come from. I guess you could call it part of the 'gnoll set.'"

And then he started laughing like... well, a hyena.

I made him buy the next round.

Spoiler:
Weird coda to this story: I heard later that the mathematician had to close down his shop, because the bras kept causing these huge disruptions at high society parties. Apparently algae break functions.

Andoran

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Mikaze wrote:
Judy Bauer wrote:
Mikaze wrote:
From River Into Darkness and Bastards of Golarion, we've yet to see any artwork for the Ekujae elves that actually gave them dark skin. Right now the most suitable artwork for an Ekujae character is actually the portrait for the Animal Lord from the Bestiaries.
There's also Asweya Stiyo from Towns of the Inner Sea (page 51)—she's is half-Ekujae, half-Garundi. But yeah, it's an issue we're wrestling with.
Gah! I knew I was forgetting someone! Sorry for jumping the gun there. And thanks for that entry by the way! :)

If you pick up PFS scenarios, Destiny in the Sand, Part I has a gorgeous Garundi half-elf. (Unless she's recycled from somewhere?) Her skin tone is light, but her features and facial structure are right, at least.

Andoran

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Well, Nethys actually was Osiriani before his ascension, so...

Andoran

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Hunh. This awesome PDF just showed up in my cart. Better take a look...

(is blasted by mythic power, experiences ascension)

Hunh. That was cool.

Andoran

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It's a Girdle of Opposite Sex anyway. A Girdle of Opposite Gender would, arguably, be a much nastier thing to deal with, in terms of the dysphoria it could potentially cause.

Andoran

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The Free RPG Day module also seems to show the warpriest and swashbuckler iconics...

Andoran

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There is a case to be made that customers who are quite literally threatening to quit over the errata to one feat in a non-core book aren't worth trying to keep.

Andoran

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The odds of getting at least one nat 20 in 3 attacks is 1-(.95)^3, or .142625. So, in three attacks from a monster that could only hit a target on a nat 20, there would be a 14.2625% chance of a hit getting through. Obviously ~14.3% is better odds than 10.2%.

Andoran

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Rynjin wrote:
RJGrady wrote:
So the fighter in full plate is supposed to be concerned the basilisk is biting him? Being hit an average of 0.3 times a round by a manticore with no favorable bonuses is "immune?"
The word used wasn't immune. It was "virtually unhittable". And remember, this is a lowball estimate. No Ring of Protection or Amulet of Natural Armor. No Magic Armor or shield. No buffs.

If the monsters in question need a 17+ to hit (which is about average for a CR 5 monster against an AC 27), then it's worth looking at the number of attacks they get too. A "typical" CR 5 monster has 3 attacks at that level (the ones of your sample that don't - the basilisk and the phase spider - are more limited because their primary attacks are exceptionally powerful for reasons that have nothing to do with their attack bonuses). So with three attacks at a 20% success rate, the odds of hitting at least once in a full attack are 48.8%. That's not "virtually unhittable."

However, to get past a pre-errata Crane Wing, such a character would need to be hit at least twice - and the odds of that are only 10.4%. That's actually more protection than a character who could only be hit on a nat 20 would have.

Andoran

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ZanThrax wrote:
Shisumo wrote:
ZanThrax wrote:
So, as written, with our without the errata, the Myrmidarch only works with light or one handed melee weapons that can be thrown.
I'm rather partial to the idea of a myrmidarch with a sword cane pistol myself.
Interesting notion. Can a magus get a cane pistol down to a free action reload?

Sure. Rapid Reload (sword cane pistol) and alchemical cartridges, just like anyone else. Heck, myrmidarch and bladebound are compatible archetypes - you could even have a sword cane pistol that was a black blade if you wanted to.

EDIT: Technically, the mechanically superior option would probably be the axe musket. But I don't think it has the same amount of style as the sword cane pistol. Your mileage may vary.

Andoran

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Scavion wrote:
Kudaku wrote:
Master of Many Styles is the primary reason why Crane Wing is considered broken and was also published in Ultimate Combat - was that 'errataed' by any chance? I can't access the PDF at the moment.

Of course not. Why take a scalpel to something delicate as game balance with what you could do with a Hacksaw?

But yes. Master of Many Styles is the primary reason why Crane Wing was so good.

You have that backwards. Crane Wing was the primary reason Master of Many Styles was so good.

No one was ever saying, "You can dip MoMS to grab Dragon Fury."

Andoran

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If I were making a PFS legal halfling swashbuckler, I'd have a statline that looked like this after racial modifiers: Str 13, Dex 17, Con 12, Int 10, Wis 8, Cha 16. Feat would be Power Attack, I'd get the swift-footed racial option, and I'd probably grab Lessons of Chaldira for one of my traits. But that gives you a standard attack of +4 for 1d4+3 (18-20), which is admitted not amazing but is at least going to drop a goblin warrior on an average roll...


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Natalya blinks. "You're going in there?"

After a few moments' frowning consideration, she gives a small shrug. "Guess it doesn't matter much now. The Tower Girls number a bit over two dozen, all together, and they're mostly just Varisian girls with good climbing and sneaking skills. I was the only one with magic in the group, and for the most part the Girls prefer ambushes when they have to get into fights. That doesn't mean you don't need to be careful, though. Ayala... well, Ayala's a wererat. And she's turned some of the other Girls, her closest allies, into wererats too. I'm not sure how many, but I'd be careful there. And bring silver.

"As for the Crow," she continues, "the only way in is by boat, and you'll be seen as you come in unless you row out at night or in the fog or something. Once you get to the piling itself, though, we've already explored and dealt with a lot of the traps and beasts that were there, so you'll only be worried about the Girls themselves and whatever traps they might have set up since I left. There's a little landing, basically a dock, where you can moor your boat, and then you'll be heading through a small group of rooms into the Crow itself. At the back of the rooms is a stairwell. Goes up a good couple hundred feet, to a another complex just short of the piling's apex. You'll need to climb out on a platform we rigged over the bay for a short bit, and then look for a trapdoor in the ceiling - we had a hook we were using to pull down the door from the platform, and I assume it's still there. Climb up into the trapdoor and there's a low tunnel that takes you deeper in.

"There's another set of rooms when you get through the tunnel - when I was there, that's where we had our 'guard post,' if you want to call it that, set up. Get through it, and there's a set of stairs that take you down about fifty feet to the 'main floor,' I guess you could call it. Three wings on that floor. As you come off the stairs, the wing to the left is the dormitory, the wing straight ahead is mostly storage, and the wing to the right is our 'common room' and the stairs down to Ayala's chambers. That's another fifty feet down, but it's also where I found the shard and the clockwork, and it's also where the only door we hadn't gotten open yet is. The door we couldn't open is made of some kind of special metal that burns when you touch it; it's magically locked, too. The shard was in a small hidden chamber inside Ayala's personal rooms; I closed the door behind me, but it's on the east side of the room, on the wall just opposite Ayala's sleeping space."


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Mandali replies, "I will permit no harm to come to her, Pathfinders."

For her part, Natalya remains facing the wall, but after several long moments of silence, she starts speaking. "After we got kicked out of the camp of the Wreckwash Blades last month, the Tower Girls wandered around the city a bit, grabbing space from Fenster the Blight for awhile before our leader, Ayala Javeski, found us a new place to hide out: inside the Crow, one of the pillars of the Irespan. There's an access from the bay, so we just sailed over there and started moving in.

"That's when I went to the Pathfinders. I knew there'd be things in a Thassilonian ruin like the Irespan that the Pathfinders would want to know about - things they'd probably pay a pretty copper for." She stops, then give a bark of laughter, devoid of any mirth. "Wasn't wrong about that, was I." She pauses then for another long moment before continuing.

"Anyway, we started exploring the Crow. I was leading most of the explorations, on my own or with a few of the other Girls; Ayala mostly just wanted to make sure we weren't going to get eaten by shriezyxes. After we'd been there for maybe a week, I found something. A skeleton, in one of the rooms I was exploring by myself. It had... that shard in its hand.

"I don't know how to explain it. Holding it... felt like power. I know that sounds melodramatic and cliché, but it's true. I felt like I could do anything, that I was better than everyone. I was going to take over Magnimar, all of Varisia, maybe even the entire world. And it didn't feel insane - it felt possible. Real. Inevitable, really.

"And now it's gone. And I kind of want to throw up. And I kind of want to hold it again."

Andoran

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Just realized how incredibly awesome a warpriest with a sacred weapon (gun) would be. Holy gun indeed...

Andoran

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Cheapy wrote:
Does anyone know which feats were causing the design team to look at the counterspelling exploits again?

Parry Spell was the big one, I think.

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